Monday, June 19, 2017

Movie Review: Wonder (Why They Bothered) Woman

Back when the trailers for the first Guardians of the Galaxy movie were embedding “Hooked on a Feeling” in everyone’s ears, there was a joke making the rounds in nerd circles:
DC: Well, we’d really love to do a Wonder Woman movie, but her background is too complex and would confuse audiences.

Marvel: Look, a raccoon with a machine gun!
Clearly, DC never overcame their fear of confusing the audience, because the Wonder Woman movie we got is painfully paint-by-the-numbers:

  1. Introduce Diana as a cute, precocious child who wants to fight! But her mom is a worry-wort stick-in-the-mud. Diana learns to fight anyway.
  2. Diana has a mysterious past! A past that remains mysterious through the entire movie because everyone who tells the story has an ulterior motive for doing so. Yeah, I know, golden lasso. Tell that to Saruman and Denethor with their Palantirs.
  3. Diana rescues handsome man of questionable behavior but with a heart of gold who just happens to be of suitable age for marriage. Awkward sexual tension (mostly played for cheap jokes) ensues.
  4. Diana defies! She defies everyone (her mom, early 20th century propriety, the military realities of the first World War) except modern-day Hollywood’s sensibilities.
  5. Cute guy dies in noble self-sacrifice! (Because only Supes is allowed a long-term relationship.)
  6. Reflecting on handsome guy’s self-sacrifice suddenly makes Diana’s special effects more powerful than generic upper-crust-brit villain’s special effects.
  7. The struggle continues (but just what it is she’s struggling against or for remains impenetrably vague).

Script-wise, this movie just doesn’t cut it. Which Is a shame because a lot really works well here. You’re always entertained. The performances are a lot of fun (often in spite of the lame script). The action sequences are top-notch. The pacing is good. Runtime is 2.5 hours, but it certainly didn’t feel like it.

But the script never does the heavy-lifting to support its ending. At no point do we feel a strong enough connection between Diana and the Yank to justify the act of simply dwelling on him giving her any sort of insight or opening untapped wells of inner strength. Hell, at no point do we get the feeling that Diana trusts, respects, or even really likes the guy much. There’s a kinda-sorta hinted-at sex scene in the second act that you’d miss if you blinked, and it never comes up again in any way, shape, or form. We don’t even get the usual morning-after sweet-awkward smiles or anything.

So his sacrifice leads her to slaughter a bunch of faceless Germans. But when she’s presented with a German who very much has a face and a name, suddenly she decides she believes in love and her FX are more powerful than the villain’s FX because… reasons?

It doesn’t hold together at all. Maybe if the Yank had been more respectable, or had a family he was leaving behind, or we’d seen some sparks between him and Diana, the sacrifice thing might have made sense. But he’s none of those things because one of the big themes is that humanity is deeply flawed.

Which is the other fumbled ball of this movie. The whole time, they keep hinting that Ares isn’t a completely unreasonable jerk, that he understands humanity better than the other gods did, that perhaps he even has a point. But nope, he actually is just a jerk who gets off on goading humanity into larger and more destructive wars.

(Which, incidentally, makes the post-fight scenes very confusing. Everyone’s friends now? So it really was Ares clouding everyone’s minds? Does that mean the second World War never happens in the DC universe? It’s certainly implied in those moments of everyone helping each other as the sun rises behind a victorious Wonder Woman.)

So Ares is defeated when Diana decides humanity is worth saving because… reasons. Reasons never explained and certainly not supported by the rest of the movie. Especially since the movie very clearly says that Ares is right about humans, but apparently wanting to wipe them all out for it is wrong because… reasons.

Philosophically, the movie is a complete mess. Which renders the end nothing more than a clash between special effects, visually interesting but incomprehensible. How and why anything happens is utterly hidden from the audience, and you’re left with nothing but the needs of the paint-by-numbers plot. At the very, very end, Diana gives us a generic, “I must continue the struggle!” monologue, but as she’s leaping out of the Louvre, flying through the air, we have no idea what she’s going to fight against. There’s vague talk about creating a world that could be, but the only visions of such a world are the all-female paradise of the Amazons and Ares’ dream of a human-free Eden. Exactly what Diana’s goals are in the modern world and how she plans to achieve them… Nope! She’s a super-hero. Doing super-hero things. Because… reasons!

Wednesday, April 19, 2017

Boycotting Yourself in the Foot

Apparently, I’ve somehow missed most of the last political slap-fight in the RPG internet-o-sphere. Can’t say I’m horrible upset. I did, however, come across this blog post considering the morality and efficacy of boycotts against RPG companies.

Now, right off the bat, I’m not a fan of organized boycotts, especially against creative types. It very much is trying to tell artists what they can and cannot create, and backing up your demands with threats. That’s not something I can comfortably cotton to.

But, as they say, don't appeal to a person's better nature; they may not have one. So let's talk about your self-interest. And since you're here reading this blog, I assume you're interested in having fun playing RPGs. So right off the bat, discouraging people from making cool RPG things by threatening any monetary gain seems like a bad idea. Things get worse when we see Victor applying a carrot in conjunction with the stick. Sure, you can absolutely spend your money with an eye towards “supporting the creators and narratives we want to see flourish in the world.” But keep in mind that, when you do that, you’re not promoting good games. You’re promoting those who voice support for the issue de jour. You’re encouraging creators and publishers to focus on politics, social causes, and appearances instead of things like good game play, useability at the table, and creating fun. Time and money are both limited resources. The time writers and artists focus on voicing the proper opinions is not spent on improving their craft, researching new techniques and tools, or playing games. But they’ll have to do that because the publishers will be hiring folks with strong reputations for voicing support for the right causes, rather than the folks who are the most innovative and effective at supporting fun at the table.

The results will look like large swathes of the RPG market at the turn of the century, when publishers were convinced their primary audience was collectors and readers, not players. The books were big and pretty, but the art did little to support game play, the rules were poorly organized (and frequently broken; everyone remember the Star Wars game where better armor could actually make it easier to wound your character?), poorly written, and confusing, and the density made them impenetrable to beginners.

While I understand Victor’s point about boycotts potentially being more effective in the RPG world due to the small number of buyers (making each that much more important), I think it’s undercut by the nature of RPGs themselves. Quite simply, as the drift of D&D from a game about exploration to a game about combat aptly demonstrates, writers and publishers have nearly zero influence on how a game is actually played. As extreme examples (that have actually appeared on RPG forums), it’s not hard to make a game of Blue Rose about patriarchal champions fighting against the vile misandry of Aldis and its magical-deer overlords, or turn Monster Hearts into a game about competitive rape.

Of course, there’s nothing preventing you from doing the opposite, either. Which is why everyone is best served by supporting those who make really good games, no matter their personal failings or extreme political ideas. A new way of playing, or presenting information, or organizing rules can improve your game and create more fun for you regardless of the wacky ideas on economics or biology held by the author. And there’s nothing stopping you from using those tools at your table, which will naturally promote models of economics and biological science known and supported by all right-thinking people.

Thursday, March 09, 2017

The Road to Victory

I think we can now unilaterally declare the OSR a success. Starter boxed sets are a thing once more, with both Pathfinder and D&D 5e having one. The 5e team not only reached out to OSR bloggers shortly after announcing 5e, but paid them to consult on 5e. In his design of 5e, Mearls openly embraced simplicity over completeness and the venerable Caves of Chaos were offered as a playtest testbed for the rules. OSR works have received the highest accolades of the industry and fandom, and we even have a few folks making a full-time living at this stuff. So I think we can safely say that, yes, from an outside perspective, the OSR has been shockingly successful.

Notice the caveat up there? From an outside perspective. That’s vital.

I’m writing this because I’m seeing other groups that appear similar to the OSR and have clearly been inspired by the OSR. Yes Pulp Renaissance folks (or whatever you’re calling yourselves), I am very much talking to you here. Because there’s one key aspect of the OSR that is vital to the success of any similar movement (and as I love me some Howard, Leiber, Wagner, etc. I’d really love to see you folks flourish).

As the creeper that girdles the tree-trunk the Law runneth forward and back—
For the strength of the Pack is the Wolf, and the strength of the Wolf is the Pack.

From the OSR’s inception, before Maliszewski started Grognardia, before anyone was even saying anything like “Old School Renaissance,” the OSR was about one thing: having fun playing RPGs. Fun, of course, is a very particular thing; what floats my boat might sink yours. Each of us was pursuing our own individual fun. Sure, we did it in groups (RPGing is largely not a solo activity), but those groups had very different ideas of fun. Maliszewski had his very Appendix-N-driven world-building with a strong emphasis on dungeon exploration while Raggi pursued a horror vibe in a pseudo-historical setting. Some pursued Gygaxian Naturalism while others preferred a more metaphorical experience via delving into a Mythic Underworld. Games were opened up to the whole world (well, all of the world that could get on Google Hangouts) via the Flailsnails linked campaigns while others were carefully cultivated walled gardens, specifically designed for the enjoyment of a small few. Some wallowed in the excesses of Gygaxian descriptive writing while others embraced the simplicity of the One-page Dungeon. Thieves were excised from games, or modified, or the original design was strictly adhered to. Some embraced the entirety of Appendix N for inspiration, others picked just certain portions (Dying Earth stories or Swords & Sorcery) while others looked to video games or anime.

Within the very loose framework of the OSR, each of us pursued our own fun. Each of us pushed the boundaries of what the OSR was and then we’d get together to discuss what worked and what didn’t. We tore apart the old games to see how each individual piece worked, how they interacted with one another, and then tried new combinations to see what would happen. When something worked and was fun, we shared it with each other. And so our toolboxes of fun-building grew, our games became more fun to play, and we had great times.

The reason for the caveat above, about an outside perspective? That’s because whether or not the OSR succeeded or failed hung entirely on a single question: did you have more fun playing RPGs? The OSR succeeded and failed hundreds of thousands of times for every individual who gave it a whirl. Nothing else really mattered. If we were not having fun, things were not right and had to be changed. So we changed and explored and each of us found our individual fun.

So far, so good, at least as far as those of us finding this personal success were concerned. But enthusiasm is infectious, and it’s easy to be enthusiastic about something that’s fun! The more fun we had, and the more we talked about our fun and shared it, the more other folks wanted a piece of our action. That’s what created the success of the OSR as an influential movement in the larger sphere of RPGs. Not any attempt to strongly codify what the OSR is, or an internally coherent logical structure, or deeply penetrating philosophy. Jeff Rients set the tone early on; fuck pretentious bullshit. Is it fun? Then do more of that!

Were there fights with outside groups? Yep. Internal fights that grew rancorous? Of course. That happens, especially when you lose sight of how individualistic the whole thing was. It wasn’t all fun and games. But the core of everything vital was, in fact, fun and games. The success of the OSR, both for the individuals doing it as well as the movement as a whole, was entirely built on a foundation of playing games and having fun. Everything worthwhile and good grew from that.

UPDATE: a variation on this theme from Zak.

Tuesday, March 07, 2017

What the Heck is That?!?

I haven't found any solid rules in 5e D&D for adjudicating Nature and Arcana checks to learn more about monsters. My players (who for whatever reason haven't all run out and purchased a copy of the MM and memorized its contents; I suspect "not being a teenager" to be high on the list of reasons ;) ) ask for these rolls a lot. I certainly don't mind; part of playing under the philosophy that "it's not the DM's job to balance the encounters; it's the players' job to unbalance the encounters in their favor" is giving the players enough information to make intelligent decisions about which encounters they want to tackle and how.

So that means, whenever they encounter an unusual critter, they'll ask what they know about it and I'll ask for either a Nature or Arcana check. Which do I ask for? Arcana for the following creature types:


  • Aberrations
  • Celestials
  • Constructs
  • Elementals
  • Fey
  • Fiends
  • Monstrosities
  • Undead


All the rest us Nature checks; I'll take the highest of either Nature or Arcana for dragons.

So the players roll their dice (usually they all do this) and I start with the second-highest roll ("Ok, the bard knows blah-blah-blah...") and then move to the highest ("... and the wizard can also tell you blah-blah-blah.")

So what do I tell them?

On a roll up to 9:
I tell them they don't know much. I tell them maybe what the thing eats, and a rumor (that I openly label as such) that might be true and says more about the setting than the monster ("The shepherds down by Greenford have trouble with these things coming out of the forest and swiping sheep every three or so years.") and may or may not be true.

(In general, whenever the players make a knowledge check, I tell them something no matter how badly they roll, even if it's not immediately useful.)

10-14:
Either an immunity or resistance, or one major attack or defense the creature has. If it has a defining characteristic (like a displacer beast's illusionary positioning) they'll get that instead.

15-20:
All immunities, resistances, and vulnerabilities, plus one major attack or defense, and any not-obvious forms of locomotion. If they ask, I might tell them about senses, but not give ranges, as well as relative speeds (faster/slower than you).

21-25:
All-of-the-above, plus highest and lowest stats, all senses and their ranges, plus their speeds.

25+:
Pretty much anything they want to know. If they roll above 30, I'm just handing them the book to peruse.

Monday, February 27, 2017

A Bushel-full of Gods

Over on G+, Stuart Robertson asks:

How formally do you handle religions in your game? Do you use an established setting with deities? Do you sort of hand wave it all? Do you have something DIY but more structured?

Religion is pretty central to my campaigns. 5e only seems to have made it more important, though I'm not entirely certain why. (Possibly because we have more paladins now that being Lawful Good isn't a requirement?) One of the first things I do when creating a campaign, right after deciding on a theme, is build the gods.

One of the three (!!!) campaigns I'm running now has a theme of hidden mysteries and lost history. It's centered around a large sheltered sea (very much like the Gulf of Mexico) called the Mur. The gods are below.

Long-time readers will recognize some of these deities from my old Labyrinth Lord game from back in '09. I am so not above stealing gods from other campaigns, either my own or those from other folks. If you've got a stable group of players, it's easy to reuse things like that and it gives them an easy in to the new setting, or is a great way to demonstrate how this new setting is different from the old one.

Along the shores of the Mur, these are the most widely venerated gods. Of these, the worship of Abzu and Tiamat is nearly universal across the multiverse. The further you get from the Mur, the less likely you are to encounter the others.

Abzu
God of Civilization, Knowledge, and Truth

Symbol: an untethered golden flame
Domains: Knowledge, Life, Light, War
Alignment: Lawful Good

Abzu is the great platinum dragon, sibling and occasional lover of Tiamat, father of dragons. He is her opposite (and you can create a sort of yin-yang symbol from their combined symbols), being the patron of cool intellect, reflection, and the search for truth.

He’s also the patron of penance and forgiveness, as he periodically fails to adhere to his own principles and engages in violent and passionate lovemaking with his sister-lover. It is said that, should he ever manage to resist for long enough, all of Creation would wither and die.

His temples are places of learning and education. Most universities have at least a shrine to Abzu on their grounds. Some monasteries are dedicated to Abzu, and most have meditation on the platinum dragon’s struggle and will as part of their discipline. Nearly all paladins taking the Oath of Devotion have Abzu as their patron deity.

Aratshi
God of Order and the Law

Symbol: an iron mace
Domains: Knowledge, Light, War
Alignment: Lawful Neutral

Aratshi is the giver and the defender of the Law. He is a being of absolute order, the Primarch of the modrons and the patron of order. Most of Aratshi’s temples are fortress-courts where the guilty are tried and condemned by a court of judge-priests.

Aratshi’s priests dress in accordance with their duties. Those who serve as judges dress in kilts of white wool striped with purple. Enforcers of the law wear sleeveless chain mail over red tunics and bear iron-headed maces. Inquisitors, those who seek out the guilty, wear long crimson robes.

While most human lands have at least a small presence of Aratshi’s devoted, he’s seen as far too hidebound and inflexible by the tradition-following dwarves or the chaos-embracing elves. In most human lands, Aratshi’s faith has dwindled to a few specialists, aiding civil courts to enforce secular laws. In a few places, Aratshi still wields great influence, and it’s not been lost on most that these places tend to be ruled by iron-fisted tyrants. Note also that Aratshi is a god of the law but not a god of justice, which falls more under Abzu’s domain.

Hasrit
Goddess of the Stars, Divination, and Hidden Secrets

Symbol: a silver star of four greater and four lesser points
Domains: Knowledge, Light, Trickery
Alignment: True Neutral

Hasrit is one of the most popular deities in human lands, second only to Tiamat (and sometimes eclipsing her in more urban and urbane environments). Her priests carefully chart the motions of all the celestial bodies, then reproduce those motions in spinning, ecstatic dances seeking enlightenment and perception that pierces the veils of the mortal world to see their underpinnings. Hasrit herself dances at the fulcrum of the universe, where Chaos and Order, Good and Evil meet.

Hasrit’s temples are especially favored by merchants and politicians, seeking insight into future events or the natures of clients and rivals. The guidance of the goddess’ oracles are sometimes sought at coming-of-age ceremonies, before major construction projects, or marching off to war in some cultures.

Most of Hasrit’s ceremonies take place at night, and while her temples are open at all hours, nights of the new moon are considered to give the clearest divinations. Hasrit’s priests wear robes with long, bell-shaped sleeves, and from their belts hang long strings of gems, stones, metal chains or ropes that splay out as they dance. Hallucinogens and similar consciousness-altering drugs are frequently used in Hasrit’s ceremonies. While it’s not unheard of for Hasrit’s temples to include sacred prostitutes, they are not nearly as common as they are at Tiamat’s temples.

Khogus
Emperor of the Dead, Caretaker of Souls

Symbol: a white skull crowned with flowers
Domains: Knowledge, Light, War
Alignment: Lawful Good

Khogus rules the underworld, where the souls of the dead go for the final reward. Kinda. Most priests of Khogus preach a soul’s time in the underworld is limited; eventually such souls are reborn into new lives.

As defender of dead souls, Khogus is violently opposed to undeath; his priests are charged with destroying undead wherever they are found and safeguarding the bodies of the deceased against necromantic tampering. They also aren’t very fond of those who’ve sold their souls.

Khogus’ priests typically wear common clothing and maintain a somber, sober appearance. They oversee the rites of death and burial, defend graveyards, and hunt the undead. When performing their sacred duties, they wear white or black robes. Paladins who have taken the oaths of Devotion or Vengeance may choose Khogus as their patron.

Shkeen
God of Slavery, Aratshi’s Hound

Symbol: Three links of chain between four triangles which are arranged like the fangs of a hound
Domains: Knowledge, Nature, Tempest
Alignment: ???

According to legend, Shkeen was a powerful creature of Chaos, possibly a demon, defeated and enslaved by Aratshi. The two are generally linked in the mortal realms, since the most common punishment handed down by the courts of Aratshi is a period of enslavement, the profits from which are supposed to serve as restitution for the injured.

Those so sentenced are handed over to the priests of Shkeen. These hound-masked individuals are experts in bending, breaking, and rebuilding the will, and those branded with the mark of Shkeen are considered to be the most loyal and dependable slaves you can buy.

While the Shkeenites are supposed to primarily acquire slaves via the law courts, they are not forbidden from engaging the larger market. It’s rumored that, while the Shkeenites don’t themselves organize or directly finance slave-taking raids, they’re eager to buy new and exotic slaves from nearly any source. In more tyrannical regimes, open season on targeted communities allow the Shkeenites to periodically sweep an area, claiming whomever they can catch as new slaves for their temple-stockyards.

Because of this, it’s not unusual to find that Shkeen’s temple is larger, more opulent, and far more popular among the rich and powerful than Aratshi’s. Their wealth also grants them far more political leverage than the law-giver’s temples enjoy.

Tiamat
Goddess of Passion, Fertility, Creativity, Violence and Chaos

Symbol: a bloody claw
Domains: Life, Nature, Tempest, Trickery, War
Alignment: Chaotic Neutral

The chromatic queen of dragons, Tiamat is venerated in all lands as the patron of fertility and creativity. In many places, she is worshipped as the goddess of both war and love. She is the sister-lover of Abzu, repeatedly tempting him to abandon reason and wallow in his passions (which are, at heart, as violent and potent as hers, perhaps even more so for struggling against his near-constant adamantium restraint).

You can find her priestesses and temples in nearly every society, from the tribes of goblins to the dwarves (where she is worshipped in secret mystery cults by women only).

The exact nature of Tiamat’s temples varies greatly by race. Among the dwarves, she is worshipped in living caves whose entrances are a closely-guarded secret. The orcs venerate her with living sacrifices and bloody rituals under the open sky. In most human lands, her temples are palaces of hedonistic delights, offering shelter to the starving artist, healing to the emotionally wounded, and the services of hierodules, sacred prostitutes, to all with the gold to pay for them.

It should be noted that while Tiamat is a chaotic deity, she has little interest in esoteric concepts like good and evil. Some paladins who’ve taken the Oath of Vengeance or the Oath of the Ancients have Tiamat as their patron deity.

Lesser Gods
These gods are extremely regional and most are lacking in any sort of organized worship (which isn’t to say that they lack clerics). Where they are venerated at all you usually only find roadside or street-corner shrines.

The Magpie Princess
The Barefoot Goddess, Queen of the Open Road

Symbol: a gold ring with a ribbon tied to it
Domains: Tempest, Trickery
Alignment: Chaotic Neutral

This enigmatic being is said to roam the material world in the form of a tall, strikingly handsome woman with long and wild black hair, wearing the height of last year’s fashions in a motley collection of threadbare cast-offs. She isn’t worshipped so much as she’s invoked by travellers and caravans (and most of those are asking her to stay far away from them).

While she is not herself a goddess of fertility, it is believed in some regions that she can pick the gender of an unborn child. In territories where she's known to roam, the father or son of a pregnant woman will climb a tall tree and tie a trinket to the highest branch they can reach as an offering to the Magpie Princess. Coins or unadorned jewelry are requests for a boy, while gemstones, either alone or set in jewelry, requests a girl.

Mapachtli
Lord of Snickers, God of Shadows and the Downtrodden

Symbol: a raccoon’s mask
Domains: Knowledge, Trickery
Alignment: Chaotic Good

This prince of tricksters is well known in nearly all cultures as a gadfly to the comfortable, wicked, and foolish in numerous stories. He’s almost as frequently invoked by bards before a performance as Tiamat. In his stories, Mapachtli is generally seen outsmarting wicked tax collectors, stealing the ill-gotten wealth of the powerful, or spiriting away princesses on the day of an unwanted political marriage.

While Mapachtli is usually the hero of his stories, on occasion others get the upper hand with him. Most notoriously is Tiamat’s vengeance against him when he stole one of her eggs.

While his worship is discouraged among the dwarves, nearly every other civilized race reveres Mapachtli. His shrines can be found in almost every small hamlet or hidden within the cells of slaves. He is especially loathed by Aratshi and hunted by Shkeen, and their priests often figure as villains in Mapachtli’s stories. Uniquely among the lesser gods, he is sometimes chosen as the patron deity for paladins taking the Oath of Vengeance or the Ancients.

The Prince of Swords
The Ravager, the Despoiler, the Hound of Chaos

Symbol: a bloody, two-edged sword
Domains: Tempest, War
Alignment: Chaotic Evil

The patron of mercenaries and the bringing of strike, the Prince of Swords is generally seen as an unpleasant but necessary force in the world. He is the patron of violence, as willing to strike the good as the bad, and his whispers of fear and greed spur the great and powerful to acts of aggression. His shrines can be found in every sword-school, mercenary camp, and castle in the world.

Skotia
Lady of Mosquitoes and Marshes, Goddess of Plagues, Thieves and Assassins

Symbol: a mosquito
Domains: Nature, Trickery
Alignment: Chaotic Evil

When those in polite society invoke Skotia, they’re hoping to turn her attention elsewhere, or propitiate her to the point that she won’t aid in attempts to rob, swindle, or curse them. Most of Skotia’s worshippers are thieves, assassins, grifters and con artists. While few temples dedicated to her worship exist, it’s not unusual to find little shrines tucked away in dark alleys or just off well-travelled roads.

The Mystery Cults
In addition to the gods named above, the shores of the Mur are littered with secretive mystery cults. Unlike the faiths of the principal gods, mystery cults have little interest in spreading their worship broadly. In fact, it’s often forbidden for members to mention to others that they belong to such a cult. It’s rumored that these cults are actually fronts for demons and devils, and that they have infiltrated nearly every prominent government and financial institution. Some say that even the temples of the principal gods have secret adherents to mystery cults among their members.

It’s rumored that even the Autarch himself is a member of a mystery cult. Other, more sinister rumors insist that a number of mystery cults actually worship the Autarch himself!

Art by Sir Lawrence Alma-Tadema.

Saturday, February 18, 2017

50 Shades of Blueberry

If you are of a certain age, largely congruous with being there when AD&D was the new hotness, you probably remember when entertainment aimed at children was rife with kink.

No, I’m serious. The Adam West Batman show was probably the most well-known. Every story was a two-parter, and the first part invariably ended with Batman and/or Robin captured and tied up in some bizarre, slow-acting death trap. Like a rotisserie cooker, or beneath giant magnifying glasses, or inside a giant mousetrap, while Julie Newmar (or Eartha Kitt) crawled all over them wearing tight spandex and purring.

That, ladies and gentleman, is the sort of image that will stick in your subconscious and never be dislodged. Especially if you saw it five times a week.

Batman was, of course, only the tip of the iceberg. Saturday morning cartoons were rife with this sort of thing. A single episode of the Speed Buggy cartoon, “The Hidden Valley of Amazonia” involves not just the female doms/male subs the title implies, but also forced feminization, objectification (people as widgets on a conveyor belt), togas, and the ever-popular mind control. And that was probably a rehash of a nearly identical plot from the not-fetishy-at-all Josie and the Pussycats in Outer Space episode, “Warrior Women of Amazonia.”

The bizarre thing was how much all of this was hidden in plain sight, a sort of purloined chain-letter of kinky deviance all over the place. Part of that, I’m sure, was the dominance of the counter-culture at that time, but there also seemed to be willful blindness about things. Things like the twisted and macabre horror-film-disguised-as-a-kid’s-film Willy Wonka and the Chocolate Factory.

This movie is a magnum opus of body horror and industrial objectification. Kids have their bodies warped and twisted in numerous ways, or get trapped in industrial machinery, or burned alive in a furnace. (At least, that’s what’s strongly implied.)

Maybe it’s his relative youth that allows Kiel Chenier to not treat any of the murder and mutilation of Willy Wonka and the Chocolate Factory as normal kids fare. Instead, he embraces the kinky body-horror of the whole thing and plays it as a straight-up Lamentations of the Flame Princess probably-kill-you-all-but-in-amusing-ways adventure.

The thing that Kiel does that the movie doesn’t is linger on the effects of all this body-horror. In the movie, children die off-camera, while the horribly disfigured and mutated are dragged away by the creepy Oompa Loompas. In Blood in the Chocolate, warped bodies become classic OSR-style challenges. Getting inflated isn’t something that just happens for a moment; it’s an ongoing condition and slow death-by-degrees that has to be dealt with (or possibly even capitalized on). And, honestly, that’s one of the more normal things that can happen to PCs in this adventure. Characters can be forced into cannibalism, literally uncontrollably eating their buddies to death.

This is really warped stuff, and even above-and-beyond what I’ve come to expect from LotFP; there’s some twisted stuff in Broodmother Skyfortress, but none of it is as twisted or personal as what’s in Blood in the Chocolate. In Broodmother Skyfortress, you see ugly, twisted, icky stuff. In Blood in the Chocolate, your character becomes ugly, twisted, icky stuff. And then explodes.

The use of cultural icons for humor purposes does make this look, at least on the surface, similar to Venger Satanis’ Alpha Blue stuff. However, where Alpha Blue implies a certain amount of Yakkity Sax playing in the background, Blood in the Chocolate is deadly earnest, which makes the silly bits go from comedic to downright creepy, the same way Pennywise the Clown isn’t in the least bit funny, but all the more terrible because of the associations.

This all means that Blood in the Chocolate is a welcome step in the right direction for including fetish content in your RPGing. It’s not just window-dressing (as is often the case in Pathfinder adventures) but something the adventure (and likely one or more PCs) wallows in. It’s not exactly the focus of the adventure, but it certainly is both unavoidable and central to the fun, if not the plot. I don’t think you could really play this game straight, though I suppose if you did and just ignored all the implications, hey, that would be an awful lot like Saturday mornings in the ‘70s.




Tuesday, February 14, 2017

Jeff Rients Wants to Blow Up Your Game

I never thought of Jeff as one of those black-jacket anarchist types, running about smashing things with tire-irons and crowbars, but, well, have you seen Broodmother Skyfortress?

If you haven’t, and you want to play in it, ***SPOILER ALERT***READ NO FURTHER***SPOILER ALERT***. If you haven’t and you’re just curious, there are many good reviews of it out there. I’m not going to do that here. Instead, I’d like to talk about what Mr. Rients has going on under the hood in that adventure.

First off, he thinks you need to blow stuff up. If there’s a favorite tavern the PCs enjoy hanging out in, or a particular lord they love (or love to hate) or whatever, he suggests you have the Skyfortress giants come down on it like a ton of bricks. And he’s not talking about a little raid that knocks over tables and kidnaps a few peasants. He suggests you ask yourself:


If the Giants attack by surprise at night, as is their wont, is there any possibility of survivors or would visitors find nothing but a collection of bloody smears?

Death Frost Doom
is (in)famous for the possibility that the PCs might unleash a plague of zombies on the world. Broodmother Skyfortress assumes something nearly that bad is happening already.

I love this idea when used in moderation (as Jeff himself suggests in the book). A destructible world is more real, more immediate to the players, and far more interesting. Being willing to blow up the Keep on the Borderlands (illustrated beautifully on the back cover of the book) tells players that they’re gaming in a truly dynamic world where their actions (or lack thereof) will have real consequences. That’s cool.

On the other hand, if the players never know whether or not all elves will be transformed into cat-people, or all wizard spells now result in explosive flatulence, or all the gods are simply going to vanish at the drop of a hat, it actively prevents them from investing in the setting. Doing one of those things over the course of an entire campaign might be cool. Doing one (or more) of those every time you sit down to play tells the players that nothing is trustworthy, and they’ll just avoid investing in any of it.

While that’s fascinating all by itself, Jeff’s after more than just blowing up your campaign. He wants to blow up your entire game.

There’s little more sacred in D&D than the to-hit roll: d20 + mods to reach or beat a target number. The sanctity of this mechanic has only grown over the years as it has been expanded to cover nearly every situation, from saving throws to skills to tool use. Pretty much anything a PC wants to do in 5e is accompanied by rolling a d20.

When fighting the giants, Jeff suggests you just not bother having the players roll to hit. Yep, they always automatically hit the Giants. However, they have obscene numbers of hit-points and the first five points of damage from any attack don’t count. Attacking them with mundane weapons (or even lesser enchanted ones) is barely going to scratch these monsters. Normal combat is going to lead to TPKs; the players simply can’t put enough hurt on these monsters fast enough to take them down (unless they’ve got access to some really nasty magic). And, by eschewing the sacred d20 roll, players should immediately understand that this is an unusual situation.

Jeff calls this Mechanical Alienation, and it’s a cool technique. Again, it’s probably most potent when used rarely (I’m thinking of invoking it at the end of one of my current campaigns), but it does drag into the middle of the table the central question of what your RPG is. Gygax is famously credited with saying, “The secret we should never let the gamemasters know is that they don't need any rules.” This is that idea turned up to 11. It’s not quite free-form RPGing, but rather understanding that all the rules are there to promote the fun. Rules that don’t promote the fun should be tossed aside, maybe for good, maybe for only a few moments. It would be too much fuss and bother for us DMs to create a completely original set of rules for each encounter (and if you did, you’d destroy player trust in your campaign; see above). But there is a time and a place to set the book aside and recreate the game in a more fun shape. At its heart, this is what Broodmother Skyfortress is all about.

Saturday, January 28, 2017

Visions of 40k 8th Edition

Stormcaller over at Bell of Lost Souls has some “safe bets” for 40k’s impending 8th edition. I’m not terribly impressed. His first two statements, that many will like it and some will hate it, is about like saying that grass will be green and Ultramarines will be blue. (Yes, that pun is front-and-center in this game. That tells you so much about its origins. ;p )

Stormcaller also brings up the bonuses you get if you max out the number of units in certain formations. Clearly, this is a call to buy more miniatures. Only, who the heck has time to play with armies that size? Adam Harry (also at BoLS) points out that maxing out some of the units in Fall of Cadia and Wrath of Magnus would mean armies over 3k (and possibly close to 4k) points. The “standard” game of 40k in the US runs between 1-2k points and takes something in the neighborhood of three hours to play. Eventually, as Harry points out, player fatigue becomes an issue, even if you’ve got six hours to play (and if you do, I think most would prefer to play a pair of smaller games).

Now, everyone is assuming that 8th edition will be “streamlined.” That, after all, is the buzzword these days. But goals and achievements are two different things. And there are practical limits on what GW can do with 40k. Just as everyone knew WotC had to use the classic six stats when they published 5th edition D&D, you can bet that GW will include the multiple-rolls-per attack thing that is the hallmark of 40k: roll to hit, roll to wound, roll saves, remove casualties. This cascade of rolls incentivizes big armies; the more shooting you’re doing, the more you’re likely to hit and wound, and the more likely your foe is to fail some of those saves. And GW is all about selling the minis.

But all that takes time. You’re rolling handfuls of dice, pulling out the hits, rolling those, pulling out the wounds, and then your target gets to roll those dice or an equal number of their own. Sitting there counting out how many of 40d6 rolled 3-or-above takes time. So does picking up and re-rolling the few that went off the table. As does re-positioning units or terrain knocked about by the flood of dice.

7th edition did a decent job of streamlining the rules already by simplifying how you adjudicate things like charges and cover. Granted, they did make things like the psychic phase more complicated, so there is room for streamlining, but not that much outside of what some people would consider sacred cows of 40k.

Granted, if GW is willing to go after the sacred cows, especially the you-go-I-go aspect of the rules, then yeah, there’s tons of room to streamline and make play faster. I just don’t think they’re going to do it. If you want a quick, simple game, you’ll have Deathwatch. But 40k is still going to clock in at 20+ minutes per turn between 1k and 2k points.

That said, I think we’ll be seeing a LOT more of these grand army formations. You just won’t see many maxed-out formations. This is because your FLGS really dislikes the way wargames are made and sold.

Why do I say that? Because wargames eat obscene amounts of shelf-space. For example, your average wargame has five or more factions and each faction has a handful of troops types, leader types, and special units, possibly with vehicles on top of all of that. This is part of the fun for players; you identify with your “side” and the way it plays, and you eschew the other factions for their failings. If the publisher does their job right, every side has its features and bugs, and seeing how they interact is part of the fun.

But all of these units eat up shelf space like a horde of ravening locusts goes through crops. And, on top of that, play space for wargames is expensive; the six-feet of table two 40k players use could host 5+ RPGers, 6 CCG players (each of whom probably paid an entry-fee for the privilege of playing; there are reasons your FLGS bends over backwards for M:tG and its ilk), or possibly 8 folks playing a board game. This is one reason you’re likely to see someone pushing Frostgrave get exceptional support from your FLGS; the game uses the same minis that the store already sells to RPGers, uses less tablespace, and easily expands to more than just two players in a game.

(Someday, someone is going to produce a wargame where players build their units from a standard box of parts, like robots or some such. If they do it right and it becomes successful, FLGS owners will weep tears of joy.)

Anyway, point is, if each player plays only their faction, and there are lots of factions (I think 40k has something in the neighborhood of a dozen now, and that’s not breaking out chaos into its four + unified or all the different flavors of space marine), that’s a lot of shelf-space for a fraction of the players of a single wargame. This is why it’s so tough for a new wargame to gain traction at an FLGS.

But GW already has traction, and by getting players to embrace building armies from multiple factions (Guard + Marines + Mechanicus, or, as we’re seeing now, Dark + Vanilla Eldar) they increase the efficiency of the shelf-space they’re demanding. Mechanicus might not have enough fans to warrant much space on a store’s shelves, but if marine players are also buying those minis, now it might make a lot more sense to give them more room. And, of course, that means more minis sold, especially if the marine player likes what Mechanicus does and decides to expand his “allies” into a full army to play as a change of pace.

So, my predictions for 8th edition: there will be all sorts of talk about streamlining the game, but it won’t do more than shave a few minutes here and there, and won’t be dramatic enough to change how people play the game. There will also be a lot more support for building huge mix-n-match armies via formations and allies rules, which will royally piss off the competitive players but make the narrative gamers much happier.

Tuesday, January 24, 2017

And For Good Reasons - Outcast Review

If you saw the trailers for 2014’s Outcast, you can be excused for thinking it would be a train-wreck. Nicholas Cage and Hayden Christensen as AWOL crusaders who’ve travelled to China (or, at least, a Hollywood version of China) and get involved in dynastic politics? Yeah. But, the important question is, would it be a glorious train-wreck?

The answer is: meh, not so much. Nick Cage prancing about with a prosthetic ruined eye and snakes wrapped around his wrists isn’t as much fun as you’d think, mostly because he defaults to doing an odd impersonation of Long John Silver for most of the last third of the movie. Christensen actually comes off quite well, though you’d be excused for thinking he was a poor-man’s Karl Urban with that haircut and delivery. But this is lightyears better than much of his work in Star Wars.

This one avoids most of the pitfalls of the White Savior trope. Yeah, the ex-crusaders are excellent warriors, but not supermen, and you don’t get the feeling that there’s something special about them, that either is a chosen-one type. But you absolutely get the sense that someone wanted to do a Chinese historical epic but was afraid that if the main characters were not white that American (or maybe Chinese) audiences wouldn’t show up. This isn’t the only box-checking this movie suffers from. We’re also treated to the reluctant warrior trope; all three of the bad-asses in this film have been deeply scarred, even ruined as people, by the wars they’ve fought. There’s no such thing as a noble warrior or even a noble cause. There’s only brutality and guilt, but hey, look at these fun action sequences we’ve put together for your enjoyment! Yeah, classic example of Hollywood hypocrisy in action.

And that, in the end, leaves us with a luke-warm film. It’s got some neat costumes, but nothing on the level of Curse of the Golden Flower or Game of Thrones. It’s got some ok fights (the final mano-y-mano clash is actually pretty good, except that it happens for no reason other than that’s how things are done in movies). It’s totally lacking in a classic Nick Cage freak-out, though. He swerves close, then backs away. Just like this whole movie does, in its depiction of cultural interactions, violence, and emotion.

This one is probably not worth your time unless you’re a Cage completest, and even then you’ll likely only watch it once.

Tuesday, January 17, 2017

Abandoned Territory

DRAGON magazine #154 was published in February of 1990. It’s largely a forgotten issue (the theme was war, but wargaming was out of vogue in the RPG world at the time, so it mostly talked about historic examples of military conquerors, feudalism, and heraldry) except for an editorial by James Ward entitled “Angry Mothers From Heck (and What We do About Them).” This was the infamous article in which Ward explained that the 2nd edition of D&D (published in ‘89) lacked half-orcs and assassins and renamed demons and devils in order to avoid the negative publicity that had dogged the game through the ‘80s. The article loudly trumpeted the fact that D&D was about good, heroic characters and teamwork, and would feature “wholesome” content that would be beyond objection.

The result? Well, causality isn’t an easy thing to trace, but in ‘91 we got Vampire: the Masquerade, the game where you played a blood-sucking undead slowly losing their humanity. V:tM was wildly popular (though we don’t have numbers to know if it was Pathfinder-levels of popular) and brought lots of new faces (especially female ones) into RPGs and LARPing.

When a successful RPG publisher states, “This we will not publish,” what they’re doing is abandoning territory to their competition. They’re making it easy for you to find customers they’re not servicing (or to peel off customers they’re servicing poorly). WotC did something similar at the dawn of 4e, basically stating that they were no longer going to publish material in compliance with 3e’s OGL and abandoning those customers to Paizo. (You could say a similar thing happened at the dawn of 5e, but licensing issues and a perceived lack of popularity have prevented much of anyone from capturing the old 4e audience, to the best of my knowledge.)

Of course, everyone has their limits, and it’s interesting to note how Paizo has quite purposefully positioned themselves just a smidgen outside what WotC considers acceptable. While what is considered acceptable isn’t always easy to pin down philosophically, most of us can recognize where something falls on the spectrum when we see it. D&D looks like this, Pathfinder looks like that, and the thing over here with the penis-slugs has got to be LotFP.

This is what makes an article like Kotaku’s “Dungeons & Dragons’ Gradual Shift Away From Monster Boobs” interesting. While it’s not an official pronouncement from WotC about what will and won’t appear in D&D, it’s pretty close, including lots of quotes from Senior Manager Mearls and Lead Rules Developer Jeremy Crawford.

While at first blush it appears to make enough genuflections to political correctness to warm the cockles of any HR manager’s heart, that’s almost entirely from the author of the piece, D’Anastasio. If you read the words of Mearls and Crawford, you get a very different message. Here’s a list of quotes plucked from the article and out-of-order to make it clearer what I’m getting at:

“We’re equal opportunity cheesecake merchants,” Mearls added. “We don’t assume heterosexual male players.”

In an e-mail, Mearls said that nymphs were simply unpopular monsters among Dungeon Masters. 5th edition was designed after crowdsourced playtesting, and over 175,000 responses from early testers confirmed that gamers prefer elder brains and beholders, apparently, to monster boobs.

“When we considered the audience, we tried to think of how men and women would react, and make sure the reaction we elicited was in keeping with the monster’s character and the design intent,” Mearls said.

Bare breasts are absent from Volo’s Guide, the latest supplement to the Monster Manual out in October of this year, in what Mearls says was a conscious effort to “make sure that the art we presented was as appealing to as wide an audience as possible.”

“I think there was a feedback cycle where the inner circle of fandom was mostly male, that group gave feedback on what they liked, and you had art that delivered what they wanted,” Mearls said.

The Mearls quotes almost seem to backpeddle on the promise of the article’s title: “No-no-no-no-no! We’re not removing the cheesecake, we’re just recalibrating it to appeal to a wider audience. Calm down, owners of Hasbro stock. We know sex sells; we’re just making sure we use as broad a scatter of titillation as possible.”

It’s an interesting dance, one in which WotC attempts to both cater to current corp-world pieties while still promising to satisfy the entertainment-hungry customers. Of course, it’s mostly for show; as the article makes clear, D&D’s days as part of a counter-culture are over. Nobody turns to D&D manuals for titillation anymore. The idea is laughable, like someone saying they get turned on by perusing O’Reilly programming manuals.

Which means there’s lots of abandoned territory there. And I mean LOTS! Venger Satanis has staked out his claim to part of it, with his focus on campy, ‘70s comedy mashup of Benny Hill and Star Crash. Raggi’s planted a few flags on the hill of sex-as-body-horror, but he’s hardly saturating that market.

And that, to the best of my knowledge, is all there is, really. Both Numenera and the new Blue Rose give a wink-and-nod to sex-as-empowerment, but their love-as-thou-wilt (pun intended) ethos is rather lacking in friction or heat.

Compare that to where popular fiction has taken the subject. The obvious point of reference is Game of Thrones. You can probably get there from the new Blue Rose (there are some intriguing relationship mechanics in the game I haven’t had the time to deeply explore yet), but it’s not the direction Blue Rose is pointed. You can probably tack that on top of D&D, but WotC has no interest in helping you out. Pathfinder would love to point you in that direction, but they won’t go there with you.

And that’s not even touching the real 500 lbs gorilla in the marketplace: romance. Monsterhearts is a (small) step in the right direction, but also an understandably timid one that’s a bit mechanically complicated in all the wrong places. (The fact that it started out as a lampoon of Twilight that morphed to embrace Gingersnaps and Jennifer’s Body says a lot about why the game stumbles. When we get a game that openly embraces Twilight without a hint of irony, then we’ll know we’re on the right path.)

I should add, I say this not having played Monsterhearts, so if someone’s got a more experienced opinion on this, please speak up. Also, if there are games out there that I’m missing, please say something. The market’s so broad now, it’s easy to completely miss huge swaths of it.

Wednesday, December 28, 2016

Apocalypse Star Wars

Ok, it’s not bad. I did enjoy watching it.

I’m not in a hurry to go back, though.

If you thought the TIE fighters coming out of the sunset was Apocalypse Now, wait until you get a load of this one. Forest Whitaker is Kurtz, complete with paranoid mumblings and devoted followers, with a heavy-handed dash of Darth Vader. The new u-wing isn’t really a fighter, it’s more a combat shuttle, complete with seat-belt strapping and slide away doors with pintel-mounted .50 calibre... er, blasters.

Rogue One is a very Cold War story, which makes its interface with Episode IV feel like an ill fit. The original trilogy wears its WWII on its sleeve. There’s no question the Empire is the Axis powers, with their Stormtroopers, howling TIE fighters, and Japanese-inspired helmets. Lucas famously used dog-fighting footage from WWII movies as filler for the FX starship scenes. The villains are vile and the heroes, even the princess, exude an aw-shucks nobility that personifies the American self-image of what we call the Greatest Generation.

Not so in Rogue One. Even the heroes have been damaged by war, their principles compromised for their cause. The rebel “heroes” are murderers, blasting people in cold blood, and carry the scars of those actions. (Though a few from the gang at the end felt more than a little too green to bear such weights.)

The writing doesn’t help. Listen, I’m one of those softies who loves Babylon 5 and nearly bursts into tears when Sam tells Frodo, “I can’t carry it, but I can carry you!” Purple prose doesn’t send my eyes a-rollin’. But there’s good purple prose and then there’s leaden purple prose, and the constant litany of “hope-hope-hope” just sounded flat. Especially when you consider how so many characters just seem to give up in their final minutes, shrug, and wait for their inevitable deaths.

And the music also isn’t helping. The call-backs are timid, the emotional beats are timid. There’s too much trying to be Star Wars and not be John Williams going on here, and it just doesn’t do the emotional heavy-lifting a movie with this sort of dialogue and themes needs. You can tell that poor Michael Giacchino was working under severe time restraints.

Which all sounds pretty bad, but honestly, as sci-fi space opera movies go, Rogue One was actually entertaining. There’s some neat characters, some fun banter, the comedy is excellent and not heavy-handed. It’s got cool locales, neat ships, and well-filmed action. It’s just not up the standards set by The Force Awakens or the Captain America movies.


Comic by jollyjack.

Tuesday, December 27, 2016

Doing Star Wars Right

Like Kiel, I’m often bit by the run-a-Star-Wars rpg after watching one of the new movies. (Never felt this way when watching the original trilogy, mostly because I was so taken by what the pros had done with the setting. Not so much anymore.) While I’ve never done as much work on creating a Star Wars game as Kiel has, here are my thoughts on what one would look like:


  1. Heavily Character Based. Everything is about the characters and revolves around them. But not only the characters individually but as groupings. Luke’s faith in his friends wasn’t his weakness, but his strength. These movies, each and every one, have been about relationships. I’d put that front-and-center in a Star Wars game by:
    1. Creating a quasi-class system where each class has a nice little expertise niche carved out for itself, but where the abilities of the different classes have powerful synergies. A pilot and a mechanic working together can make a ship do things neither alone could. A diplomat plus a warrior can play good-cop-bad-cop in negotiations and interrogations. Getting attacked by a Jedi and a sniper is far worse than being attacked by either alone.
    2. Give relationships actual mechanics. Being siblings creates synergies (Luke calling for Lea while hanging from the bottom of the cloud city), being romantically involved creates synergies (maybe by being able to boost each other’s skills a la Han and Lea in front of the bunker on Endor), and being able to call on the aid of NPCs the PCs actually invest time and effort into.
    3. A pile of dice in the middle of the table the group can decide together to spend on any one roll they agree is important enough to warrant it. Yeah, it’s a dissociative mechanic, and generally I don’t like those, but this very much fits the feel of a Star Wars band coming together and supporting one another. Maybe instead it’s dice that each PC has, but that get boosted if given to another player?
    4. Base most of character advancement on this. Sure, Luke becomes a more powerful Jedi over the course of the first three movies, but he’s an aberration. Han’s already a hot-shot pilot; his growth arc has nothing to do with his skills and everything to do with his relationships and moral fiber.
  2. Remember that, while swashbuckling combat is a part of Star Wars, it’s not what Star Wars is about. To that end, I’d avoid fights for the sake of fights and instead of a usual combat system adjudicate every fight with a variation of Daisy Chains of Death & Destruction. The fighting in Star Wars is almost never about killing someone, and almost always an obstacle that must be overcome to achieve a goal.
  3. And I’d keep in mind that the Jedi are mystics first and warriors second, and make the higher plane they operate on mechanically significant to the game. Morality in Star Wars isn’t quite black-and-white, but it’s pretty central to the original stories, and making that work in the rules is important to getting the right feel.

Tuesday, December 06, 2016

Two Years of A5t!

So 5e’s been out for a few years now, two this January to be exact (counting the DMG), and it’s finally been graced with its own general-purpose rules addition in Volo’s Guide to Monsters. (I’m not counting Sword Coast because it’s very setting-specific and, frankly, appears to go largely overlooked, at least in my neck of the woods.) Now seems to be a good time to look back at the evolution of the art of 5e’s hardbacks.

The first thing that’s obviously different is the utter disappearance of the Robert-Howard-esque, checklist multi-culturalism that was everywhere in the PHB and largely gone by the DMG. It’s still gone. Instead, D&D art direction appears to have fully embraced the post LotR-movies “generic gamest fantasy” trappings you see just about everywhere these days. We’re a far cry from the Dungeonpunk look of 3e; weapons are armor look serviceable and realistic (except for dwarven armor which apparently revolves around sculptural paldron ornaments). The clothing and gear looks worn, sometimes even stained or tattered around hems. The further you get from the PHB, the more careworn the look and feel is. Also, the more practical it looks, with pockets, pouches, straps and hanging gear, without going full Wayne-Reynolds-kitchen-sink, and certainly not like the pants-made-of-belts Dungeonpunk of 3e.

Still, we’re not seeing a resurgence of ‘80’s you-are-there, either. What we’ve got now is a very digital look with a soft focus and lots of color effects, clearly inspired by Frazetta but with the heroics tamed down. The proportions are strictly human, the heroics more Aragron-with-his-feet-planted-on-the-earth than Legolas-leaping-through-the-air. It’s kinda reminiscent of the reskinned 2e with Jane and Bob from accounting, but instead of a near-photorealistic painting of them in their late-‘90’s renfest garb, the wardrobe’s up to Weta Workshop standards now.

Nor are we seeing the WoW-inspired, ultra-cool of 4e. The palette is muted, almost muddied to the point of ‘90’s-era computer games like Morrowind or Quake. There’s lots of browns, umbers, and sienna with very little crimson or royal blue. When we get bold, brilliant colors, they’re atmospheric effects like lava, or a magical effect inspired by a monster, and almost never on a PC.



In short, the WotC focus has moved from who you are and what you’re doing and into concept-art style moods. The wall-of-action is gone; in its place are almost contemplative scenes that promise that action is imminent, but not happening just right now. Unfortunately, the moods tend to be things that art conveys very clearly, but can be more of a challenge in an RPG. The eminent attack of this giant is neat, but PCs rarely wait around for the monster to strike, not when there are buffs to cast, weapons to poison, and plans to make.

The other very common piece of art is the head-shot and full-body portrait, very reminiscent of stuff we’ve seen Paizo do for their adventures. Unfortunately, while this sort of thing ought to be extremely useful to DMs running adventures, my own experience with the art has been very hit-and-miss. It’s pretty rare that I see one of these pics and get a good sense of personality. These portraits rarely tell me anything useful about the people they represent. The most interesting thing about the headshot of Out of the Abyss’ Sarith are the bright orange spots that blatantly give away the most interesting thing about him.

The end result is art that feels like it’s attempting to justify its inclusion through utility, attempting to be informative and inspiring, but stumbling due to the traditional limits and expectations of RPG art. NPC portraits should come on sheets that can be handed to the players, with ample space for the players to jot notes on. Mood pieces should accompany tools and tips for DMs to create and maintain that mood to useful effect at the table.

On the one hand, I appreciate this respect for the consumer. The art’s not there just to be pretty, it’s not there just because there needs to be art, the art is actively trying to make my game better. On the other hand, I think WotC needs to be even more experimental, or, at the very least, pay attention to the experiments of others. Why are the end papers in their books still blank? Why don’t their full-color illustrations have the vibrancy and life and character of their sketchy line-art? Where are the visual puzzles? Where are the hand-outs of items and locations that contain visual clues for the players to pick up on?

All-in-all, I’m finding 5e’s art to be ok. Not great, but not off-putting either. It’s just kinda there. I don’t mean to be damning with faint praise, but yeah, it doesn’t really inspire or excite me. I won’t be rushing out to purchase poster-sized versions of any of it. On the other hand, I don’t feel like I’m having to fight against it, either, which is a step in the right direction for me.



Tuesday, November 29, 2016

Weeping Iron Makes Wizards Writhe

Sorry, couldn't resist all the alliteration. ;)

Reading the fourth and fifth Black Company books inspired this. Most likely to be encountered by my Wednesday group, but considering how ubiquitous spell-use is in 5e, it seems it would have very broad application.

So, somewhere in the mists of time, someone hated spell-slingers. Someone hated them A LOT. And they devised multiple methods of killing them. One of the most effective, and enduring, was weeping iron. Weeping iron looks like black iron except it weeps a nasty purple oil that coats the metal. Most weeping iron weapons are enchanted (because, apparently, they didn’t hate all spell-slingers, or maybe they were one flavor of spell-slingers with a hate-on for another flavor; whichever works best for your campaign, naturally).

Regardless of whatever enchantments a weeping iron weapon has, anyone struck by such a weapon must make a CON save (usually against 16) or be poisoned (as per the condition rules in the PHB). If the victim doesn’t have any spell slots available, they’ll shake the poison off in 10 minutes.

On the other hand, if the victim does have spell slots, they have disadvantage on the saving throw and immediately take 1d6 damage per the level of their highest remaining spell slot. (So if a wizard has two 1st level slots and a single 3rd level spell slot remaining, the wizard takes 3d6 damage from the poison.) Every hour after, the spell-slinger takes another d6 damage per level of their highest remaining spell slot. The poison feeds on the spell-slingers magical potential; only magic will serve to purge the poison from a spell-singer’s body.



Monday, November 14, 2016

The Black Company Brings D&D Magic to Fantasy Lit

I’ve read this book three times now, I think. Once was in high school. I could swear the second time was more recently, and I thought it had been since ’08, but now I’m not so sure; there’s a lot of this book I did not remember. Perhaps ’09. There are a lot of frustrating holes in my memories of ’09.

The Black Company is important to me in large part because it’s kinda-sorta the template I’ve based D&D on since high school. When I first picked up D&D, I was days away from turning the recommended age of 10. My models for fantasy were Harryhausen movies (especially Jason and the Argonauts and Sinbad and the Eye of the Tiger), a random sampling of Norse and Greek myths sanitized for elementary-school kids, A Boy’s King Arthur, C.S. Lewis’s Narnia and Tolkien’s Middle Earth. A lot of the core of D&D can be found in these things: warriors that take blow after blow, their mail hanging off them in bloody rags, but staying on their feet and in the fight; professional specialization; the ensemble of disparate characters united in a quest; derring-do, danger, and reward.

But there was a big, ugly fly in my D&D soup: magic. I would learn before I reached high school that D&D magic was based on the writings of Jack Vance, but I wouldn’t actually read any Vance for over a decade after I got that first Basic box. Magic in my fantasy didn’t work at all like D&D magic. D&D magic didn’t fit in Camelot or Cair Paravel or Isengard. My earliest attempts to fix this with spell-point systems were, of course, disastrous; such a gameist solution actually snuffed out any sense of the mystical.

In my teens, however, I discovered two writers whose work really, really fit D&D. The first was Steven Brust with his Taltos novels. The second was Glen Cook with The Black Company.

In spite of Green Ronin’s free-form, point-based magic system to the contrary, magic in the Black Company universe is clearly based on very distinct spells, cast over and over again:

The occasional pair of balls howled over from Duretile. I later learned that Silent was throwing them, having been taught by the Taken.

The worst seemed over. Except for the three escapees Elmo was hunting, we had contained the thing. The Limper peeled off to the join the hunt for the three. Whisper returned to Duretile to refurbish her store of nasty tricks.

This is probably the most descriptive passage about magic in the Black Company books. Spells are, clearly, distinct and teachable techniques. And they need to be “refurbished” occasionally. In short, it looks an awful lot like D&D’s Vancian magic.

Even better, for me, The Black Company gave me a lot of what I loved from Tolkien and Lewis and King Arthur, but modified for the “reality” of D&D-style magic. We had the clash of armies, political skullduggery, the wide-ranging quests, the memorable locales and characters. Yet the focus was on grunts down in the mud and the blood and the beer. We got glimpses of great and powerful sorcerers, but from the thick of steel-on-steel melee down below the flying carpets and spiraling towers. Ok, yeah, there is a “chosen one” character, but she’s not a main character and we never see anything from her point of view. It’s mostly Croaker and his annals.

And what we get is very D&D-looking magic, with powerful artillery spells able to brutalize entire companies of soldiers at a time in horrific ways. There are rains of acidic dust, germ-warfare eggs, gargantuan invisible stompy things, and various sorts of pyrotechnics. Want to stop magic? You need either your own wizards to counter the spells of your enemy, or huge masses of cannon-fodder to absorb all that deadly magic and still swamp the enemy with.

Or, even better for D&D, be a small elite band that can slip in unnoticed, ambush the enemy wizards and rifle through their letters and documented orders, and then get the hell out before anybody notices what you’ve done.

And that’s the model I’ve used ever since to make my D&D worlds. There are powerful bad-asses bestriding the world like colossi, but still being very mortal and limited beyond the range of their particular suite of powers. And below them, entire pyramids of experts, specialists, spear-carriers, and grunts getting all the things done that need doing. The colossi have their own goals and rivalries and plots rolling along, and while most folks might just see that expected clash between Good and Evil, or Empire versus Free Cities, if you peek behind the curtain you’ll see that the game isn’t actually what you’d expect.

I remember thinking, the second time I read The Black Company that it clearly was intended by Cook to be a stand-alone thing, very much like his The Tower of Fear and the one about the guy with the magic sword. But if you look at the publication dates, that doesn’t seem to be the case. According to Wikipedia, Shadows Linger was published five months after The Black Company, and The White Rose came out six months after that. Then we get a four year gap before Shadow Games. It’s going to be fun to explore this journey again.

Sunday, November 13, 2016

D&D is a Transhuman RPG?

I was contemplating the realities of 5e D&D (the setting the rules assume/create) when I realized that D&D takes place in a transhuman setting. Notice the similarities:


  • There are superhuman abilities all over the place! Lots of common folk can do things like see in the dark or cast simple cantrips, or even higher-level spells like hellish rebuke, even before you start discussing class levels.
  •  Death is reversible. In 5th edition, a 5th level cleric can revivify a corpse if they’ve died within the last minute. This very much looks like tech medical researchers are perfecting even now. Many common folk have natural lifespans measured in centuries.
  • Enhanced reality and magical make-up! Lots of normal folk can toss around cantrips like thaumaturgy before you even start talking about class levels. High elves have access to the entire wizard list of cantrips, and these include things like lesser illusion, mage hand, and mending. A single 3rd level cleric can light every street-corner in town (given enough time) with continual flame.
  • Mind hacking is a thing. While friends and charm aren’t the spells they used to be, crown of madness and dominate person allow you to adjust a person’s behavior in real time, while suggestion, geas, and modify memory can distort or even reshape a personality.


And keep in mind, everything I’ve discussed above is available to characters below 10th level of ability. Modify memory and geas are 5th level spells, available to 9th-level wizards. I haven’t gotten into the really reality-bending stuff like teleportation circles, control weather, earthquake, true polymorph, or wish.

However, as in cyberpunk, the future is unevenly distributed. High elves are the big winners, having universal access to wizard cantrips and the longest life spans. Poor humans are at the bottom of the stack, though they do appear to have improved facility towards learning and personal development.

Just how uneven the distribution is depends on your campaign. 5e doesn’t assume, the way 3e did, what sort of campaign you’re running. If you decide that most priests can’t even manage a cantrip, then even kings might not have access to revivify. However, in most campaigns I’ve seen, almost every village has someone capable of casting at least lesser restoration, meaning they’ve got a 3rd level cleric or druid around. The rules for the teleportation circle spell state that “[m]any major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines.” The DMG walks this back a bit, but there’s a strong implication that 9th-level wizards and sorcerers are thick enough on the ground to make these things useful to commercial and religious institutions (who usually don’t create wizards as part of their regular activities). Keep in mind, it takes a year of casting and over 18k gp (assuming a 365-day year) to create just one circle AND you need a 9th-level wizard or sorcerer at the other end, where people will be teleporting from. This isn’t the sort of thing you’re likely to do on a whim.

So while your standard D&D campaign may lack the usual trappings of a transhumanist setting, it has a lot of the mechanical parts of one. This should make transhumanist lit a good source for mining plots, conflicts, and themes for your D&D game.