Showing posts with label Dungeons and Dragons. Show all posts
Showing posts with label Dungeons and Dragons. Show all posts

Sunday, October 11, 2009

Novels, November, and TransMedia

Back in July, I posted this bit on TransMedia and fiction. Since then, I've continued to mull on the subject, and much to my happy surprise, I got into a pretty cool email conversation with Scott Walker, one of the founding members of BrainCandyLLC, an online startup that does exactly what I was talking about--facilitates world-building for all sorts of media, and unlike the Harry Potter fanfiction type stuff referenced in the Henry Jenkins essay that kicked my mind off on this whole thing in the first place, Walker's flagship at the moment is a custom fantasy world, Runes of Gallidon, with a surprising breadth of detail and contribution. So from what I can see, this sort of collaborative setting is working out to be a very successful force even outside the already successful fan-fiction realm. And this is a good thing for fiction. Good because:
  1. In an increasingly electronic world, classical literacy is decreasing, so an increase in these types of sites, fan-fiction, or not, will help combat this loss of literacy.
  2. I'm deeply bothered by people who casually say, "I hate writing." Often I think this stigma is created by bored teachers in the public realm, who lack either ability or energy to properly motivate students to write. Online collaborative communities change that.
  3. If traditional print fiction is languishing, fan-fiction, and now other types of fiction are demonstrating that a new collaborative home on the net, may be the spark to kick things into a new renaissance.

So, coupling in with National Novel Writing Month next month, I've decided to start pushing my own brand of collaborative openness. Here's how.

I've been a D&D gamer since way back when. 5th grade maybe. And in those many many years, I found that as a DM, I've always gravitated away from official gameworlds to my own, Ae'rinus. I have a wiki: http://aerinus.wikispaces.com, and an Ae'rinus related blog, neither of which have been all that active in recent years, but I've always wanted to do something with them. So here's the gameplan: I'm going to start writing the fantasy novel I've always wante to write. The one that I've forever put aside for the silly notion that literary fiction was what I needed to do. And while I won't be posting it as I go (because good god, my early drafts are bad), but I do plan on posting both environmental information about Ae'rinus, side stories, as well as other relevant material as I develop the main novel. When the novel's sections reach "publishable" form, I'll post them in serial, and hopefully one of two things will happen:
  1. People will read and enjoy what I've written
  2. People will feel motivated to start adding to this ontology of Ae'rinus.
  3. (with a 3rd pipedream goal of: I become a rockstar D&D DM/writer and get to tour the country running gaming sessions, writing books, and having plenty of time with the family without having to have a soul-sucking dayjob..oh and medical benefits too [hey If I'm going to dream, might as well dream big.]).

Here's a blurb of what I'm working with. A sort of half-assed preface if you will:

Deep-seated in the heart of history there is always the blemish of darkness, dark times, of painful memories and hearts hardened—winter for the soul. Every age knows these stories, of overcoming darkness, transforming a landscape, but stories embellish—they forget the depths, the lows we sink to when faced with demons on all sides. They celebrate the outcome as an inevitability, as if men and women are born heroes destined to save us all. Stories are a point of convienience; they have the vantage to see the whole process from afar. But sliding within the morass, buried in the deep-gut-drop stink where your life is entrusted to a dagger blade so chipped and stress cracked you're pulling your thrust a bit and hoping to hell you don't catch it off a rib or hidden hauberk.

To a great many, Nigel Caedman was a hero—involved with bringing the gods back to the land, becoming one himself, slaying demons. Spread the growth of independent guildhalls, which led to safer roads. He fought in the civil war to overthrow the corrupt Dirulean crown. He traveled the planes. Found lasting love, married, and raised seven children. How could he not be a hero? Unblinking, he murdered men, women, and children if they crossed his ideals. He lived by gypsy code to point of fault; respecting nothing, taking everything from food and lodging to sex. He raped. Pillaged. And even despite the grandeur of ascending to the role of deity, this two he has squandered again and again, opting to cast it all off for a few more years wandering a land that he loves. A land where he has no permanent home. Surely no hero does these things. Heroes are just and pure. They stand for light and hope. Faith, humility, honor and love. Heroes are legendary and celebrated, like Cersee Nailo Caedman—Nigel's wife. But this is not the tale of a true hero. This is the story of that which creeps in the shadows, the bloody knife blade, the stink of whiskey-breath in the morning rain wet from another night under the stars. Doing what needs to be done, whether or not the people agree or realize what horrors are kept at bay by his stained hand.

Wednesday, June 25, 2008

Publishing Update and the other two thirds

Publishing Update:

"Everything Ends" will appear in the inaugural issue of A Capella Zoo. It should be due out around October-ish.

As for the rest of D&D 4th Edition, overall I think things went in a real good direction. The Monster's Manual, especially, was great. They did a lot of things in it that make the life of the DM a lot easier: no more rolling HPs for monsters, no more guestimating monsters to match the level of the party, hell 4th edition even includes lore data. The artwork in there is pretty great too. My only real complaint with the Monster's Manual is more of a semantics thing--I don't care for the Demons and Devils concept; I much rather liked the 2nd ED Tanar'ri and Baatezu...but really that's a nerd-point that matters little in the grand scheme of things.

As for the new Dungeon Master's Guide, I didn't find it to offer much for the old Hat DM like myself. It has a lot on world creating, encounter creating, and even a little on crowd control (as in how to control your players at the gaming table). I think, had I found the book 18 years ago, when I was starting out in D&D, I would have become a good DM a lot faster. It's well put together, but since they dumped a lot of the former DMG stuff into the PHB (magic items and the like), there really isn't as much in the DMG that an experienced gamer needs to have.

So overall, D&D 4th is a clear triumph over the clunky garbage of 3rd and 3.5rd, but I still think WotC is missing the boat on the Role-Playing aspect of D&D. It was there before 3rd edition, and I'm certain that the miniature rules are what's currently destroying the Role-playing nature of the game, but mechanically, it seems like the game will run pretty clean. I just wish they would have included more non-combat related spells/powers/abilities, or Perhaps one thing that should have been in the DMG: a guide on how to create your own powers and the like.

Tuesday, June 17, 2008

A One-Third Impression

As most of you know (If you don't, welcome to the club), I've been a long time D&D nerd. At an age in my life where most of my friends have lost the time to play, my wife and I soldier on...adventuring on our nightly walks with Molly. Though our playstyle has evolved pretty far from the ruleset, I still get a kick out of new source books, and under such pretense, I picked up a copy of the new 4th edition rules. Since I finished plowing through the Player's Handbook yesterday, I'm going to offer up a 1/3 review of the new face of D&D.

Before I begin, let it be known that I'm somewhat old school. I came into D&D at the height of 2nd edition AD&D, and immediately hated and scoffed at all that was 3rd edition for its entire lifecycle (with the exception of the two Baldur's Gate Dark Alliance PS2 ports, to which, 3rd Edition rules worked wonders). In essence, I felt that 3rd edition was a dumbing down and a 180 about face to the 2nd edition rules: roleplaying opportunities decayed into infinite skill/power checks, and everyone wanted miniatures combat so they could use their silly feats. So, long story short, the few 3rd ed books I did buy, were mainly for the artwork, and ideas; I tossed all the rules and replaced with a bastardization of 2nd edition and my own house rules.

I was fully expecting to toss out 4th edition just as quickly, but I've seen several improvements upon 3rd edition, and what's more, an actual evolution that feels right for the D&D name. What do I mean by that? Well, originally, D&D 3rd edition was supposed to be a sort of simplification of 2nd Ed. AD&D rules (I guess the "Advanced" was causing WotC to lose customers or something). But, to all appearances, I think 3rd Ed. ended up being by far more complex than anything 2nd Ed. had done. 4th Ed. is a clear simplification of rules. It's also a very baseline release. WotC (that's Wizards of the Coast, the current owner of the D&D name), in its unending pull for massive amounts of money, drops several thousand hints to bigger and better things you can do for your PCs in upcoming books (that will probably also hit you at $35 per pop). I like that. 4th Ed. embraces the KISS principle in initial Racial/Class offerings. It also has a compact array of spells, powers, equipment, and feats so that anyone can sit down and whip up a pretty decent character on the fly. Content-wise, the new Edition is written clearly enough that a 10 year old initiate will be off the hook excited about it, and yet still with enough interesting stuff that old hats like myself can pull something out of the reading.

Instead of giant blocks of text, I'm going to break into list mode for things I like and dislike with the PHB:
What I like:
  • The new powers working: At Will/Encounter/Daily <-- this is all very smart
  • Wizards have become more versatile and less weak seeming--to some effect they can sling a lot more magic per day, and the At Will cantrips do a great job of making their minor magic abilities shine in ways I've always envisioned
  • Finally, Rogues are not completely shat upon by the rules.
  • Paragon and Epic tiers are well defined at the get go.
  • Implements for spell casters (such as rods, staves, wands, holy items) are now integral and pretty slickly incorporated
  • Overall magic Items have become somewhat more generic, but they serve as a good template for creating a lot of different items. Also, the inclusion of magic items in the PHB is smart.
  • I'm so glad that they dropped the Threat rating garbage for monsters. Also, from briefly thumbing the Monstrous Manual, I see that they've added lots of flavor text, stuff for what you can learn based on monster lore, tactics, and finally, fixed HP counts for monsters. At a glance, all of this looks very accommodating for no-pre-planning DMs like myself.
  • Healing Surges, though completely non-realistic are a kind of cool idea, and well implemented.
  • The God-related Skills are a nice touch.
  • Halflings have finally become something interesting (neither 2nd or 3rd edition could capture anything interesting for this short-statured race.) They're kinda Kender-like now, and I like that a lot.
  • Dragonborn and Eladrin are pretty decent as far as new races go.
  • Retraining is a great idea.
  • Feats actually seem to fit into this edition in a non-clunky way.
What I don't like:
  • Almost all the powers in the PHB are combat oriented. I want to see more full-figured powers. Alteration magic, for example, is almost completely non-existent currently.
  • Some former spells have become rituals, and currently take too long to cast (seriously, ten minutes before your knock spell fires? come on.)
  • miniature combat. Every time I've ever tried it, it destroys my mental image of the battle scene. I wish WotC would leave wargaming to the folks over at Games Workshop. D&D has never, in my mind at least, been known for its miniatures combat rules. I think 2nd Edition did the best at handling this--they kept it as a supplement. A lot of powers and feats now require squares and all that positioning garbage; I think it would have been easier to have some of that more vague, so that it could fall into the standard realm of DM describing the combat, and players reacting. We've never had trouble keeping all of it in our heads.
  • Tieflings, though I love them, have really become very generic, losing all of their glorious chaos in appearance, function, and role. This makes me very sad.
  • It looks like the beautiful 2nd Ed. view of the Multiverse, crystal spheres and the like has been shattered. D&D 4th ed. talks about a lot less in terms of primes, planes and the stuff in between. The Astral is super heavily built up, but the planes, seem, for all purposes non existent beyond the old Inner planes, now called Elemental Chaos. To supplant, they've added Fey worlds and I think the shadow realm, but I think overall, Planescape was one of TSR's greatest creations, and it saddens me that they're throwing out a lot of the beautiful madness of that campaign setting.
  • The Open Gaming License is no more. WotC, you are a bunch of greedy dumbasses for dropping the OGL in 4th Ed. Shame on you for creating a beautiful 3rd party explosion with 3rd edition only to cut off that world with your new baby.
  • Plate armor for only 50gp?! Madness I tell you.
I think really, that's about all I can say at this juncture. Overall, I think 4th edition is a big improvement over 3rd, and so far I like it enough to be willing to give up on the (now almost 20 year old!) 2nd ed rules.