Tuesday, April 8, 2014

Wherefore the Dungeon?

I grapple with this.

I mean, if we're going to grow as a thing, then maybe in the 40 years since its inception, we no longer need the first half nor second of the D's.  Dragons?  Pshaw.  In my humble opinion, the Freudian and Jungian power of the Dragon is much reduced, of late.  You can get them at Best Buy and rent them for 2 dollars from the local video vending machine.  A dungeon, a good dungeon, on the other hand, has power and draw and smoldering je ne sais quois that well, words fail.  I haven't got adequate words.

I mean, why, of all things, a dungeon?  What makes a group of fellows in Wisconsin in the mid-60's and early-70's, interested in Napoleon and D-Day and all that fancy ass war-games stuff, what makes them horny for dungeons and dragons, of all freaking things?  I had an argument with an OSR luminary once about Gary being an accountant, or an actuary's son or something, and that was why all the random tables and charts and statistics.  They are like actuary porn, IMHO.

The Dungeon, though, the Dungeon is something else.  A friend and I had a conversation about how come agency is important.  I invite you to admire an argument from +Daniel Bishop about how story and agency and the dice coalesce into a thing that is not a guy telling some other guys about how they are characters in a story he wrote.  You can get that in this field of phun - you get a guy with a story he wrote and some fellows (lads and lasses - the Greek admits of both genders) show up all ready to impose their wills upon a fantasy, and then everyone gets swept up in a story that somebody (the DM/Judge/Keeper/Head Trog) wrote.  He has a plan, and his story goes like this, and the story does not admit of your care-free whimsy and clever thinking.  It unfolds in the way he (usually a he, although I have met and played under some rail-roady women Keepers) has already determined and the PCs are merely set dressing.

I find this is a problem with a good number of modules, even some of my favorite 1st edition favorites (e.g. The Oasis of the White Palm).  There are only a set number of paths to the Big Bad, and the puzzles ought to be done and done and done just so and then BOOM access to the big dirty shot of Bad Guy menace all over your characters' faces like OH YEAH ITS SO GOOD ALL OVER YOUR FACES

I don't know.  I feel dirty that way.  So, the Megadungeon.  The Sandbox.  To me, it's much preferr'd.  A whole expanse of world opens before your small group of misfits/heroes/mutants/freaks/what-have-yous

Which way shall you go?  There is something to be said for the delivery of the STORY in a ready-made arc like that season of Buffy or Fringe or whatever.  Then, on the other hand, there is a couple of people sitting around a table/virtual space, ready to make humor and desperation and fun heroics from whatever comes with no pre-determined goals or requirements other than whatcomes? and havefun!

I think the best games I've played and have run seem to arise like an improv session, with some informally agreed upon limits - maybe like the setting and genre conventions.  That's it.  I happened to get this a good deal with the Scourge of the Barrowmaze.  LIKE nothing seemed as important as discovery of the Horror Around The Corner and Whether We Could Survive, and what kind of hilarious shit goes down because that guy missed his die roll?  I don't care if the characters live or die, as long as it's dramatic and fun, and they don't TOTALLY CLOBBER everything that they come acrost, because (see my previous posts on desperation ad nauseam) there's no fun in WINNIN' without stress.  You need the illusion of difficulty, at least, for the money shot to count for anything.  The NPCs are as nothing, and only as scurvy or sneering or cowardly or villainous as circumstances dictate, and in whatever way allows characters to shine in the way they want.  Often, we had hilarious rip-roaring fun with the most blood-curdling murderhoboisms that one could contemplate.  The literal murder of whatever came through the fog, no matter what the end result may be.  Other times, players stepped up to the moral-compass plate and set things in the awful little universe we were creating a-right.

The megadungeon, the sandbox, the West March.  Exploration, discovery, desperation.  Home and healed just in the nick of time.  Mourn fallen comrades.  Vengeance upon enemies.  Liberally sprinkled with vanquishment of terrors and psychological empowerment and vicarious stress-relief that we all want.

I love almost all games I play lately, but when I get the signal that the thing is decided already, I almost frantically and desperately try to make the PHUNs through humor and improvisational character building, and stupid unlikely schemes.  I go out of my way to engage other players - since I DM a good deal, also, I try not to squelch the DM nor other players but if everyone is nodding and riding the railway then I crank it up to like 8 or 9 and see what comes. I think I'm a little bit of a spotlighter if there isn't one already, but if there is I try to roll with that person and help them out.  Do I actively try to derail a railroad?  I don't think so.

If I've done it to you, then I apologize.  Get thee into the DUNGEON good sir or ma'am as the case may be, where the oozing walls will rectify the broadness of our choices and the ways our characters may unfold.  The reason we restrain our views of the sky and stars is that it causes madness and ambition of the worse and baser sorts.  Beneath the ground, where we know our enemies and our places and our tasks, we are not free to choose the other ways, except that the henchies may die and DO I KEEP THIS OIL OR THROW IT UPON THESE ZOMBIES?  Life is simple and clear and right and the whole dungeon unfolds before us in endless possibility of a certain comforting kind.

I ramble.  Anyways, it seems clear to me that the tradition of the D&D sort arises from a couple of simple and common psychological needs, and that an examination of them and how they play out, and the infinite varieties available even under seriously limited circumstance are the things that drew our esteemed forebears into the crypts and passageways of yore.

I offer, as Joesky tax, some examples of what other folks have thought about the prospect of level and adventure design.

Here and Here, for starters.  This on the heels of some thinking I did about (no shit) professional wrestling, "KAYFABE", Whose Line Is It Anyway, TheaterSports, Improv Comedy, and collaborative story-gaming.  I don't think it'd be productive to argue it all out - there's nothing I can drop in the pot of soup that hasn't been said already, maybe.  Andy Kaufman said of Classy Freddie Blassie that he wasn't so much an actor as a man who absolutely and resolutely refused to believe in the world OUTSIDE of the fiction that the wrestlers-as-actors made together.  I think it shows, and I think we can learn from the notions of building "heat" and engagement in real-time with others.  If you can think of a better character than ANDY KAUFMAN WORLD CHAMPION INTERGENDER WRESTLER, then... well, good.  Play that character as best you can.

Now I'm thinking about LARPS.  I felt this way around last year at Camp Nerdly.

Sunday, April 6, 2014

Dealing with Forgotten Daemons

I don't know if this is heavily protected stuff, but after somebody's posting the other day of the magnificent White Dwarf stuff for AD&D, I went on a tear and checked it out.  It's enchanting and awesome, particularly the Fiend Folio II, the gigantic listing of clever WD monsters that didn't make the cut for the original Fiend Folio.  The FF is my favorite D&D book of all time, probably more due to nostalgia than anything else, since it was the first RPG book of any kind that I ever owned.  A lot of the magic probably had to do with Russ N.'s amazing drawings (seriously, the Sons of Kyuss have damaged me in ways I cannot begin to explain not the band the monster)

This maggoty creep can find anything on the internet, or in a dungeon, or in the Palaces of Alabaster Flesh.
There is one section in there from maybe WD#45 and it's all about a bunch of whacky but sinister demons - entirely unlike the MM and the other TSR demons, generally.  Likely because they are conversions from a previously published article about RuneQuest demonology.  The more I learn of Runequest, and Questworld, the more my eye turns back to my BRP Elric and I'm interested in the other ways that RPGs might have gone if they'd been untethered from statistical analysis and wargames earlier...  Whole 'nother post, I guess.

I musta had some weird whispering coming through the warpgates, or whatever, but I tracked those RQ down, snipped 'em out, and was going to convert them to a shiny new document but it seems maybe like too much work and the illustrations are fanciful and exciting.  The first couple of pages has renderable text, so I guess you could (if you were inclined) suck the words out and make a beautiful new thing with it, but...

Edit: I withdraw this. I don't feel so great about putting the thing up even 35 years later without permission.

I particularly like the bargaining bits, and the flowchart comic for dealing with summoned demons.  The stuff is not entirely new or original, now - but it was probably pretty neat back then, and I like the variety and new/old flavours since all I usually consider are Vrocks and Malfeshnee and Rifts-type stuff and various entirely random things made with the Esoteric Creature thingamabob.  The particular fun is when you get into bonding with the Big Bads and the special powers etc.

Friday, April 4, 2014

Current Solo Module Plot Paths

This will likely mean nothing to you, unless you're interested in the way the design process is turning out for my DCC solo module.

Art is chugging along - you've seen the cover illo and a couple of my own inside monster portraits.

You saw the nodes for the random encounters of a previous iteration of the monster set (updated, I think, a couple of times since then)

I could show you the map - loosely based on a somewhat famous castle from a pretty famous movie - but I won't.  That'd spoil some stuff.  I think I will make a regular low-level DCC module out of the materials I have and release the monsters for freebies to the community (after I finish THIS project).  Maybe some of the gods and patrons, also.  I have 3 0-level spells that are good intros into working magic for untrained schmucks, at least where the ley lines intersect and the barriers between dimensions are thinning.

However, I can show you the current-a-couple-of-hours-ago node-map of the entries in which the PC runs around the keep all desperate n' stuff.  It's about maybe half finished and written, and when the last entry is done I can practically plug the text into InDesign, plug the graphical elements to fill in the gaps, twerk the layout, and submit to the authorities in this matter.  I think it will come to about 180 entries in which the player is trusted to play by the rules as well as possible.  At times, it is cruel and unforgiving and seems impossibly hard.  I don't know if that is a plus or a minus.  It seems to fit with my memories of the CYOA books and especially the Fighting Fantasy series.  I think it will make, at two or three columns with facing pages, a pretty nice and hefty module when printed in the old TSR style.  I'm trying to figure out a way to export the whole thing to kindle format but that might need to wait a while.

Here, try this:



It's not evident, but the little watermark at the bottom is for the program's author and website.  I'm not afraid to say anymore, since I am within striking distance of submitting the thing within the next month, that I'm using The Gamebook Authoring Tool by Crumbly Head Games.  For what I set out to do, it's perfect and frankly indispensable.  I may have mentioned I tried to start this project off with Twine, but it proved unsuitable for what I wanted.  There was TXT2CYOA but that wasn't right, either.

This thing is exactly what I needed and wanted and perfect in every way.  I feel like I have jilted the author so far, since I wrote about 40 or 50 entries for the Wandering Monster section.  I tried to base it loosely on the flow of the basic and expert solo modules by Merle Rasmussen, you see.  Wander around, mark the entry on the character sheet, and resolve your combat, go back, wash - rinse - repeat until dead or victorious.  I don't know how he could have done something like this project without the aid of this software or something like it - but I imagine about a million million index cards and a giant corkboard.

I'm coming up pretty quickly on the 100 entry maximum for the main keep entries so a full sale is coming for Crumbly Head Games, soon.  And they deserve it!  As I said, it's right as rain and does what it advertises smoothly and elegantly.

I'm looking at about 6 weeks out and I am happy with the way it's going at the moment.  I'll lose about a week between now and then for vacation, but we'll see.

I think I might like to get in touch with Merle and nostalgia-fanboy vomit all over him and Ian Livingstone and rejoice in the memories of hours of my whiled-away youth

Hmm.



Assets and Learning and Sharing Make for More Funs

1.  I'm not an artist.  I was lucky and cool-headed enough to purchase a copy of the CS4 suite back when I was in college - I justified it by saying I might make some money with photos one day.  For that 300 or 400 hundred dollar purchase, I will likely pay many thousands of dollars in interest and penalties to the student loan people, since I am dim and place too much faith in the premise of education and I sunk myself into needless debt thinking my career path would pay off in BIG MONEY

2.  I'm working out the kinks, and the little squirt of dopamine in my brain that happens when I figure shit out is way more than enough to keep me entertained, at least since I quit smoking.

3.  I like you kids out there.

4.  I want you to be happy.

5.  I was trying to figure out how to make little encounter icons for my scanned-in maps, exactly what I'm about to give out here.

6.  I figured it out.  Praise THE DARK GOD THAT LIVES IN THE WOODS BEHIND MY TRAILER for the handy dandy "hold down alt and drag to copy" thing that illustrator has

7.  This thing is for you to use, or not, if you like.  It's a .PNG file so it ought to be transparent around the bubbles so you could just copy and paste from my thing into your thing, if that kind of stuff might help you

8.  Hey, if one has riches, then what good are they if not for bringing joy to friends and loved ones?

The (to my mind gorgeous and sexy) font is IM Fell, that this amazing fellow puts out for nothing and for which you are not fit to touch the hem of his garments.  The whole package will give even your weakest and poorliest-edited documents the sexy grace of type-set musty English volume by Bishop J. Fell.  I can only grovel and aspire before the model set by Mr. Fell in his efforts to PUBLISH interesting things

But I am working on it.

Back to the presses I go


Thursday, April 3, 2014

Ichorteat Grottoe - Community Map

A simple map - I was at a staff meeting last week and bristling against paperwork and little blue squares and such.  I went out of my way to make sure the angles mostly aren't square and rectilinear.    What an ugly word.  Parallel. That's a lot of L's

I envision some Runequest-style demonologists and a cult or three for the big hopping toad idol at the top. Came back to the whole thing and inked the first layer of walls after reading some of the stuff in the unofficial Fiend Folio II that +Greg Gorgonmilk posted onto the G+ thread

Lots of traps and maybe a few secret passages.  Gateway drugs into demon-toad worship and the bodies of a few dozen innocents.  Mugwumps, doelms, and bullywugs. Flooded passages (haven't decided which they ought to be, yet)


This is the basic version but maybe I'll do up a thing like Dyson does with all the hatching.  It's soothing and a stress thing  and good for goldbricking at meetings.  Or while waiting for clients to arrive or fill out paperwork. Writing the odd dissonant hymn or dirge to a toad demon while waiting for the coffee to brew

Update:


If I had used the scanner I could have cleaned up some of the pencil lines but then I'd have had to clean the back desk off and... Well, I will work it out later.

Buy 'The Hounds' - Click Here