Lo these many years ago I attended South
High School in Minneapolis, MN. And there I was cast unto a production
of A Midsummer Night's
Dream. And thus was I bitten by the bug of the theater.
Forever after would I prance upon the wooden slats of the stage.
I have spoken
here previously about the excellent theater program at South
High School and the huge effect it had on me as both a person and as an
artist. I'm not alone: Dozens of South High Theater alumni have gone on
to professional careers in the theater (as documented by the South High Theater Alumni Alliance,
which is hosted on this site).
Louise Bormann, who has served as the
Artistic Director of South High Theater for 17 years, is retiring.
Starting next year, the program will be taken over by alumni Ellen
Fenster. In celebration, we are restaging The Importance of Being Earnest
(which was first produced on the South High stage in 1994). Many of the
leading roles are being reprised by the original actors (many of whom
are now professional actors), and I'll be taking on the role of
Merriman.
Most of you reading this have no immediate
connection to South High, so this probably means little to you.
But what should mean something is that this is a rollickin' good show.
If you live in the area and you're looking for a good dose of
entertainment, then you should come and see it.
Adults -
$20 Students - $10
General Admission Tickets Available at the Door
(And I write that as someone who has
suffered through multiple readings of the Eye of Argon.)
A sample:
Her hair had the sheen of the sea
beneath an eclipsed moon. It was the color of a leopard's tongue, of
oiled mahogany. It was terra cotta, bay and chestnut. Her hair was a
helmet, a hood, the cowl of the monk, magician or cobra.
Her face had the fragrance of a gibbous moon. The scent of fresh snow.
Her eyes were dark birds in fresh snow. They were the birds' shadows,
they were mirrors; they were the legends on old charts. They were
antique armor and the tears of dragons. Her brows were a raptor's
sharp, anxious wings. They were a pair of scythes. Her ears were a
puzzle carved in ivory. Her teeth were her only bracelet; she carried
them within the red velvet purse of her lips.
You really have to read it out loud to
appreciate just how mind-numbingly awful it is. I found, when reading
it to myself, that my subconscious brain just started skimming over
things. It was only when I started reading it out loud that the
Cthulhuian mind-rending began.
This is taken, by the way, from a published
novel: Silk and Steel
by Ron Miller.
I'm also fairly enamored of this pictorial
rendition of the subject of the passage (although you really
need to click through and read the full thing to appreciate it fully).
This has been making the rounds for a couple
of months now, so I'm probably not the first person to note the
similarity between this misbegotten narrative excess and the Song of
Solomon. I suspect this is not merely an accidental
resemblance: One of the characters, you'll note, is named Spikenard.
While many reading the passage dismiss this as merely some horrible
fantasy name, Spikenard is actually the name of a flower
which is mentioned twice in the Song of Solomon.
By pure synchronicity, a couple of days
after reading this for the first time, I was reading 3:16 - Bible Text Illuminated
by Donald E. Knuth, which expanded insightfully on the topic while
discussing the Song of Solomon (pg. 96):
These songlets are examples of an
ancient type of love poem called a waṣf,
in which a beloved's body is praised part by part, often making use of
extravagant and far-fetched metaphors. For example, an Egyptian papyrus
from about 1250 B.C. contains a fragment of a waṣf that says,
"my sister's mouth is a lotus; her breasts are mandrakes". Waṣf songs
appear several times in the Thousand and One Nights,
and they are still popular in modern Arab poetry. A
19th-century waṣf includes the line: "Her bosom is like
polished marble tablets, as ships bring them to Sidon; like
pomegranates topped with piles of glittering jewels."
So there is clearly a very specific effect
that Ron Miller is going for. Does this make it better? Not really. I'd
even argue it makes it worse. Miller has clearly put a lot of thought
and care into rendering something that, in its actual execution, ends
up being a mockery of the very thing it sought to create.
Understanding what Miller was attempting to
create helps us to understand where it all went horribly, horribly
wrong. But the skidmarks don't negate the car crash.
The etymology of the English word "lord" is
interesting: In Middle English it was laverd or loverd, which
derived from the Old English hlaford ("master of
the house"). But before that it was hlafweard,
which meant literally "one who guards loaves of bread" (hlaf meaning
"bread or loaf" and weard
meaning "guardian, protector, or ward").
On the
other hand, a lady was hlafæta ("one who
serves the house") -- or, more literally, "one who gives the loaf".
In other
words, an English lord was one who protected the food and an English
lady was one who was responsible for distributing the food (presumably
in a fair and efficient fashion).
I think
this tells you a great deal about the English tradition of nobility.
You can
also find similar etymological roots for other familiar titles: A duke
is literally "one who leads". An earl, on the other hand, was literally
a "warrior" or "brave man". (But it's even more interesting to note
that "earl" was an Anglo-Saxon term. It was equated with the French
title of count when the Normans arrived. The term "count"
derives from the Latin comitem,
which means "companion". Tells you something about the clashing
traditions of nobility in England post-1066, eh?) In Old English a
sheriff was the "chief of the shire" (scirgerefa,
from scir-
meaning "shire" and -gerefa
meaning "chief, official, reeve").
One of the things I enjoy doing while
creating a fantasy setting is to create original titles of nobility and
position. Not a lot of them (because nobody is really interested in
turning a gaming session into a fictional language lesson), but just a
few scattered here and there. Think of it as spicing or emphasis... or
just a touch of the unnatural.
For example, a number of small nations and
city-states in my campaign are ruled by syrs. For example, Dweredell
is ruled by Syr Arion. This title is derived from the Draconic word for
"lightning" and originally referred to the equivalent of
"duke" or "governor" in an ancient empire that once dominated
wide swaths of the world. The empire used "lightning" as a title
because the syrs ruled through the threat of destructive power. (Which
tells you a great deal about the empire.) When the empire fell, the
local syrs were in a position to consolidate power.
There are two tricks to introducing terms
like this: Moderation and context.
First, don't use a lot of them. And
introduce them at a very
slow pace. (I average about one every 20 sessions.) These things are
spicing. And like all spices, less is usually more.
Second, introduce them through the simple
and expedient means of using them in context. For example, the first
time a group of players entered Dweredell they went looking for the
leader of the city. After a Gather Information check I told them they
could find Syr Arion at the Twin Keeps, and off they went with nary a
question.
Another group started a campaign in the
city-state of Amsyr and when I said "you receive an invitation from the
syr to attend upon him at the palace", one of the players asked,
"What's a syr?" And I said, "A local title, like a duke or a prince."
They said, "Oh." and off we went.
Similarly, in my current campaign, nobody
even batted an eye when I started referring to female knights using the
title Sera. (Thus, Sir Kabel and Sera Nara.) (Why not use "dame"? For a
variety of reasons.)
In both cases the term sort of settled into
the common vernacular of the group. And when some of those players
later learned that the term nainsyr
meant "let there be lightning" (because it was the command word for a
magical sword), maybe some connection was made (either consciously or
otherwise).
Or maybe not. It doesn't really matter: My
mission was already accomplished. I had already leveraged them a little
further away from Generic Fantasy World #961.
I came to this novel by way of Gary Gygax by
way of Appendix N of the 1st Edition Dungeon Master's Guide
by way of James Maliszewski at Grognardia.
I
think it's safe to say that, if not for that rather remarkable (and
lengthy) chain of recommendations, I would probably have never read
this slim volume -- which, as far as I know, was published in 1963 and
never seen again.
Sign of the Labrys
is a post-apocalyptic tale of the sort commonly found in mid-20th
century science fiction. What sets it apart is that it is also,
although it doesn't strictly look like it at first, science fantasy.
(This becomes clear fairly quickly, but the exact reasons for its
fantastical nature constitute a spoiler so drastic that I won't even
hint at it here.)
The ways in which Sign of the Labrys
inspired Gygax's dungeoncraft become both rapidly and intriguingly
apparent: Sam Sewell, the protagonist of the tale, lives in a vast
underground complex of modified caverns that was built as a refuge
before the collapse of civilization. The apocalypse thinned out the
population (killing nine in ten) and eradicated central authority,
leaving behind vast catacombs of uninhabited space which small,
spontaneous societies have repurposed in a variety of ways.
In short, Sign of the Labrys reads
like a strange hybrid of Dungeons
& Dragons and Metamorphosis
Alpha.
Here we find a clear predecessor of Castle Greyhawk: A multi-cultural,
subterranean menagerie laid out in a pattern of levels and sub-levels
connected by both the well-known thoroughfares and a plentitude of
secret passages and hidden ladders.
This, by itself, would have made Sign of the Labrys
a fascinating and worthwhile novel for a D&D afficionado like
myself. But I also found the novel to be very entertaining in its own
right. Addictive, in fact. It's got a page-turning, pulpy pace mixed
together with some nigh-poetic language and a strange, enigmatic
mystery that leaves you yearning to know the answer.
Stylistically Sign of the Labrys
reminds me quite favorably of Henry Kuttner and
C.L. Moore.
It possesses the strange, otherworldly, and fantastical approach to
matters of science fiction which characterizes the best of their work.
Particularly Moore's. Like Moore's classic Jirel of Joiry
stories, Sign of the
Labrys reminds me of Alice
in Wonderland smashed through the broken mirror of another
genre's conceits and set pieces. If I were to say that Sign of the Labrys
periodically reads as if the author had taken a tab of LSD before
sitting down at her typewriter it would not be wholly inaccurate. (It
would, however, be rather less than charitable, as St. Clair's writing
is not merely a drug-induced rambling. In fact, it works consistently
towards a larger stylistic and revelatory purpose.)
In the end, I found Sign of the Labrys
to be delightfully entertaining. And since, like me, you are unlikely
to encounter it by chance, I shall pass on the same recommendation that
was given to me: From Gygax to AD&D to Grognardia to me to the
Alexandrian and thus to you...
I just got back from watching X-Men Origins: Wolverine
and I feel absolutely compelled to warn others from wasting their money
on a cinematic travesty. What's particularly remarkable about this
disastrous failure is that the first half of the film is actually quite
good. It's not a cinematic triumph by any stretch of the imagination,
but it's a solid, entertaining popcorn film.
But then, a little over halfway through the
movie, a switch is flipped. Something incredibly stupid happens, and
from that point forward the entire film becomes
nearly unwatchable: The plot, the characters, and even the editing all
become insultingly idiotic.
It's as if the two halves of the film were
made by completely different creative teams.
You probably won't believe me. I'd certainly
seen people giving the thumbs-down to this movie in various places
around the 'net before deciding to go and see it anyway. But consider
this: I actually left the theater thinking X-Men 3
wasn't a complete disaster. (It was a huge disappointment and
completely wasted the opportunity created by the first two films. But
it was passable.)
And I'm telling you that X-Men Origins: Wolverine
is an unwatchable travesty.
From this point forward we'll have SPOILERS
so that I can rant a bit.
(1) First, allow me to reiterate that I
thought the first half of the film was actually quite good for a
popcorn action flick. The opening sequence with the young brothers; the
montage sequence over the opening credits; and Hugh Jackman's
performance through the next section all made the film very
entertaining.
(2) First Warning Sign: The scene where
Logan is getting injected with the adamantine skeleton.
Stryker: "By the way, here are your
dog-tags. Because even though
you're completely naked, laying in a tub of water, and about to be
injected with molten metal, I think you should be wearing these."
Logan: "I want new ones."
Stryker: "What do you want them to
say?"
Logan: "Wolverine."
Stryker: "Really? Okay. Well, damn.
Okay, everybody hold on. Logan, you just stay laying right there.
Everybody else just hang out. I'm going to go have completely new
dog-tags made."
And
they do...!
(3) Second Warning Sign: Agent Zero has just
been killed trying to kill Wolverine.
Nameless Dude: "Agent Zero had no
chance. You would need a gun with adamantine bullets. Like this one
right here. That we have had all along. And could have easily given
him."
Stryker: "Wasn't Agent Zero's mutant
power his ability to shoot guns really, really well?"
Nameless Dude: "Don't forget his
ability to leap around like a jackrabbit."
Stryker: "Right. I see we're theming
these mutant powers well. But since he could shoot really well,
wouldn't it have made more sense to give him this gun?"
Nameless Dude: "... dude. You could
have said something like an hour ago."
(4) The Stupid of No Return: The first time
Gambit attacked Wolverine, it made perfect sense. The second time
Gambit attacked Wolverine? That was stupid. Really, really, really
stupid.
(For those who haven't seen the film: Gambit
hates Sabretooth and wants him dead. He sees Wolverine with his blades
to Sabretooth's throat and hears him say, "I'm going to kill you." So
what does Gambit do? He attacks Wolverine and stops him from killing
Sabretooth. Thirty seconds later after Sabretooth has escaped? Gambit
is asking Wolverine to help him kill Sabretooth.)
(5) The Rest of the Stupid: I'd try to list
it, but there's really no point. After the Stupid of No Return,
virtually every single second of the movie is stupid. So I'll just
highlight one particularly egregrious bit of stupid.
(5) Professor X is a Dick:
Remember in the first X-Menmovie when Professor X knows nothing
about Wolverine? Turns out, he's a dick. Not only is he telepathically
monitoring the entire finale of the movie (and thus probably knows
exactly who Wolverine is), but even if he somehow missed Wolverine's
presence telepathically it turns out this first twenty students
(including Cyclops!) were all rescued by Wolverine himself!
The fact that the Cyclops himself doesn't
recognize Wolverine makes sense (because they're actually quite careful
about making sure he's blind and never even hears Wolverine speak). But
Professor X? He's a dick.
Unless they get Bryan Singer back, this is
probably the last X-Men movie they'll be conning me into seeing for
awhile.
I was flipping through a friend's copy of Dungeon Delve
and took the opportunity to read through the introduction by Bill
Slavicsek, the Director of R&D at WotC. He starts by describing
the successful Dungeon Delves that WotC has run at various conventions
over the past decade:
But from the opening of the show on
Thursday, we knew we had found the crux of a winning formula. (...) The
fans ate it up. We had enormous lines at the Delve that entire weekend.
They lined up to get into the available party slots. They lined up to
witness the action and see whether Monte Cook or Bruce Cordell or Ed
Stark (or whoever else was part of the team at that time) could kill
more characters as more and more of the Delve was revealed. They lined
up to see the next dungeon details and character names get posted to
the bulletin board. How far had they gotten? What had they killed? Who
didn't make it out of the last fight?
They had a winning format: A megadungeon
serving as the shared campaign setting for a huge pool of players. They
basically took core Old School play and condensed it down to a format
that could be played rapid-fire over the couse of a convention weekend.
Nifty stuff.
With this book, the Dungeon Delve
concept finally takes center stage as a core D&D product. It
was a long time coming, but we needed that time to test concepts, try
out new formats, and eventually get to the point where this product was
not only viable, but in many ways necessary to the evolution of the
D&D game.
This makes perfect sense. If you're in the
business of selling RPGs and you've got something that's a proven
success with RPG players, you should try to figure out how to bottle
that success and sell it to the masses.
For the purpose of this product, a
Dungeon Delve is a compact series of encounters appropriate for a
specific level of play. This book contains 30 Dungeon Delves, one for
each level of play. Each Delve features three encounters, forming a
mini-adventure of sorts.
Wait... what?
So you had a format: Megadungeon. High
mortality rate attracting lots of attention. Boatloads of
players/characters sharing a single setting to create a sense of
competition, rivalry, and shared accomplishment.
And your method of bringing this format to
"center stage as a core D&D product" is to give us
mini-dungeons featuring three encounters incapable of serving as a
shared campaign setting in a system explicitly designed for low
mortality rates?
WTF?
(And is it even possible for them to devalue
the term "core" any more? Describing their splat books as "core" was
bad enough, but now they're actually claiming that their adventure
modules are "core" products? Exactly what do you produce that isn't a
"core" product, WotC?)
Let me be clear here: There's nothing wrong
with either style of adventure. I think there's room in any good
campaign for both megadungeons and mini-adventures. I contributed
mini-adventures to Atlas Games' En Route II.
My Mini-Adventure 1: Complex of
Zombies is pretty much in the same ballpark. I
haven't actually taken a close look at the actual adventures in Dungeon Delve, but
conceptually it's an interesting and potentially useful product.
But what baffles me is a company saying,
"Our goal is to do X. And in order to do X, we're going to do not-X."
I mean, there are many parts of the design
of 4th Edition which followed that pattern: The designers say that they
want to do X and then they release mechanics which either don't do X or
do the exact opposite of X.
I had simply assumed that was incompetence.
But maybe that's just the way that Slavicsek and his design team think.
(Which would also explain why we got not-D&D when they tried to
design D&D.)
A character
can choose to push the limits of their normal abilities in exchange for
the character suffering some fatigue from the effort. Immediately after
using extra effort, a character becomes fatigued (-2 Strength, -2
Dexterity, cannot run), even if they are normally immune to fatigue. If
a character uses extra effort while fatigued they become exhausted (-6
Strength, -6 Dexterity, one-half speed). If a character uses extra
effort while exhausted they become unconscious.
A character
using extra effort can gain one of the following benefits for a single
round:
Activate Class Ability:
Gain an additional use of a class ability that has a limited number of
uses per day.
Desperate Parry: As
an immediate action, gain the the benefits of fighting defensively (or
using the Combat Expertise feat) against one attack. If the character
was already fighting defensively (or using the Combat Expertise feat),
double the bonus gained.
Desperate Speed:
Move at double speed for one round or take an additional 5 foot step.
Emulate Feat:
Benefit from a feat they don't have for 1 round. The character must
meet the prerequisites of the feat.
Emulate Metamagic:
The character can use a metamagic feat they don't have or don't have
prepared. This increases the casting time of the spell to at least a
full round unless using the Quicken Spell feat. A caster with prepared
spells must use up a prepared spell of the appropriate level, but can
keep the original spell being modified. A spontaneous caster can use
extra effort to use a metamagic feat they do know without increasing
the casting time of the spell.
Extra Attack: When
performing the full attack action, make 1 extra attack at their highest
base attack bonus.
Focused Skill Check:
Take 10 on a skill check even when they normally couldn't.
Opportunist: Take an
extra attack of opportunity.
Prodigious Strength:
Double their carrying capacity for one round or gain a +2 bonus to a
single Strength check (or Strength-based skill).
Spell
Boost: A caster can use extra effort to gain a +2 bonus to
their effective caster level for a single spell. (Must declare before
casting the spell.)
Turn
the Blow: Automatically negate an opponent's critical hit
(turning it into a normal hit).
Vicious
Blow: Automatically confirm a critical without making an
additional attack roll. (Must be declared before checking the crit.)
EXHAUSTING
EFFORT
A character performing an exhausting effort
suffers from exhaustion. If a character is fatigued when performing an
exhausting effort, they become unsconsious. Exhausted characters cannot
attempt an exhausting effort.
Intense
Skill Check: The character can Take 20 on a physical skill
check without expending any additional time on the check and even in
circumstances where they normally couldn't.
Recall
Spell: Spellcasters who prepare their spells can use
exhausting effort to recall any spell previously cast on the same day.
The spell can be cast again with no effect on other prepared spells.
Spontaneous spellcasters can use extra effort to cast a spell without
using one of their daily spell slots.
Second
Effort: The character can reroll any one die roll and use
whichever result is better.
DESIGN
NOTES
The Extra Effort mechanics serve a function
similar to Action Points. One key difference is that while Action
Points are a dissociated
mechanic, the Extra Effort mechanics are associated: They
specifically model that moment when a character digs deep and finds the
inner reserves necessary to do what must be done.
The specific list of benefits that a
character can gain from Extra Effort should be considered a sampler.
Players should be encouraged to propose their own, situation-specific
benefits from Extra Effort.
In judging whether or not a particular
benefit is appropriate, I propose a simple spot-check: If it's
appropriate for a 2nd-level spell, then it's appropriate for extra
effort. If it's appropriate for a 4th-level spell, then it's
appropriate for an exhausting effort.
The rationale for this is simple: Fatigue
can be removed with lesser
restoration (a 2nd-level spell) and exhaustion can be
removed with restoration
(a 4th-level spell). Therefore, in a worst case scenario, the system
can't be abused any farther than a character using extra effort and
then immediately wiping it out with a 2nd-level spell or using
exhausting effort and then immediately wiping it out with a 4th-level
spell.
In playtesting, for example, exhaustive
efforts were created when the Recall Spell ability proved too powerful:
Characters were getting the benefit of a mnemonic enhancer
spell for the use of a lesser
restoration spell. Mnemonic
enhancer, however, is a 4th-level spell -- so if
characters want to use a 4th-level restoration
spell to more-or-less mimic the effect of another 4th-level spell, I've
got no problem with that.
With
this novel, Brust seems to have lost the unique voice of Vlad Taltos.
Instead of the clever wittiness of previous volumes, the Vlad of this
book is merely sardonic and shrill. There's also an oddly anachronistic
tone in a patter drawn with distinctly 20th century rhthyms and tone.
This
loss may have something to do with the fact that Brust is, once again,
jumping back to a much earlier time in Vlad's life. He handled
this
back-and-forth movement of the meta-narrative adroitly in the past, but
the Vlad that we had last seen in Orca had
been deeply transformed. Brust wouldn't be the first author to
demonstrate that, sometimes, you just can't go home again.
The
other failings of the book are less understandable, perhaps, but might
ultimately have the same origin: If Brust was struggling to find young
Vlad's voice, that inauthentic note can very easily spread to other
aspects of the work.
Notably
there's a narrative bloat coupled with a lack of focus. There's lots of
stuff on the page here that doesn't seem to serve any real purpose and
a lot of it is authorial meandering of the worst type. ("I'm going to
talk about my inability to cook a particular type of bread because I've
got a word count to hit by Friday and I don't know what else to write
just now.")
Even the non-traditional
narrative structure doesn't work. It's not actually being used to
accomplish any specific effect (unlike the similar structure used in Taltos).
So it just comes off as gimmicky and trite. In fact, the novel probably
would have been better without
this cheap trick. (In Taltos
the same technique improved the novel because the structure reinforced
the themes of the book and gave wider context to the individual events.)
In the case of Dragon,
Brust tries to blatantly tell you that he's giving you wider context.
But, in actual practice, he just deflates the entire plot: The fact
that you know what's going to happen long before it happens just adds
an even larger sense of bloat to the mild bloat which is
already
dragging the novel down.
It should also be noted that things
generally improve as the novel continues, feeling almost as if Brust
was warming up to his subject. In the end, however, I found this to be
the weakest of the Taltos novels.
I can't really think of anything to say that
I didn't say two
days ago. Instead, let me simply call for a moment of digital
silence in the memory of a great man.
Reading Orca
is a somewhat surreal experience right now. Written in 1996, it
nevertheless feels as if it should have a "RIPPED FROM THE HEADLINES OF
TODAY!" blurb blazoned across its cover.
In my reaction to Jhereg,
I described the novel as: "A pulp detective novel by Raymond Chandler,
except that the main character is an assassin instead of a private
detective and his seedy office is in a world of high fantasy instead of
the 1940s."
Orca,
on the other hand, is just a flat-out pulp detective novel. It feels
like Chinatown
played out across the financial headlines of today in a world of high
fantasy.
And, much like Jhereg, that's
pretty much as cool as it sounds.
Orca
also continues Athyra's
approach of using non-Vlad points of view to tell the story. I have two
thoughts on this:
First, Brust makes this approach work
in Orca
for reasons completely different than what made it work in Athyra. In Orca the technique
is used to show us Vlad from the angle of one who knows him not at
all.l In Athyra,
Brust uses the technique to show us Vlad from the angle of one who
knows him very well... and in the process reveals a lot about both Vlad
and the narrator.
Second, there is a very deliberate effect
being
created in choosing to tell the story of this portion of Vlad's life
through the eyes of others. There is, in fact, a layering of
narratives: The story is being told to a very specific character
(Cawti) by another character (Kiera); and as she narrates to Cawti,
Kiera also re-tells parts of the tale which were only told to her by
Vlad.
So while some portions are, at first glance,
still being
narrated by Vlad in a traditional fashion, even that narrative is being
filtered through a second point of view.
Unreliable narrators are
often used for cheap effect. But there's nothing cheap -- or simple --
about what Brust is accomplishing here.
A false rumor spread around the Internet
this morning that Dave Arneson, original creator of the dungeon crawl
and co-creator of Dungeons
& Dragons, had died.
Unfortunately, Dave Arneson is seriously
ill. He was taken to the hospital on April 5th due to a sudden
worsening of his cancer. As of this writing, the latest news is that he
has been transferred to a facility where his comfort can be best
attended to.
Dave
Arneson
1043 Grand Avenue
Box #257
St. Paul, MN
55105
I hope you will all join me in sending hopes
and prayers in his direction. Not only is Mr. Arneson a shining beacon
of creativity who has improved the lives of millions through his work,
but -- by every account that I have ever heard -- he is a truly decent,
generous, and wonderful human being. His passing, whenever it may come
(and I hope it is a long time yet in coming), will be a tragedy and a
loss beyond measure.
For our third OD&D session in the Caverns of Thracia,
we had four new players. Two of these players were completely new to
RPGs; one had spent most of her time playing in the original World of
Darkness; and the last had once played in a D&D campaign where
the other players didn't bother explaining the rules to her and she had
basically watched while somebody else played her character for her.
This last player was particularly leery
about giving D&D another try. In fact, I'm not sure if she
would have shown up at all if it hadn't been for the fact that
OD&D was only one of the options for what we might play that
night (the other was Arkham Horror).
When the group decided on OD&D by a single vote, however, she
joined the rest of us in rolling up a character.
I'm going to spoil the ending here: All five
of the new players had a great time and all of them were eager to play
again, including the player who had suffered such a sub-par experience
the last time that she'd tried to play.
The new characters were: Greenwick the
Halfling, Brennan the Fighting-Man, Howard the Magic-User, and Bob the
Fighting-Man.
The spiel for introducing the rules and
walking everyone through character creation took a little longer than
in previous sssions because of the complete neophytes at the table, but
we all had a good time of it. Howard's player, in particular, glommed
onto the OD&D rule that all weapons deal 1d6 points of damage
and decided that, instead of buying a weapon, he could just convert a
gold piece into copper and then throw the copper coins at
people.
WHEN
LAST WE LEFT OUR HEROES...
We also had two returning characters: Reeva
(who had missed the second session) and the halfling Thalmain, who had
now catapulted himself all the way to 3rd level (despite suffering an
XP penalty from his low prime requisite).
At the end of the previous session, Thalmain
had gotten himself cursed while opening a chest. Making a ruling based
on the costs for creating a magical scroll, I decided that getting the
local priest to cast remove
curse would cost him 200 gp.
Fortunately, Thalmain's share of the loot
from the previous session had tallied at 240 gp.
This also gave us a nice hook for the new
session: While the other PCs from the previous session were carousing
with their loot, Thalmain found his own personal purse considerably
lighter. Thus he had a motivation for rounding up a likely group of
rag-tag treasure hunters (i.e., the other PCs) and returning to the
ruins ASAP.
It was around this point, as the group was
gearing itself up for the expedition, that Thalmain's player asked for
the map they'd made in the previous session.
I grinned my evil DM grin and said, "Herbert
was the one mapping."
And, of course, Herbert wasn't there.
After a bit of haggling, I decided that
Herbert would be willing to sell
the map to Thalmain. Thalmain had 40 gp left, so I grabbed 2d20 and
rolled... two natural 20's.
Thalmain decided that he didn't particularly
want to go completely broke, so he decided to instead steal the map. This
proved easy enough, since Herbert was cavorting at the local tavern
with his wealth.
THE
GRAND TOUR
As Thalmain led them into the Caverns of
Thracia, he was able to act as a bit of a tour guide for the new
players/characters. ("Here's where the bridge almost burned down...
Don't open that door... Here's the pit trap I heroically saved the
party from... Here's the place where I roasted lizardmen...")
Eventually, however, they began pressing on
into unexplored territory. A short while later, they found themselves
descending broad stairs of stone...
And that's when things got epic.
In the Caverns
of Thracia, there is a room keyed thusly:
The
Burial Crypt of the Cult of the Dark One: The reek of
decaying flesh permeates the air here. Lying in ordered rows are rank
upon rank of corpses. Most are long decayed and in skeletal form, but
many are still fairly fresh, not having been dead for more than a few
weeks (if you can call that fresh!). [...] If the southernmost pair of
columns is approached within 5' or if the columns are passed between or
to either side, 1-4 skeletons will animate and begin to attack
intruders. Each additional melee round 1-4 more skeletons will animate
as long as there are living intruders to fight, up to a total of 400
skeletons. Skeletons, AC: 7, Move: 12", HD: 1, Damage 1-6, HP 3.
I decided that the Thanatos cultists that
they had killed before would have been moved down here, so there were
also about a dozen bodies laid out directly before the leading into
this large chamber and covered with fresh linen. (This creeped them out
because, of course, it implied that there had been somebody around to
move the bodies.)
Inevitably, of course, the PCs moved far
enough into the room to trigger the undead guardians. As the corpses
began to stir and wrench themselves free from the cordwood-like stacks
of the dead, the party fell back to the entrance.
The two halfings -- skilled in ranged
weaponry -- picked off the first wave. (Aided by the occasional
coin-toss from Howard.) But more and more of the dead were beginning to
stir, and they realized it would only take a few unlucky die rolls for
the skeletons to reach their defensive position.
(Actually, I don't think I've discussed this
previously: Halflings are described in OD&D as having "deadly
accuracy with missiles as detailed in CHAINMAIL". These sessions are
being run with the conceit that I don't "have" Chainmail, so we
decided that halflings would simply get a +1 bonus to damage while
using ranged weapons.)
Against the eminent risk, they quickly
rearranged their lines. Brennan and Reeva took the front line.
Greenwick switched from ranged attacks to a polearm in the second rank.
And then Howard, Thalmain, and Bob lined up in back using their ranged
attacks to thin the undead ranks before they reached the melee fighters.
But, more importantly, they also started
spreading oil in front of their defensive position. And as soon as some
of the undead got close enough, they lit the oil.
Based on my interpretation of the room key,
the undead would just keep coming. Each undead had 1d6 hit points.
Those that survived the ranged attacks would enter the oil, suffer 1d6
hit points, and frequently die before they even threatened the melee
fighters.
After a couple of rounds, it was clear that
the 1d4 skeletons per round were just never going to pose any kind of
credible threat: The defensive position they'd created was too strong.
And while the oil would only last for 1d6 rounds, they had stocked up
on it (in large part due to Thalmain's success with a similar tactic
during the last session).
THE
MASSACRE
I was in the process of trying to figure out
how to make the encounter more interesting (since wittling through 400
undead 1d4 at a time wasn't particularly exciting) when the PCs made it
easy for me: They decided to try proactively eliminating the
undead before they could rise. They tossed a flask of oil onto one of
the piles of corpses and then fired a flaming arrow into it.
I ruled that the resulting conflagration was
successful in destroying a large number of potential undead... but it
also had the effect of rousing them. I rolled 1d10, got a result of 8,
and went from rolling 1d4 to rolling 8d4 for the number of undead
animating each round.
As the undead rose en masse, the piles
collapsed -- sending the dead cascading across the floor of the chamber.
It's a testament to the strenght of their
defensive position that they managed to hold out for several more rounds
against the larger waves of undead without sustaining any injury. I was
literally rolling fistfuls of d6's to calculate the skeleton's hit
points while the players rolled a fistful of d6's to calculate the
damage wrought from the wide moat of fire they had laid down. They
would read off the results and I would toss d6's aside or lower their
totals to reflect the current hit points of the skeletons.
Unfortunately, many of them were just 1st
level characters. Eventually the law of averages worked against them
and one of the skeletons emerged from the flaming oil and with a howl
of undead rage managed to rip out Brennan's throat.
Around this same time, my d4's rolled high
and a wave of 22 skeletons started heading towards them. At that point,
they decided that discretion might be the better part of valor. But
they weren't done yet: Howard moved up to the melee line and they held
the position for another couple of rounds.
As the wave of the 22 skeletons got close,
however, they fell back.
But they weren't done yet. See, Brennan had
been the one carrying most of their (very large) supply of oil. So
before they retreated, they rolled Brennan's body into the flames.
1... 2... 3....
KA-BOOM!
Surprisingly, a couple of the skeletons
managed to actually emerge from the far side of the inferno and pursue
them a couple of steps up the stairs. (I say a couple of steps, because
Thalmain and Bob put arrows through their skulls before they got any
further.)
When it was all said and done, I tallied up
the dead:
They had killed 76 skeletons.
Killed? It's probably more accurate to say
"slaughtered" or "massacred" on a scale that a bunch of 1st level
characters (with the exception of the 3rd level Thalmain) should really
not be capable of dealing out.
Of course, they weren't 1st level any
longer. Everybody not only leveled up, but also maxed out their XP for
the next level, bumping into the "thou shalt not get enough XP for two
levels" ceiling. (Well, except for Thalmain, who bumped into the "thou
shalt not advance past 4th level" ceiling for halflings.)
76
skeletons.
It isn't the largest single-battle slaughter
I've ever seen in a D&D game, but it's almost certainly the
most impressive. The only battles that rival it in terms of sheer
number involve groups fighting large hordes of significantly weaker
opponents.
Smart play. Very smart play.
Admittedly, if the skeletons had been
smarter they wouldn't have continued marching into the flames. But, on
the other hand, I'm not sure how much difference it would have made:
The skeletons had no access to ranged weapons and any possibility of a
retreat was cut off by the chasm to the north). Even if they had hung
back, they would have simply been picked off by the party's ranged
attacks.
"Wolves
Beyond the Border" is one of the original
Conan stories written by
Robert E. Howard. The action, however, does not feature Conan himself.
Howard chose to skew his literary camera off to one side and look at
the world around his protagonist from a different angle.
This is
my first memory of being exposed to this particular technique. It
creates a very interesting effect, although -- ultimately -- I think
the story is a failure. In the years since then, I've seen the
technique used in a variety of series, and the result is more often
failure than not.
Which is why, when I realized that Athyra
was going to be using this particular approach, I subconsciously
bunkered down for a long and painful slog...
... only to be more-than-pleasantly
surprised to discover that my fears were unfounded.
In
fact, it didn't take me very long to realize that Vlad Taltos lends
himself particularly well to this particular approach. Part of it can
simply be boiled down to the fact that the Taltos stories have been
told from the POV of Taltos himself. So this is literally our first
opportunity to see what he looks like to other people. (Whereas with
Conan, for example, the stories are told from a third-person POV, so
there's already some distance from the character.)
But Taltos'
susceptibility to this kind of technique also has a lot to do with the
nature of the character himself: Taltos likes to play his cards close
to his vest. He plots and he plans, but he usually keeps those plans --
and even the information those plans are based on -- a closely kept
secret. When you're inside his head, though, he can't keep any secrets
from you. It's like watching a poker tournament on TV: You can see all
the cards.
In Athyra,
on
the other hand, we suddenly find ourselves on the outside looking in:
The cards are hidden from us. And that, in itself, is interesting.
But what really makes it fun is that, at
this point, we've gotten to know Vlad pretty pretty well.
So we still have a pretty deep insight into the types of games he plays
and the way he plays them. So, on the one hand, we can suddenly
sympathize with the new protagonist who finds himself baffled by Vlad's
hidden strategies (a POV that suddenly gives us a fresh insight into
the perspective of many supporting characters from the previous books),
but on the other hand we can also appreciate the deeper structure of
what Vlad is doing.
I think the other thing that makes Athyra
work is the type of story Brust has chosen to tell: The main character
is Savn, a young Dragaeran lad on the cusp of reaching adulthood. The
novel, in short, falls into the familiar genre of "young boy/girl finds
unique bond with exotic mentor while coming of age". (My personal
favorite in this category is probably Stephen King's Hearts in Atlantis,
although you'll find examples of the genre cropping up everywhere.)
This
type of story weds itself well to the enjoyment gleaned from knowing
Vlad better than the main character does. In fact, the entire genre is
largely driven by the fact that we -- either as adults or as the
genre-aware -- can appreciate the "exotic mysteries" of the mentor
figure. Part of the genre's effectiveness is that it saddles both sides
of the chasm which is "coming of age". On the one hand, we remember the
(relative) innocence of our youth. On the other, we know the wider
world which is being revealed. In the interstice between the two, we
remember what that coming of age was like... and thus become intimately
sympathetic with the main character as they follow the same journey.
(When
I was a kid, on the other hand, these stories operated on a very
different level: The fictional mentor became my mentor as well, and I
became intimately sympathetic with the main character because their
journey was
my journey.)
The other thing about this type of story is
that, although it is not told from his POV, the mentor is
a main character. When done properly, the story is as much the mentor's
as the student's. So even though we're pushed out of Vlad's head, Vlad
in some sense remains a main character (which I think helps make the
technique work).
COMING
OF IMMORTAL AGE
In my reaction to Yendi
I discussed the genre-alteration of familiar tropes. Brust has a talent
for taking existing archetypes, running them through the unique
characteristics of his fantasy world, and creating something
refreshingly unique and entertaining.
In the case of Athyra, Brust is
telling a coming of age story for Savn... but Savn is 80+ years old.
Savn
is a near-immortal Dragaeran with a lifespan of several hundred
(possibly thousand) years. He is also a farmboy still serving in his
apprenticeship to a physick. So in terms of social position (and even
maturity), Savn is basically a teenager. A very old teenager.
Brust
appears to be consciously attempting to explore what it would mean to
be a near-immortal living in a society of other near-immortals. It's a
bold challenge. And, in the narrow case of Savn and the story
of Athyra,
Brust succeeds.
But, to a large extent, he only succeeds by
"cheating" -- and so, in a broader sense, he also fails.
By
"cheating", I mean that he has placed Savn in a rural community which
is socially backwards and largely populated with ignorance. This allows
Brust to get away with having Savn be relatively naive and culturally
under-developed. In other words, it allows him to largely draw a line
of equivalence between "human 16-year old" and "Dragaeran 80-year old".
Which,
as I say, works just fine for the story... but still disappoints on
some level because it misses out on what could have been a much bolder
and more dynamic challenge.
Let's try to break this down. If you
actually took human lifespans and started lengthening them, what would
happen to the concepts of "childhood" and "adulthood"?
Well, to
some extent we don't have to imagine it: It's been happening all around
us for the past hundred years or so. The concept of "teenager", for
example, is a recent one. (The term itself wasn't even coined until the
20th century.) It represents a rather radical departure from ages past,
when people we now consider "kids" would have actually been seen as
fully functional adults. And over the past decade or so, I have noted
increasing trends to infantilize college students, with a growing
expectation that colleges and universities should be acting as some
sort of surrogate parents for their students.
And this social
trend appears to be expanding even as recent physical trend lines
indicate that the onset of puberty is happening at earlier ages.
Speaking in general terms, I see three
reasons for this expansion of pre-adulthood:
First, the increase in average lifespan
lessens the sense of urgency in reaching adulthood and pursuing adult
goals.
Second,
the amount of "basic knowledge" expected for someone to function as an
adult in society has drastically increased. We've gone from the
completion of high school being exceptionally rare to a college
education being seen as a fairly standard expectation. The acquisition
of more knowledge requires more time, and this naturally expands the
amount of time it takes to become an adult in the eyes of society.
Third,
the amount of leisure time and the economic structure of our society
has fundamentally shifted. When it's an economic necessity for your
kids to help you in the field, you'll get them out there as soon as
they're physically capable of helping you. But the vast majority of
modern careers don't have that kind of structure. This, again, reduces
the sense of urgency in reaching the transition from childhood to
adulthood.
But there's an important proviso here: The
16-year old
of today is not the functional equivalent of the 10-year old of
yesteryear. And this is the mistake that Brust makes when he draws the
line of equivalence between a modern 16-year old and a Dragaeran
80-year old. The expansion of childhood isn't like taking the same
chunk of butter and spreading it over a larger slice of bread.
Because, fundamentally, the 80-year old
Dragaeran will still have 80
years of experience,
even if they're not functionally an adult in the eyes of their society.
And you can kinda duck around that, as Brust does, by putting the
character into a situation where they can easily hit a ceiling of
knowledge and an endless cycle of dreary life.
But
I think you're ducking out of the really interesting question: Whether
it's a matter of physical maturation or social construct (or both),
what does it really mean to be 80 years old and still be a child?
Athyra
doesn't try to answer that question. If it did, it might have been a
great novel. As it is, it's merely a fun one.