The Tao of D&D
I Love the Game of D&D
Saturday, March 22, 2025
Dialogue and the Writer's Dilemma
It is for all these reasons, and more, that dialogue is difficult to write. As writers, we are handicapped by our own minds, the only minds that we have full knowledge of... while for the most part we are struggling to represent minds that are not us, do not represent what we believe, and want things that we would never want. It is a mystery that we're able to do this at all.
Each of us, when we speak, has an agenda to which we've committed ourselves. We want to say those things that are important to us in the moment. We say them because we want others to hear. Their hearing is crucially important; we don't just want to speak, we want to be heard — and we surround ourselves, naturally, with those people who, over the course of time, we trust to hear us when we speak. This is the first rule of any character that speaks in any medium; it is not that they wish to speak for the sake of expressing themselves, but that they wish to be heard and validated as people.
When we are not heard; when we are dismissed or discounted by another — this is the beginning of conflict. When we are heard and granted consideration for our thoughts; when others seek to lift our thoughts and embellish upon them, this is when we feel emboldened, enriched and refined. We hate the former people, who ignore us. We fall in love with the latter.
Thus we have the whole sweep of interaction between participants in a dialogue. We know others who attack our speech; those who bicker with it; those who are indifferent and those who pay it lip service. We have those who consider our words, who are affected by them, who become excited when we speak and who stop, stunned, as their present is changed by something we've just said. In the nuance of this scale, we place every reaction to every word that's spoken in our presentation... with so many possibilities that it seems, nearly always, that we drown in how we're supposed to slice these hairs with our writing knife fine enough to make it sound like proper dialogue.
I cannot teach, here, in a single article, how to write dialogue. No one can. We are plagued with advice to make dialogue 'believable" or "realistic" or true to the "character's voice" — prescriptions that do nothing in providing us with aid, like someone asking for cream in their coffee by saying, "not a lot, not a little, just enough" and so on. We need an approach that enables us to ask the explainer to "say when" as we slowly pour the cream out, so we can judge exactness in our efforts. But that is not forthcoming, and won't be, largely because writing dialogue is a matter of feel, not precision.
Let's come around again to that first point: we want to be heard. Imagine our first character not in terms of a list of personality traits, but simply in this: if you were the character, what would you want to say. What would you want the others to hear. In this case, I'm not asking that we imagine ourselves to be the character, but rather, to start from a place where we, the person we are, is the character in our story. Before we can guess what others might say for themselves, we must know what we would say.
We have to understand our own voice. This is key. We can do nothing for the rest of the world until we say what matters to us, that we want the reader or the audience. It is our work; we have undertaken it. That must be, because whatever we write, we feel others should consider it. If we can't precisely define what that thing to be heard is, then we're wasting our time trying to write other people we understand necessarily less than we do ourselves.
Writing in a diary helps us find this voice. We write, for ourselves, with the confidence that we, at least, will hear ourselves, by starting with "I think" or "This happened to me." Spending hour after hour, fifty hours, a hundred, more... we become fully aware of this voice inside us, far more than ordinary people do. Far more than we used to before beginning. It is like learning to use a tool. We start using it badly... but with time and practice, the tool becomes more comfortable in our hands, as we learn steadily what we can do with it. And inevitably, what a surprising precision the tool possesses, that we never imagined once upon a time.
There is something quintessentially missed in the diary process however, which nevertheless becomes apparent. We're writing, but we're not listening. Our characters, as depicted in a dialogue, must do more than speak... they must listen. When Jack speaks to Joan and wants to be heard, this is only possible if Joan listens; and when Joan answers, anything of value she might have to say to Jack relies upon Jack listening. So it isn't enough to practice writing. We must practice listening, too. No matter what it is that others say, we must learn to guess more profoundly in seeking out that hidden little nugget of what thing it is they want us to hear.
Therefore, when the diary is closed, the writer must wrest self from chair and seek to converse. Cast off the shyness and doubt about what we might say and seek out conversations with others, whose motives are to explain to us what they think, Seek out dialogue structures through presenting obstacles for others to knock down with their words, their thoughts, their doubts. This is not to say we should lie to others, or play mind games, but rather to be less concerned just now with what we might want to hear and more interested in what they want to say... and thus, to plough the earth before them so that they might spread their seeds of wisdom. Learn to listen. Not only to the words, but to the cadence, the momentary hesitation, the doubts they have in trusting us, the strange roundabout ways they have of getting to the point — without our needing to hurry them or force them along a path comfortable for us. This is how we acquire other voices in our head, that belong to others, that we might express them when the time comes to write our story.
And if we should find that we're not trusted at once, all the better. We will want to write two characters that don't trust each other at once. We'll want to investigate and define for ourselves that moment when someone shifts from hesitancy and feeling us out, to finding our attentions worthy of that person. We are unravelling, more than most, that point we made at the front of this: skill in guessing the thoughts of someone, through the words and sounds they project, through the physical cues of their body, through the amount of time that we've spent sitting across from them, getting to know them, finding out about their lives and sacrificing our immediate needs and desires in order to be educated by theirs.
But beware: there is peril here. Just as too much familiarity with the application of paint can destroy beauty; just as too much knowledge of how a chord contributes to music can disenchant music... knowing too well what people think and feel, and how to record that imaginatively against their will into a story they never wished to take part in, can destroy one's faith in human nature.
Seeing all the layers of people laid bare, having dissected every nuance, peeled back every intention, just so that we might better fashion dialogue — at what price, Faust, at what price. What would we surrender to have knowledge and power over what others want to hear and say, such that we can wield it like a wand to heal or a dagger to cut? Those who know little of language realise how dangerous it can be, or how intensely affecting our words spoken in just such an order can set a house to crying or a house to violence. Is this what we want? To be old and grey and bereft of company because through our efforts to write, we discovered to our unhappiness what petty, unfulfilled human beings really are? Is it worth it?
Writing is an act best performed alone. One reason we become acquainted with this loneliness descends from the time we've spent with others... and no longer want to spend. It is not music; writing does not have an audience. We will never in truth hear applause at the moment when we've completed our performance... instead, it comes months, even years after, and nearly always from those we know do not understand what we've written. This is not a lament. It is recognition that we do not seek to know others so that we will like them the better. We seek to know because we want to represent them better, as fictional beings that we control like a god. There is nothing empathic in this... and we should not pretend there is.
Friday, March 21, 2025
Archangel Map
This started because the Archangel page on the wiki lacks a map of the halfling land so named. I'd like a six-mile map for it, but of course if I wait until I get here in the normal order of things, I'll be dead before I get to this part of the world. So yesterday and today I've spent a little time working on it. Obviously, the county isn't finished, but I'm in no hurry. It's not that big a realm, and it's not exactly civilised... but it is far moreso than other parts of the world this far north. The elfland to the west, Egreliia, of which Essenia is one village, is much more civilised though.
Anyway, I thought some readers might be interested. I've been enjoying the hell out of putting these "province" pages together, complete with descriptions for individual settlements and production. One more impossible to finish task, but what the hell.
I'll throw a pdf up on my patreon page.
This Week's Wiki
- Call Woodland Beings (spell)
- Fortification (sage study)
- Ice Devil
- Dim (cantrip)
- Spike Stones (spell)
- Standard Bearer (sage ability)
- Weapons List
- Sticks to Snakes (spell)
- Centaur
- Find Familiar (spell)
- Locathah
- Parley & Negotiation
- Leverage (sage ability)
- Cognitive History (sage ability)
- Insect Plague (spell)
- Multi-class Characters
- Trip (spell)
- Set Snares (sage ability)
- Blindness (spell)
- Blur (spell)
- Equipment Notes
- Abkhazia
Tuesday, March 18, 2025
Stop Pitting Your Characters Against Each Other
What makes it worse is that I, you, anyone who's well-read, can instantly think of half a dozen classic, famously successful books that indulged in what I'm now going to say we should stay away from. Therefore I must express a caveat: it isn't that these pits are bad, in and of themselves... it's that when they're indulged in by someone who doesn't know how, the consequence is just awful, irritating, masturbatory writing. Which is to suggest, until one gets the hang of writing well, it's probably best to steer clear. Later, with a little
experience, every writer should try their hand, for there's plenty of room to explore there. But if you're reading this because you don't know how to write, well — let's try to get onto safer ground.
And, in fact, ground that's far less travelled.
The first pit is this, in a nutshell: each of our two characters is in conflict with the other. They don't like each other, they don't want the same things, they're trying to kill each other, surpass each other... there are choices. In a thriller, we have the last one standing. In a romance, we have foreplay. In a mystery, we have one in the open and the other in the tall grass. In a drama, we have two spiralling a drain.
We humans are naturally competitive and so this seems like a good idea: lots of arguments or drag out fights, motivations to one-up the other and there's momentum to be found in each racing against the other towards the end. But a problem arises in that a story built on two characters clashing can easily become exhausting, predictable or frustrating. If the conflict is all-consuming, there's little room for complexity beyond the back-and-forth struggle, and that can wear a reader down. The issue of likability is crucial — if you only like one character, the story feels lopsided, and if you like neither, there's no real emotional investment. Readers end up either rolling their eyes at the stubbornness of both characters or feeling detached because there’s no one they truly want to follow.
One "solution" is to make one of the two characters so likable that the reader is automatically drawn to them: most crime stories that follow a cop, most hero stories, most fantasy novels, and of course mysteries that revolve around the clever detective, rely on this. But this character has limitations; as we avoid giving them flaws, because any flaw might cause the reader to dislike the character, they become two-dimensional... and if we're writing a series of books, this just becomes worse as we progress. Inevitably, there's nothing to relate to and their inevitable victory feels cheap. And while there are readers who connect with this, these tend to be those who don't recognise their own flaws and believe themselves to be "just like the hero." Such fans get to be troublesome for a writer that wants to achieve more than a brief notoriety.
Moreover, many writers dive into this pit because they have personal grievances they'd like to resolve. It enables us to grind an axe we have, explaining how so many villains wind up being corporate managers or political figures, or indeed any authority, as the writer deeply wants to set them up as the straw man who goes down before the worthy, principled hero. Such works, if they're ever finished (and most of them never are), tend to be woefully heavy handed and thick with the writer's fingerprints, so that it's not hard to see the writer living out a fantasy. Writing such a book seems like a really good idea at the time. Don't do it.
Writing two characters in conflict takes an extremely delicate hand. Both need to be thoroughly fleshed out; both need to have a solid, justifiable stance, which has to be so tight that even a reader that hates that stance has to accept that it's reasonable. Finding masters who achieved this means going back to works written many long years ago, because if the book has survived on the shelves since the time of Dickens, Lawrence or Hemingway, it's probably proved its worth. But we're not these people, not imaginably yet, so let's walk around this pit and move on.
The second pit is to perceive that, because the story is being told in past tense, the characters in the story are concerned with the past and not their futures. I'm not going to get into a discussion here about present and past tense writing... I'm merely saying that, for the character who is struggling to improve their situation in our work, that character ought to be thinking about his or her future. All too often, instead, as writers we worry far too much about that character's past.
While backstory and past struggles can add depth — though I counsel against them unless absolutely necessary — the experience for the reader, reading about someone in the past, who is concerned mainly with their past, is just dull. Interesting people think about their future. Their thoughts are filled with what are they going to do next, and certainly with what they're doing right now; they speculate, they reason, they anticipate... they get excited about what they don't know. If the character spends the book remembering how mother and Aunt Martha were, and what great food they made, while remembering how they were going to do a bunch of things they're not doing now, so they can feel ennui about their present, non-active life... oh gawd, please just give them a gun. Maybe the narrative can follow someone with ambition instead.
If that backstory is the work's first two pages to explain why the character is quitting their present job so they can go DO the thing they failed to do, that's a story. Explain why we've jumped from this road to that and then never talk about it again. The plan is set up: now we want to watch the plan in motion.
The less time we spend explaining "why" a character does anything, the better. It ought to either be obvious, "I always wanted to be rich," or something that drives the character's enigmatic personality; "As I always did at times like these, I took out a quarter and flipped it." That's it. We've accomplished the premise. The character flips quarters. Why isn't relevant until the last ten pages, when we explain it with two sentences in the denouement and it makes perfect sense.
This last, of course, was used in No Country for Old Men. Where it worked fine. We only need to establish that the character knows that it's being done, so the reader can surmise there must be a reason. Of course, it's obvious that as a writer we better have a good one, when the time comes; but the goal is not to dwell upon it, not to monologue about it, not to let it take over the story.
There, let's walk around this pit too. Careful right there. Don't fall in.
Writers spend a lot of time by themselves, so it's self-evident why they don't see the alternative I'm going to recommend. We need to take our two characters and have them start the book together, on the same side... against everybody else.
This allows us to maintain all the same functional conflicts that the first pit offers: as they essentially like each other, they want the same thing... but they can disagree about how to achieve it. They can end up going one-on-one with an opponent, because they don't need to be together all the time; but they can come to each other's rescue. We can distribute the skill set between them, so that the other sometimes comes up short. And we can still have them do all the things a single person can do: take down the bad guy, find the murderer in the bushes, even re-ignite their love life in any number of novel, unexpected ways.
This has been the premise of hundreds of police dramas, since Arthur Conan Doyle balanced a superhero with a plain old ex-military doctor. As he is grounded and relatable, Watson humanises Holmes. One has sharp instincts and is exceptionally sharp-minded; the other is brave, stalwart, empathic. The conversations allow for a give-and-take that is deeply felt wish fulfillment for millions of readers: my other half, my support system, my wake-up call, my rock, my friend. I have no idea why writers don't rush to this approach. It has proven incomprehensibly successful for well over a century. It may be that writers are misanthropes, but I think it's more probable that the approach requires the writing of meaningful, engaging and plot-relevant dialogue.
That is a miasma we must leave for its own discussion.
Saturday, March 15, 2025
Starting the Character Conflict
Let me just reach in and and gently lift your hands from the keyboard, setting them in your lap. Don't start your story this way. Distance is not insight, observing is not a story, feeling superior is not a virtue.
Stories don't happen to people... they happen between them. It's far more interesting to watch two people struggling to figure each other out than to watch us wrestling with ourselves. So let's do that. Let's put the pity party on a shelf and write a story about two people. And here's what makes it hard: neither of these people are going to be us. To repeat the aphorism, it's more interesting to watch us explain two people than for us to explain ourselves.
If that makes you uncomfortable, that's a good thing. Anything that pushes us past the impulse to make writing a mirror for ourselves and into a window into the rest of the world, increases the likelihood that someone will like our story. After all, now they have three people they might potentially relate to rather than one: person A, person B and us, describing them.
What comes next is even less savoury for many an artist: these people have to like each other. Stories about people hating each other are irritating, two-dimensional and inevitably tiresome. There are many, many stories that already exist that indulge themselves in the discontent that pesters our mood when we think about writing, especially when we haven't been successful at it. Though to be completely honest, every writer intuitively understands that it doesn't matter how successful we've been, the next book must stand entirely on its own. That's how the reader sees it, so we must also.
There is a strong tendency to think that tension means conflict — and that, therefore, if the two hate each other, more conflict, more tension. But it's been demonstrated only by every good book ever written that there is more tension and conflict in two people who love each other, or depend on each other, than there can ever be in two people who feel only hate. So let's lean into this part of human nature and make our two people care.
Creating a scene that enables this demands a clarity about spontaneous human interaction: with improv theatre, it's known as the "yes principle." The expectation is that when person A says something odd, off colour, intrinsically emotional or whatever... the other person must "go with it" in a fully committed, positive way. No other option is permitted, because every other option kills the interaction.
Let's take something simple; the simpler, the better, because things that happen every day are instantly comprehensible. Writers tend to pooh-pooh the ordinary, rushing towards worlds that are already constructed of weird bricks — but the better goal is to start plain, then add bricks of whatever shape we want in due course. So as we begin to stain our blank white page with symbols, let's be boring.
A character in line at a grocery lifts her card to pay for groceries and the reader doesn't recognise it. She tries again, and it fails again. And she... does something off colour. She breaks down crying. Now, this can be a man or a woman; each embraces its own social characterisation. Our other character, again a woman or a man, has been, like an improv performer in our imagination, has been put in a place where they must say "yes." How might we best do that?
Our ability as a writer depends on how we answer this question. A poor writer reaches for the most obvious solution; person B offers to pay, person A accepts, person B says something cute, person B says something cute back, an invitation is given, our person A and B are in coffee shop explaining themselves to each other. Normal, everyday, positive interaction. It works... but could it be better?
Here is the real struggle where a writer steadily progresses in ability from ordinary to talented. Writing instructors, lacking any better way of lifting a writer's senses, fall back upon gimmicks and techniques like "write your way out of a paper bag," which essays to force the writer into solving a problem that appears initially to be insolvable. But this approach is misdirected; we don't get out of paper bags in writing literature... we write ourselves into them by failing to understand that mundane, easy solutions are not the answer we want. We can be ridiculously inventive writing our way out of a bag — an artificial constraint we'll never have to solve — but writing our way out of the mundane, our daily experience, is far harder. We live in the mundane. It is our crippling illness.
There is a strong tendency to shatter the mundane with a weird brick: "... and then the aliens landed." Which is laughable, makes for good comedy, and sometimes achieves a temporal success with an audience until someone else tops it. But the majority of readers won't buy in. They're too jaded; they know the writer "ran out of ideas." Which is true. We didn't solve the conundrum at the cash register. We had aliens do it for us. We should not blame the reader when they can clearly see the hand waving behind the curtain.
If we remove the failed card, we can find an example of this scene solved by someone 50 years ago, in a song that hit home. Dan Fogelberg wrote, "Met my old lover in the grocery store; the snow was falling Christmas Eve. I stole behind her in the frozen foods; and I touched her on the sleeve..."
There are no weird bricks, no sudden spectacle — just a man seeing an old lover in a grocery store. It is universal, it is timeless; it demonstrates how hard a perfectly normal, mundane scene can punch right in the gut when ordered rightly. If this construction can hold the weight it does, why shouldn't we be able to match that? We are living lives that are full of intensely felt moments, thousands of which have never been implanted into a story, have never risen above the story we tell others in the coffee breakroom — and yet which we still remember with perfect clarity decades after they've happened: bitterly, happily, embarrassingly. With emotions that others can share as intensely as we felt them.
Those moments are waiting, ready to be put to use. Some will be hard to employ. We may find ourselves tearing up as we write out the words. Others will arouse shame that is so acute that we feel pain with every keystroke. But what we feel, the reader can feel. What we have experienced, the reader has also. That is intrinsic to the whole pattern of this human experiment we're stuck within. None of us have seen the aliens land. We've almost all had ex-lovers.
Mind you, this isn't about writing what we know. It is writing what we've felt.
Friday, March 14, 2025
This Week's Wiki
- Freshen (cantrip)Charm Person (spell)
- Beast Forms (sage ability)
- Aural Setting (sage ability)
- Town
- Restoration (spell)
- Span (spell)
- Light (spell)
- Part Water (spell)
- Beekeeping (sage ability)
- Grey Elf
- Sheba
- Abattoir (vendor)
- Cheetah
- Enlarge (spell)
- Phantasmal Feature (spell)
- Flame Strike (spell)
- Abbassides (dynasty)
- Adab (ruin) (real world place, though the image is fanciful)
- Senses I (sage ability)
- Type-8 Hex
- Spook (spell)
- Dispel Malevolence (spell)
- Find Place (sage ability)
- Actor I (sage ability)
- Animate Dead (spell)
- Wound
- Combine (spell)
- Alarm (spell)
- Jackalwere
- Flavour (cantrip)
- Javelin (weapon)
- Purify Food & Drink (spell)
- Shield (armour)
Tuesday, March 11, 2025
The Empty Page
It's no secret that most writers who wish to get into the field find themselves stymied by the initial "blank page," that daunting, seemingly impossible hurdle to overcome. So difficult is it that even writing coaches fail to properly address the subject, urging writers to investigate adjacent precepts like inventing a plot first, or looking over characterisations in deconstructed point form... and as ever the mainstay, "worldbuilding." These have their uses, and there will always be those who carry banners that reproach others for not taking these tactics, but in all truth, these things do not address those first unimagined words that must be applied to the intimidating, empty void.
The intent is to write a story — yet the word is so lacking in specificity that it leads us down a rabbit hole of "what kind of story" and "what is the story trying to say." This puts stress on form, and soon enough in the hopes that we'll invent something, we drift into separating stories into classes and categories like a biologist, imagining that once we can fix in our head the genus and species of the story we want to write, we can pin it like a beetle to a wax board. Then, perhaps, we might pull up a microscope and parse out the thing in perfect detail, with this, presumably, telling us what the first sentence ought to be, as something that miraculously becomes self-evident.
Yet we tell stories every day and never pause to think what the first sentence ought to be. "My boss asked me to come in on Saturday and I didn't want to, but then he explained that they were letting five people go this month, and that those names haven't been decided yet. I didn't like it but I had to say yes, didn't I? What a bastard. I'm not looking forward to going in, but I guess at least..." and so on.
This demonstrates that it isn't the first sentence we care about, but the importance of the sentence — it's perceived value to the reader. Yet we tell the story about our boss because we care what we're saying; and we perceive our friend cares about our experience; and it becomes quickly evident that we'd like to know, "at least what?" And that we're immediately filling in possibilities there that might fit the circumstances.
Long before we tell the story to our friend about our boss, or any story we tell, we dwell upon the story first. Our intent to tell our friend occurs ages before the telling... and admittedly, after the telling, we never feel it's landed as well as it ought. Our friend inevitably shows interest, but such tales are plainly not the scale that we're attempt to achieve when facing a blank page. Therefore, amidst the general ennui we receive from talking about ourselves, and the self-evident immateriality of these kind of stories, we assume this is not our path to "great writing." This latter must, therefore, have nothing to do with the stories we tell day-to-day. It must be some entirely other kind of beetle.
This is a trap. Stories are not made more relevant because they are, in themselves, more important. Nor are they more important because they're about something real, momentous or profound. Stories are important because of how we craft them. The above story about the boss may be insipid when it is between us and our friend, but it does not need to be when it arises between two completely fictional beings, whose existence we direct with omnipotence. We can do whatever we want with these two beings... and yet this, more than anything said so far, is the arresting, calcifying terror the white page represents. We do not feel like gods, and being told that this is what we are, terrifies the bejeezus out of us.
The page frightens not because of what it demands of us — the need to fill it with a worthy story — but of what it says about us. "You're a god, and you wrote this? Of all the things you could have written?" We cannot bear that judgment. Thus we turn to paths that others have already set in stone because it gives an answer to that question. "I wrote this because others did it, so it must have been worthy." It is a sad commentary upon us that we think this answer ought to satisfy anyone.
We get up in the morning and what we feel no need to defend what we have for breakfast, or if we have anything at all. It is our body, we'll fill it with what we will. We marry and we stand up before others and say, "I choose this person," presumably with the understanding that it is our choice, our judgment that matters. We perform a hundred actions a day that speak about who we are and what we like, and not only do we not take into account other people in this, we would be infuriated if others chose to weigh in. So why it is that this action, this process of writing, is treated so differently from anything else we might do, including decisions we make that won't just affect the rest of our lives, but the lives of our offspring for uncounted generations after us. Why, of all the god-like things we can do, does this god-like thing bring a fear of judgment?
There is an oft-expressed sentiment that intends to get us past this block: "Just Write." It is spoken like a mantra, like a religious doctrine that those in the know eventually achieve, like being permitted to step behind the sacred curtain. But writing is not a matter of belief. It is a structured, expertise-driven field. We cannot say to a nervous apprentice whose here to help us build a house, "Just Frame." That would be ridiculous. The newcomer must be shown, must be set to a specific task, must be watched and observed and trained upon task after task, until it can be done competently and with repose — and especially to the point where the now-expert can teach the next worker to frame. We can't bypass this practice in writing by waving a hand and spewing jargon, supposing that we have nothing concrete to say about managing the most basically simple task imaginable: write a first sentence.
We must read because writing it a task that's done alone. Every word we put before our eyes is a clue to how we put words together. Stand in a library and open book after book to see the first sentence in each, without reading farther, and we experience a strange transformation. At first, we perceive some capture our attention; but close the book, do not pursue that. We're learning to frame here. Most of the books we open, the first sentence really means nothing. After twenty books, we're bored of this task — but it takes a lot of nails to frame a house, so keep at it. At a hundred books, we've fallen into a habit; none of the first sentences intrigue us. But keep going. At a thousand books, we begin to grasp: it's just a sentence. We look at the title, we see its some famous book, some book that's supposed to enlighten us to some magnificent degree... yet the first sentence is really nothing at all. Slowly, we begin to conceive... a story is not built of one sentence, one paragraph or one chapter. It is built of something entirely different.
We eat a sausage for breakfast because we care for sausage. We marry because we care about this other person. All the other things we do throughout our day, we do according to how much we care about those things, versus what's expected of us. But we write alone. We don't need to care about another soul other than ourselves. When we eat sausages, we don't need everyone else to. When we marry, we don't expect others to marry alike people. We're perfectly comfortable with being alone in what we care about. So let's be comfortable when, alone, we write. Let's not worry about the reader's perception of value. We don't expect to eat sausages or marry as a career. Let's not write as a career. If that happens, so be it... but it will happen because, first, we didn't fear this nonsensical bugbear that we and others have nonsensically created together. It's a sentence. Write it because you care about what this sentence says, for your reasons, to satisfy your needs, to make the story you want to see. Then enjoy making that story happen as a god would enjoy it. To hell with everyone else.
Friday, March 7, 2025
How Wizards of the Coast Operates Like a Drug Dealer
The Wizards of the Coast makes it quite clear that they target a wide audience that includes both adults and teenagers. Legally and developmentally, teens are still minors... who are being actively shaped by marketing and encouragement of the same sort that is being given to adults: manipulate outcomes, manipulate your friends...
Wizards of the Coast likes to say that "it knows what it means to be a DM." But this doesn't directly say, "Don't lie. Don't play mind games with your friends' expectations. In fact, it tacitly suggests that company, like the DM, would do whatever's necessary. This is a chilling approach for a billion dollar company to take in the public face it adopts.
For the typical dungeon master, fudging dice and quietly adjusting a monster's hit points on the sly, this is seen as a selfless act. Every player, in their opinion, ought to have a chance to deal out the "killing blow." And since we can't count on the rules or the dice to determine how and when this happens, it falls to the strong, responsible Dungeon Master to make that determination. After all, having godlike powers over the characters is standard policy. Why not play a little god on the side with a few actual human beings?
Pressed on this point, these same DM's protest their gracious sainthood, explaining that they're "helping their players" by smoothing out difficulties, nudging the "story" — the predestination of game play the DM has arbitrarily imposed because, again, the company encourages it — in the "right" direction. They're curating a satisfying arc for each player's character... though of course as the DM defines it, not the player. It's fairly obvious, though such DMs do not admit it, or may even be incapable of understanding what they sound like, is that these game managers aren't doing any of this for the players at all. They're doing it for the sense of self-importance the practice gives them.
It hardly has to be said by anyone whose played the game... but for any parents reading this, who may not be well-versed in the game's structure and function: a dungeon master wields an incredible amount of social power at the game table. The DM says who is allowed to speak and who isn't; they are empowered to judge every person's action, capriciously, ignoring the rules when they feel the rules don't apply in this specific situation. Since each player's success in the game depends on the DM's rulings, it's relatively easy for a charismatic DM to mount social pressure against one player's refusal to conform to the group's dynamic. If we were to compare the Wizards of the Coast's game to a religious cult, the DM is the priest and the players aren't. It is this exact arrangement that blew up the 1980s with fear of the "Satanic Panic," that feared DMs might be using their influence to mess with the heads of their players.
The "Panic" is long gone. It was defeated by the simple fact that most dungeon masters were responsible, decent, rule-abiding individuals who considered the importance of game play to be more important than ideology or righteousness. But once upon a time, this attitude failed to adequately fill the coffers of the actual game manufacturer's... who set about imposing new rules and new attitudes in an effort to dismantle the control of ordinary DMs who just wanted to play an ordinary game.
Being a fair and capable DM is very difficult. It takes enormous respect for the game, a willingness to commit hundreds of hours learning the rules and how to apply them, an actually selfless "hands off" approach to game play, letting the dice and the rules — agreed upon by everybody — to dictate right from wrong. For these reasons, and especially because most DMs find the role to be somewhat thankless, there have never been enough dungeon masters for all the players who want to play. But that dearth is a double-edged sword, one that certain factions within the D&D community have sought to weaponise.
Because dungeon masters are more likely to buy new rule books, because they have reasons to buy maps and modules, because it is their homes that are dressed up for play... and because they are naturally more involved with the game than anyone, where it comes to buying product from game companies, dungeon masters are early adopters and pioneer customers. They're the much sought-after charter customers, who help shape the product; they're beta testers, as they're the first to engage; they're inside customers, especially since social media's onset, because they form exclusive groups together. And they're champion users: they are always the first to promote something they like. If you're going to succeed as a company that sells product to D&D players, then DMs are your gold standard customers. They make your money for you.
Wouldn't it be great if there were more of them?
Well, one way would be to reduce the importance of the rules. If the rules weren't sacrosanct, if they could be gotten around and ignored, then it wouldn't be such an obstacle to new, wannabe DMs. What if we, as a company, began to build new game systems that steadily undermined the necessity of ability for prospective DMs? Wouldn't they, as they began to engage the game in their new capacity, still buy all the books and maps and modules? Especially if we made those less complicated also?
The Drug
Serotonin is a neurotransmitter, a chemical, naturally produced in the body, which has evolved to reward specific behaviours in the host. When we feel confident, when we feel important, or we recognise our heightened status above others, that's serotonin at work in our bodies, rewarding us for having succeeded in becoming those things. When a tribal member returned to the camp with the largest chunk of meat, receiving the praise of everyone and knowing that he, Ugg, was better than any other, he felt compelled during the next hunt to achieve that reward again. He didn't understand it any better than most modern humans do; in fact, for most, they don't realise how many of their "feelings" are really just kinds of evolutionary drug highs. En masse, humans pretend it just isn't so.
But those who make a living by telling companies how to adjust products or change the colouring on a bottle of shampoo know perfectly well how to manipulate us as biological entities. For those with experience and training in marketing, accessing and manipulating human behaviour is their bread and butter — especially since a great many buyers refuse to believe they can be manipulated. There is little incentive to educate them. We want buyers who don't know why they're buying... it's how we get rich, acquiring a little of our own seratonin.
Who better to advantage than a crowd of people already getting their seratonin fix by adopting the role of DM, where they're in charge? DMs are assertive, dominant, self-assured... all things encouraged and rewarded by surges of seratonin. The feeling of authority — earned or not — is wonderful. All we need do is convince someone they are in control... and let the seratonin do the rest. Would-be dungeon masters fit the profile and are far easier to get onboard that people with actual power. All that's needed is a product to sell them.
Whatever Wizards of the Coast is doing today, we can be sure of one thing: it isn't about game design, storytelling or even community. It's about making money off people who have been primed to want what they're selling.
For let's be honest... we can see evidence of DMs seeking this serotonin high. They enjoy being the "provider" for their players: the one who determines who gets to be important tonight, who gets to be the person with the biggest emotional payoff. It feels good to be the one that makes others feel good. It's the same pleasure that a storyteller feels when an audience gasps at a twist. It's the same satisfaction that we feel when a guest praises our hospitality. It's not necessarily malicious... but it's not selfless, either. We're getting precisely what we sought for: to have a party so we could feel like the big kahuna.
Where the wheels fall off the wagon is where dungeon masters continue to pay lip service to dungeons and dragons as a "game" while deliberately and consciously subverting its game like features in order to get that high. No one says, "Come and participate in my dungeons and dragons make-you-feel-important event, so you can feel great." No, they deliberately frame the event as though it is still a game. They sell it as a game... and then they blatantly cheat the game to make themselves feel important. For through all this, there's one massive contingent of people who have been exploited by all this marketing cleverness and redesign: the players.Those DMs who have bought into the company's rhetoric are actively, reprehensibly, exploiting players to achieve this high. And they don't care. Any investigation into the dialogue going on between dungeon masters on various social media sites makes it clear that DMs not only feel justified in this exploitation, they choose to frame it as good will and kindness, the phrasing a contemptuous landowner would use in the abuse and ill treatment of slaves. Players are fodder, players are easy to get, there are more than enough players to go around, oh to hell with players if they don't know how the sausage gets made and so on. It's toxic, it's pervasive and it's silently encouraged by an institution that fails to speak out about it or condemn DMs for this behaviour. On the contrary, the new books of D&D Next give their full, blind approval to it's continuation.
For a game that is sold to a significant number of children that are aged less than 12.
Let's not hedge. Just as the clothing industry is about selling sexualised products to young children who aren't old enough to make rational purchase choices, so that the sizes of everything available proliferate between zero and 6, with almost nothing available for sizes larger than 10, the present state of D&D is about conditioning young, impressionable minds to accept deception and exploitation as normal and expected.
The Dealer
Since 2008, WOTC has pushed hard a philosophy of game design that prioritises player empowerment over fair play. Fourth Edition, which removed resource management as a meaningful challenge, stripped away the mechanical limitations of spellcasting and introduced cooldowns that ensured no player ever had to go without something powerful to do. The game was no longer about survival, tactics or long-term planning. It was about making sure that every player always felt powerful.
Fifth Edition has continued this trend, embedding it even more deeply into the culture of the game. Now, the entire structure of D&D is built around protecting the player's experience at the expense of challenge. Failures are softened, setbacks are temporary and dungeon masters are encouraged — both in the official books and in online discussions — to do whatever is necessary to keep their players happy.
The result has been a fundamental shift in what players expect from D&D. A generation has grown up with the belief that D&D is not a game to be won or lost, but a storytelling experience designed to ensure that everyone gets their moment to shine. They do not see a Dungeon Master who cheats on their behalf as a liar—they see it as a kindness. And because of this, they do not expect fair play. No DM expects that the dice will actually determine the outcome, but the argument is still being made that it does and it will.
If players are confronted by a situation where they genuinely fail, they get angry. They rush onto social media and denounce the DM. "Can you believe my player died? What's D&D coming to?" The moment that players, raised from childhood in D&D now, experience the "game" for what it actually is — something that involves real consequences — they reject it outright.
And this is exactly what Wizards of the Coast wants. We are given ever-larger estimates of how many people are playing the "game"... which isn't one anymore. It's a bunch of participants engaging in something that, in any other context, would look like a cult. The more players they can claim, the more successful they appear, the more important they can present themselves as being. But they don't care any more about the participants than a dealer does... so long as they keep buying.
This Week's Wiki
- Patronage (sage study)
- Grazioso (spell)
- Death's Door (spell)
- Number Appearing
- Ether
- Magical Fire
- Tundra (range)
- Rainforest (range)
- Illusion
- Cloth & Materials (sage study)
- Horse Breeding (sage ability)
- Bard Sage Abilities
- Shield as a Weapon (sage ability)
- Cold Conditions
- Fortification (sage study)
- Wintry Conditions
- Horse Handling II (sage ability)
- Train Soldier-at-Arms (sage ability)
- Denmark & Norway
- Abkhazia
- Oceanography (sage study)
- Sable Antelope
- Stag Beetle (giant)
- Poison (substance)
- Art World (sage field)
- Hobgoblin
- Random Wilderness Generator (RWG)
- Aid Rest (sage ability)
- Abjure (spell)
- Windmill
- Rope Trick (spell)
- Fishing Hamlet
- Carroder (poison)
- Modern History
- Block Hex
- Troll
- Beaver
- Abaddon (demi-god)
- Bread (symbol)
- Detect Illusion (spell)
- Ox Tether
- Badger
- Melf's Arrow (spell)
- Precipitation (spell)
- Brisk Conditions
- Domesticate Horses (sage ability)
- Hireling
- Galley Kitchen
- Break & Enter (sage ability)
- Multiple Attacks
- Silversmithing (sage ability)
- Phantasmal Figure (spell)
- Protection from Lightning (spell)
- Cliff Diving (sage ability)
- Adrar
- Arboriculture (sage ability)
Thursday, March 6, 2025
Mass Unit Battles
Yesterday I reworked a page on the wiki, Block Hex, which discusses the use of 145 yard wide hexes to map towns and cities, as well as tactical battle-maps. This is a subject not particularly interesting to a great many "story-based" players, who don't want their character's lives judged by anything as irksome as "randomness" or "total disregard for one's ego"... but for others, there remains the concept that seeks to embrace war and all it's indifference, collateral damage and, well, actual significance, as opposed to the personality needs of a player's blessed character.
Of course, no combat system I've encountered has ever achieved this. I've read some that claimed to do so, but since D&D players tend to put the individual on a pedestal, it's hard to capture that sense created with wargame set-ups from Avalon Hill in the 1970s, when whole armies evaporated on hillsides like so many mook kobalds before a 17th level fighter lord. Back when fighters got one attack per level against creatures with less than 1 full hit die. Remember those days?
The trick as I see it, the solution for which I've not devised either, is to ignore the D&D combat system altogether when resolving large unit combats. Don't try to represent it exactly. A combat system, whether its RISK, Axis and Allies or Panzer Leader, is merely a way to resolve moments of strategy and tactics in a believable, methodical way that rewards thinking despite randomness, thus allowing players with experience and foresight to succeed repeatedly against those who think "tactics" boils down to getting there first with the greatest number. I had a lot of experience in those hex-and-counter games in the 70s, before I'd heard of D&D. No one needed to convince us that winning demanded a plan of action, not reliance on die rolls.
Of course, nearly everyone who plays D&D right now — particularly those who despise tactical combat approaches — are all in with the "stand-face-to-face-and-roll-dice-til-someone's-points-run-out" method. The game has been redesigned to death to achieve this end result, which is described, universally, as boring.
But at least no one always wins.
Back in '77-'78, around the time I was in grade 9, we had a fellow who would not miss a session. His name was Todd. I wouldn't exactly say he was "accepted;" I remember quite a few contemptuous arguments about Todd when he wasn't present. This was because when it came time to choose teams, Todd was going to be on either theirs or ours; if ours, we were going to lose in the end; if theirs, we were going to win.
As a general, one has to imagine Daniel Edgar Sickles, who incompetently led his men on the second day of Gettysburg from a strongly defensive position into a spectacular slaughterfest where whole companies were effaced from the planet, for... reasons. This thankfully ended his military career. Todd was Sickles right down to the ground. For Todd, the best way to win a battle against hulled down tanks in forest hexes with infantry was to charge directly across a wide open field, "surprising them," as Todd would have put it. This would encourage the others to try and explain just why this was stupid and how he might learn from the experience, but none of that went with Todd. He wasn't there to learn how to play, dammit. He was there to play.
Modern D&D has made it easier to be Todd because "being Todd" is how the rules work now.
But I digress. A large-unit tactical game ought not to do this. There ought to be features that make it matter whether or not I order the units across that creek bed or through this forest, in a relatively predictable, progressively experience-giving manner, despite the necessary die roll. Numerous war games of that period had this... and this, I remind the reader, is the headspace and culture that embraced D&D and encouraged it's early growth.
Because, like the games we knew, it was tactical. And we liked that.
But then, we got older, got out of school, had families, got to busy working... and a bunch of kids who were raised on non-tactical video games ruined everything.
I'm not bitter.
I don't know what that tactical large-scale block-hex game would be. If I stumble across it in the cobwebby parts of my brain where I keep the rules of Car Wars stuffed in the bottom drawer of an unused bureau, I'll let you know.
If we were to install levelled characters into a larger "unit" that moved upon the battlefield, those levels and their skills would have to be accounted for in some manner. The presence of magic, of course, is the stumbling block. How do we rate a high level mage within a host of 400, attacking another host of the same size, acknowledging that the mage (at least in AD&D) has limited spell-use over time — and thus, over time, matter less and less in terms of that unit's overall power?
In my game experience, against a large force, running a mass combat precisely how a small combat is run, an 11th level mage runs out of any real significant power in about 20-25 rounds. By then, most of their big spells are spent, leaving them the tactical equivalent of a third or forth level caster, who might still sting a little but has done what they can to swing the tide of battle.
I don't have an answer for that, either, but we must acknowledge that in larger hex tactical battles, time is far more relevant than it is in a standard D&D fight. Distance between points of reference requires that. Time likewise diminishes the strength of OD&D casters fairly quickly... so that, in the end, it's still the waves and waves of fighting combatants that matters.
The only question I can solve is that of "survival."
Let us say we have two mass units of 400 souls each, filled with levels and non-levels, especially the latter. The fight and both sides experience 25% casualties. That's not deaths, that's just the reduction of combatants to a point where they can no longer engage. Naturally, we wonder just exactly who this includes... and the temptation is to nitpick our way through the process of specifically rating the loss of exactly this many soldiers and levels down to the last individual. A mistake, of course. We shouldn't care. The overall unit is re-rated and that's all we need do. Unit Red Vanguard diminishes from a power of 20 to a power of 15.
BUT... suppose there are leveled players of the party in there? Are they dead? We've taken away their right to roll their d20s to hit by shoving them into a mass of others and saying, "Oh no, you're overall contribution is insignificant. You can roll for the Red Vanguard mass as a whole, but not for yourself individually."
Just listen to the storygamers moan...
But do they survive? Does the player's 4th level ranger survive? Or is the ranger part of the general casuality pile, and what state are they in? Unconscious? Dead? Anxious players want to know.
Well, if it's a 25% loss, then we can make that a die number to be rolled and anyone caught in that segment might be either unconscious or dead. Then, because levelled persons are logically resilient, and higher levels more so, we can assign a base number for whether or not the character has flat out died when the dust has cleared.
Funny how that seems more arbitrary that a dragon unleashing a breath weapon. Ah well.
We could say, all leveled persons within the casualty pile have a base 50% chance of survival. This can then be augmented by F1 +50% = unconscious survival, where "F" stands for Fibonacci and the subordinate number equals both the number in the Fibonacci sequence and the character's level. F1 = 1, F2 = 1, F3 = 2, F4 = 3, F5 = 5, F6 = 8, F7 = 13, F8 = 21, F9 = 34, F10 = 55. Therefore, a 9th level character would have a 50+(34/2) = 84% chance of being unconscious/wounded and a 16% chance of being dead; while a 10th level would automatically survive. Or we could impose a necessary 1% to 5% chance of failure, regardless of level, so that there'd always be some chance of death, depending on how hard we wanted to go at this.
Naturally, the manner in which these numbers are assigned, or what the base chance is, can all be debated. There's no necessary right answer until the system is gametested.
This is what I've got on this subject. Thank you.
Sunday, March 2, 2025
Friday, February 28, 2025
This Week's Wiki
For those not following me on Patreon, this is a list of adjusted or rewritten Authentic Wiki content compatible with 1st edition D&D, or merely of interest, updated in the last week.
- Ether
- Number Appearing
- Catapult (weapon)
- Grasses & Grains (sage study)
- Darkness, 15 ft. radius (spell)
- Mariner Combat (sage ability)
- Arhus
- Akershus
- Sheet Maps
- Push (spell)
- Run (spell)
- Clean (cantrip)
- Horse-mounted Combat I (sage ability)
- Shield (spell)
- Spider Climb (spell)
- Frost Giant
- Doppelganger
- Concentration (sage ability)
- Find the Path (spell)
- Necrotic Damage
- Erase (spell)
- Wizard Mark (spell)
- Tumbling (sage ability)
- Unseen Servant (spell)
- Archangel
- Cloud Giant (advanced beyond last week)
- War in Heaven (myth)
- Nizhne-Novgorod
- Commune with Nature (spell)
- Distilling (sage ability)
- Publishing (sage study)
- Archangel
- Hill Giant
- Arhus
- Blacksmithing (sage ability)
- Magic Jar (spell)
- Net Fishing (sage ability)
- Telekinesis (spell)
- Begging (sage ability)
- Khlynov