Showing posts with label Dungeon's Front Door. Show all posts
Showing posts with label Dungeon's Front Door. Show all posts

Thursday, September 24, 2015

Three Books for Sale at the Expo

Because I am getting many, many page views from people who are finding this blog through the Edmonton Expo, I will write briefly on the three books I will be selling at my table.  Prices below are for Edmonton Expo customers only.


Cost: $30.  How to Run (customer reviews) is literally what it says on the cover: an advanced guidebook for understanding and expanding a skilled DM's existing ability to run their world - whatever that world might be, as the book is in no way genre specific.  The book is as applicable to The Masquerade or Rifts as it is to D&D, because it addresses the dynamic between DM and player, not in-game ideals.

We are all in a position where we are striving to manage both ourselves and the players, while presenting the best possible game we can despite our limitations.  Game play is mastered through a practical use of time, an understanding of goals, the mastery of the game's immersive qualities and our most intrinsic motivations.  These elements of game play are universal - and they are, for the most part, wholly ignored by game manufacturers.

I have written a book that discusses role-play the way an academic treatise would discuss a subject among professors or the way that a trade manual would discuss the subject among masters of that trade.  There are thousands of practitioners of role-playing games who are wallowing, uncertain of what they are doing, particularly because there is no standard by which they can judge themselves.

Therefore, rather than present a series of things not to do, the book concentrates upon those things that a DM does that work - and why they work!  I believe that by firmly understanding why a particular running succeeded, a DM can build upon that understanding and ultimately learn to reproduce that result over and over.  The book How to Run proposes to give that understanding.


Cost: $12.  How to Play a Character (customer reviews) is a collection of essays discussing elements of character development, game settings and the social development of Dungeons & Dragons, along with elements of satire and humour.  It features a challenging, insightful viewpoint of a grognard, me, that has dedicated virtually of his life to the game.

And because most of that time has been spent in serious disagreement with the game's mainstream, the content of my mind expressed in these pages will prove to be well outside what the reader would normally expect to find.  The reader will take note, I don't see Dungeons & Dragons as a game, but as an personal expression, a form of performance art, in which participants are enabled and empowered to investigate and comprehend parts of themselves in exactly the way we imagine artists do.

Players are, in the strongest sense, creators.  Creators of character, creators of circumstance, creators of a destiny, contained inside a structure that enables them to seize a moment in time and make it their own.  This sense of gamesmanship that I have permeates the pages of this small but enthralling book, one that promises to be consumed greedily.


Cost: $12.  The Dungeon's Front Door (preview) is my latest book, published this year.  It is a series of essays focusing upon the underground dungeon: its structure, its biology and sociology, its purpose in the game and most important its opportunity for fun and humour.  With this book I've struggled to identify what it is that makes the dungeon an iconic, compelling feature in D&D role-playing, hoping to enable the reader to reinvigorate their dungeon adventures and look at them anew.

I simply don't believe that the traditional game can dismiss the importance that dungeons have for players and for the opportunities they present - and at the same time, as with all things, I tend to look at dungeons askew from the usual tricksterism that's constructed of traps and clever rube goldbergs.  My view is that dungeons are small, profound worlds unto themselves, allowing for endless variety for player and DM alike.  I believe firmly that this book accomplishes the goal in expressing these possibilities.

There we are.  Three books, all available for sale from my table at the Expo beginning Friday morning.  Come around, have a chat, talk about your hopes and dreams and we'll see if we can't raise the bar for your players higher than they've dreamed!

Monday, March 23, 2015

Follow up on DFD

I haven't heard from anyone who has received or started reading the book, The Dungeon's Front Door & Other Tales of the Deep Dark.  It's available for 20% off from Amazon.

Hey, give me a poke.  Let me know how the book looks!


Thursday, March 5, 2015

Friday Afternoon

"A community of practice is where people gather together, learn together and get better at what you're doing."

I've just put a book to bed.  This is a curious time for me; it is like the first hours on a Friday afternoon when I was a boy - when weekends seemed to last a long time.  I would percolate eagerly with the things I would do, the games I would play and the opportunities I would exploit - and while I did, on the walk home, I was never sure what I would do first.

Some readers will have noticed that I have trouble focusing all my attention on one project.  Even in the last stages of the book's editing, I still gave time to mapmaking.  I kept the blog going.  I went on having ideas.  There were sacrifices.  I haven't worked on the wiki in a couple of months.  I haven't addressed other large projects.  Any ideas like those had to be shelved.  

I have a couple stewing in my mind; but like Friday afternoons, I'm chewing over my options.

When I don't have substance to write about; when I haven't the time to do my research or the energy to tackle a post with a lot of content in it; I usually write about the community.  Or the principles of the game.  Or I bitch about something or somebody.

These are things I have to quit.

I did start already, about a year ago.  If the reader compares my work post March 7th, 2014, with my approach to blogging in the years before, a difference will be noticed.  It hasn't been an instant change, but there has been a change.  I'm still acerbic, still intolerant, but I'm making an effort to turn to these things as a substitute for having something to write about.  There have been a lot of changes in me and my perception of the community this past year.  It has become more positive.  I'm less inclined to go looking for a fight, less inclined to be interested in what others are saying philosophically.  I find myself losing interest in the internet brawl.  I've made my points.  It's clear what I stand for.

Going forward, I have to surrender on what others are doing wrong.  I have to keep going ahead with what I think is right.  This book - this Dungeon's Front Door - it is still tainted in parts by my disposition, my sarcasm, my cheek and my pride.  Much of it is dressed up as humour and wry wit; some of it is not.  The best parts are those where these parts of "me" have been amputated.

The book's writing was a surprise.  My original intention had been to do the same thing I had done with How to Play a Character: find a group of essays I had written online about dungeons, clean them up, remove the acid and make them respectable, then release them as a collection.  

However, when I went looking through my blog for essays about dungeons, all I found was bitterness, spite and anger.  I have not written well of dungeons.  The little time I've spent on this blog on the subject of dungeons has been all negative.  Apparently, I hate them.  Apparently, I have no use for them.

This is not true.  Dungeons have been a mainstay of my campaigns.  I've never not run them.

I realized, after announcing the book, that I was on the hook to write all new material - positive material.  Material that would be useful for the community.  Material that would help people learn and grow better at making dungeons.

To succeed at this, I had to take a step back here and there on issues I've barked about on the blog.  I had to give in on some points.  I had to cast dungeons in a positive light.  This I think I've done.  But there are still places where the old Alexis had a few things to say, as well.  That old Alexis - he's been around a long time.  He's older than I am and smarter than I am; and sometimes, damn it, I like him a bit too much.

So I'd say I was about 95% successful at my aim.  I dare say that last five per cent will be forgiven.

Well, I hope it will be.


Monday, March 2, 2015

DFD Text

The text on the Dungeon's Front Door is settled.  The book is done.  I need only go through the process of publishing it now, putting it online.

The only difficult obstacle to this, right now, is the blurb that needs to be written for the book's back cover.  The front cover, as the reader knows, is finished; though I believe I'm going to tweak it to rid the cover of the white stalactite that is on the right edge.

The other short book included a blurb that read,

"In ten essays discussing the ins and outs of role-playing a character, the present state of D&D, the aftershock of DMing a game and more, Alexis Smolensk uses his 35 years of experience running and playing the game to entertain and challenge the minds of role-players everywhere. Smolensk pulls apart the motivations behind there being multiple editions of the game, making and breaking camp in the adventure and the intricacies of wild magic, offering humour and inspiration as well. Called by some a mad scientist of RPG writing, and by others a ‘Quixotic bastard,’ Alexis Smolensk may be the most gonzo, over-the-top old school grognard that has ever run the game!"

It's that end, that I've made bold, that I like.  I ripped it from things people have said about me over the years.

There were also three other quotes, pulled from people who commented on various essays in that book:

  • "Grand" - Poor Meepo's Almanac
  • "Never again will I go down into a cave without blankets." - Matt Williams
  • "This made me late for my bus this morning, Thanks." - Are Braaten
  • "I love this, its pure, clean, and murky-grey as my own mind." - Eid

I'd like to do something like this again.  I'd like to go back through my comments this last few months and pull things out that describe me, generally.

Right now, I could probably put the book together tonight and make it available for sale - but it's not good to rush these things.  I am, however, going online with it tomorrow, and NOT the 7th.  Woot!

In the meantime, if anybody wants to point out a comment they've made about me in the past, or something new they'd like to say about me today, to get it on the back of the book as a 'review' of my writing (including getting your blog's name in print, inside bookstores and on D&D shelves world-wide), then do it now.  You have about 12, 14 hours.  Then it will be too late.

Here`s hoping people are looking forward to the book.

Working on Two Things

I have the content for the book back from the editor, so putting the book together as best I can today.  Took a break to finish this:


Tuesday, February 24, 2015

Lo, the 7th of March

This will be yet another short post.  But the rewriting, the re-editing will be done soon, at least for me.

After a long discussion with my editor, we've agreed on extending the publishing date for The Dungeon's Front Door to March 7th.  My sincere apologies.  All I can say is that it's a hard date.  I will release the book on the 7th even if I don't get back the edited copy for the last pages.  I'm being told that there's little fixing that needs to be done to the draft I'm providing the editor - so I will review the content myself and trust to fate if that's what it takes.

I really hate on line when people put off and put off and put off the end dates of something.  It's a sort of disrespect for the reader that I cannot abide.  So I will not be doing this to the reader again.

So, to repeat: the 7th of March, not the 1st.  And as I said yesterday, you can follow me on twitter, @Tao_of_DnD - where I will be updating daily.

I am going to be so glad to spike this project.

Monday, February 23, 2015

Updates on DFD

There has been less posting here, hasn't there?  Just working, my fellows.  Just working.

For those who have not noticed, I have added a twitter feed to the sidebar.  I am working to keep track of my progress through the book (The Dungeon's Front Door, et.al), which I will be doing up to its publication.  If you want to know day to day how it is going, check the feed.  Right now, I am going through my content one last time, page-by-page.  I am starting to get some edited material back from the editor - which I will use to update the final text of the book.

This is just a short note to let readers know.  Please feel free to follow me on twitter: @Tao_of_DnD.

Thursday, February 19, 2015

The Size of the Book Close to Finalized

I am sorry to confess that the DFD book is going to be a might shorter than I had hoped.  I've cut an essay from it that just wasn't working.  I wasn't happy.  This leaves a total of approximately 27-28K words, or around 122-128 pages.  A bit longer than the last essay book, but not the moon.  Sorry that it can't be more.

I just haven't got the sand to write another essay.  I'm pretty near burnt out on the subject of dungeons.

Thursday, February 5, 2015

Annoying Thoughts in the Middle of Writing a Book

I am so burned out writing about dungeons.  I'm still trying to get one more essay in on yet one more subject, but I will be very happy when this book is done and I can put dungeons aside.  Reading and reading some more about dungeons these past few months has convinced me that there really isn't that much thought that goes into their creation - you can find the same advice given over and over on hundreds of websites, every one of them written as if it were the very first thing written on the subject.

This has, admittedly, made for a fertile subject, since I am trying hard to look at dungeons every which way.  The opinions included in The Dungeon's Front Door are as original as I can make them - hell, as original as any opinion I have, since I always seem to be on the other side of most things the community agrees upon.  Good for me.

I have the rest of this month to clean the book up and get it ready.  I admit, it's going to be tight.  Even though I'm not working, time gets eaten up by trying to find employment - and with my strange inability to ever focus on just one thing.  It is all I can do not to make maps or get back to the wiki (which I've relaxed these past few weeks), along with writing post after post on this blog.  I could, after all, put the blog down and that would buy me another 30 hours this month, right?

Sigh.  Not going to happen.  I can't stop scratching this itch.

There is something on my mind, something I have to exorcise with the ceremony of writing about it, otherwise I'll begin to obsess over the next few weeks and that's not going to work.  For this I apologize - this post is going to be an awful tease, but just imagine how I feel.

I want to try a game.  It's something that occurred to me about a year ago, which I killed in my head by working on the How to Run book . . . and here it is again, taunting me, telling me, "Come on, do it, it will be fun."  Except that I know in three weeks I'll be all, "Fuu . . . uuck, why did I start this?"

Okay.  A game.  That we're not going to play.  At least, not this month.  Everything that follows are thoughts that have recurred in my head repeatedly since Monday.

To begin.  I make three dungeons, each of which are accessible from three doors named Heart, Pit and Pendulum - red, grey and black in color.  The dungeons follow three themes, but mostly they're simple in form and fairly equal in threat or challenge.

Everyone is invited to play.  I set up a post that describes the opening room - you see three doors in front of you, already named and colored, and you - the reader of this blog - are invited to commit to one of the doors.

There are rules, obviously.  First, with respect to entering/registering:

  • You begin by picking a character from four pre-made characters that I would put on the post - a cleric, fighter, mage and thief, spells and abilities chosen by me.
  • You would send me an email confirming your character class and your online nick.
  • To commit to a given door, you must write a comment that capitalizes the verb that indicates your action:  i.e., "I ENTER the Pendulum door."  Until this is capitalized, you are considered to have taken no action.
  • You must write the comment committing to a door (and later, to an action), within 3 days of the post being published (time and date of the deadline would be included in the post).

Once those are done, you're part of the contest.  Yes, if I did this I would make it a contest, with two free books being given to the winners.  Why "two"?  Well, there is the rub.

See, once you go through the initial door (with everyone else who would also go through that door), your success depends upon other people.  If you commit to an action - and you are the ONLY person in the group who commits to that action - you LOSE.  If the remaining people in your party all want to go in the left door, and you stubbornly insist on the right door by yourself, ding ding ding, you're dead.  The prize, then, would go to the last two people standing.

Yes, if you were the only person that initially chose, say, the Pendulum door to enter, then that would mean you died right from the start.

To keep this contest from running forever, it means the dungeons would have to be a bit deadly.  Moreover, each dungeon would have to have a measurable equivalent with every other dungeon, in order to ensure that if every party died at approximately the same distance in, some resurrection would be in order.

I haven't quite worked out how combat would happen, but this is how I'm thinking:

  • There would be no limit on the number of clerics, thieves, etc., that could be chosen.  Suppose there were 35 people who all decided to go through the Pit door - it would be acceptable if there were 7 clerics, 19 fighters, 4 mages and 5 thieves.
  • Regardless of the actual number of players participating as a specific class, there would only be four 'avatar' members of the party - provided each avatar was being played by somebody.
  • Combat numbers against the party would be gauged for four characters - thus the party would encounter, for example, 6 orcs, even though there were 35 people involved.  The actual combat, as played out, would be 4 characters vs. 6 enemies.
  • Everybody would be given the opportunity to give their actions in sets of four rounds, then those four rounds would be played.

Suppose that you were the cleric.  You've just entered a room with six orcs.  You would write your orders, "R1: I cast protection from evil; R2: I attack; R3: I attack: R4: I run away" - or whatever sequence works for you.

Then I 'interpret' the battle as a series of multiple permutations to see who lives and who dies.  I roll all the dice; I record the effects against different players individually, then tally the totals.  When I do damage to the cleric, the damage is rolled separately for every player of that cleric . . . I see this as completely insane, and yet somehow I feel confident I could pull it off.

A bit weird, though.

At each step along the dungeon, I would make multiple options - to enable people to break off into smaller groups if they wished.  Some of these options would be dangerous - do you go through the door or try a leap over the pit?  Some of these options would have traps that might kill off excess players.  Bad luck.  I think sincerely that the dungeon would need to be made ahead of time, not as we went, with a witness to assure its authenticity.  But who could we trust?

The point being that you'd want to ask around a bit before committing to an action by writing your choice in capitals.  "You see two doors; the left door has the handle on the left side, the right door has a handle on the right side.  Both handles are made of brass, but one is capped with the figure of a skull and the other is capped with the figure of an eagle.  Which do you pick?"

You might not want to rush in and write, "I ENTER the left door" before asking in the comments section if there's anyone who would go with you.

There, I feel better.  I'm sure there would need to be more rules.  Sorry I'm not running this.  I'm actually writing a book.


Wednesday, January 28, 2015

Jumping the Rails

Occasionally in looking for content for the dungeon book, I have foolishly looked through videos on youtube titled things like 'Dungeon & Town Design' or 'Dungeon Design 101' - and I must admit, I find these things painful to watch.

Try this video by Esper, who is clearly much loved by some.  I only got at far as his description of his really 'cool' villain - a sorceress who was burned in a fire that also killed her parents, leaving her horribly scarred so that now she bears a resentment against . . . well, the party at least.

Even the villains are orphans these days.  It is amazing that there are any parents left.  Somehow, I have managed to somehow live, leaving my daughter with a father all this time - this must be what is holding her back from global conquest.

I find myself at a loss for something to say about having a dungeon 'theme.'  I ought to write something but my mind is drawing a blank.  To begin with, I don't think these people actually understand what 'theme' means - the word they really want is 'motif,' along the lines of producing a pattern that flows through the dungeon in order to obtain a sense of completion.

Only, this suggests that dungeons are made by architects and interior decorators, who conceive of the whole, bring a set of laborers and construct the whole complex in a few seasons.  As if for the Disney corporation, I suppose.  And while this makes a pleasant amusement ride, on the whole it strikes me that if the party is aware that they are on an amusement ride, the party is likely to think, "It isn't like the DM will kill us in the first room and forego all the things the DM has obviously prepared for us to see."

There's a real feeling like we've just climbed into the car in order to see the various displays and models that are set up.  We ooo and aaah at the dioramas. We do our part in pulling the levers and punching buttons, all the interactive stuff the 'ride' has given for us to do, helping us to be a part of it.  Then we step into the sun and stretch our arms and feel good about being off our ass.  We chat about it on the way to the Tiki Bar and have a couple of daiquiris, recounting the exciting parts and sharing feelings.

It all seems somehow . . . lacking.

Yet I have no way to describe the alternative.  I don't set up motifs and I don't count on the party finding the object in Room 22 that enables them to open the door in Room 17.  I don't expect them to interpret the symbol that repeats throughout - not because there won't be a symbol, but because in the long run as they are killing things, the symbol won't offer any special 'insight' into the mindset of the dungeon's resident orphan.

When the Goths stormed into Rome, I'm sure they were all very interested in the statues and the imagery and all the things that seemed to fit into the same motif - but they weren't looking for interest, they were looking for revenge and for gold (or perhaps food and articles of comfort, who really knows?).  All that Roman jazz was made for Romans,not for the Goths . . . I'm sure there were victims at the time who cried out, "Please don't destroy the bust of my grandfather's grandfather!  He was a great man!"  I'm also sure the Goth looked puzzled and then smashed the bust, because why not?

I don't think the Goth 'experience' was lessened by their not understanding the dramatic importance of the end of the Roman Empire.  They had their own motivations.  I suppose that this fits into my lack of motifs - in that I assume the players are able to come up with their own reasons for entering a dungeon.

Suppose they are looking for a McGuffin that they've heard about and they want.  How does that translate into the creatures of the dungeon knowing that the party is coming?  Or what day?  How is it these creatures are so darned ready?  Is the McGuffin really of equal importance to everyone in this situation?

The only real 'theme' that I concentrate on is making the situation very alien to the players.  This puts them off balance - like getting the car in Disneyland that keeps jumping the rails, scaring the hell out of the players more than the pretend ghosts can.

Perhaps there is an essay there.  I must give it more thought.




Tuesday, January 27, 2015

DFD Cover

Available March 1, 2015

I've secured the rights to the above photograph, so this will be the cover of the new book.  No doubt, some minor adjustments will be made regarding the titling; I don't like that single quote.  But this is essentially the expectation.

The image comes from Caver Nicholaus Vieira, who cheerfully answered my questions for much of the afternoon, expanding my consciousness about caving and offering me hundreds of details.  You must visit his site, it's a compendium of different cave views snapped by a first rate photographer.  Nick told me he was off to Colombia, to investigate caves near Bogota, so keep an eye on the site in April, I'm sure he'll have some amazing new stuff to show!

Tuesday, January 20, 2015

2015

I wonder if more than a few readers have noticed the quiet note I wrote yesterday over the donate box, above the art of How to Run.

I am finishing another book, The Dungeon's Front Door & Other Dungeon Essays.  I plan to have it ready for sale the 1st of March.

It includes a rework of the 3-part essay I wrote a month ago (that was a test, to see if the content had any value), along with all new content, all about dungeons.  As before, I'm working to include humour into the book and making it a thoroughly enjoyable read.  It should run around 30-35 thousand words, which will make it bigger than the small essay book I put out last year but only a third the size of How to Run..

I don't expect donations.  I do hope that some of you will consider buying yet another book from me.

Come the end of January, I am going to be unemployed.  This isn't a surprise; I learned that this was going to be the case in late January 2014.  The department that I have been working for these last five years was being overhauled and I was being kept on to help in the transition.  That transition is almost complete.

This last year has been amazing for me.  Struggling to get How to Run written, selling the book and watching it do well has been immensely satisfying.  I feel that this offline content has demonstrated for many that I can write pleasantly and interestingly when I take the time to research and craft my content.  I hope I can build on that reputation by working to be more useful to the reader, exploring avenues that are of wider scope and value.

I have done so much writing this last year.  Perhaps the best writing of my life.  I look forward to 2015 and doing it all over again.  Like before, I have a bigger book coming out later in the year - but I'm not offering any spoilers on that quite yet.

I meant it yesterday when I said thank you.  Thank you for your comments, your patience with me, your interest and the efforts you've made to try the things I've argued in your worlds.  Rest assured, I have much more to tell you.