Showing posts with label Personal Memoir. Show all posts
Showing posts with label Personal Memoir. Show all posts

Sunday, May 28, 2017

Fame

Though it may be somewhat self-indulgent, there's an experience that I have been having lately that I feel compelled to talk about - a writer's experience.  It is this:  I have noted a certain souring of interest or positivity when I have expressed to friends, acquaintences or co-workers, even some members of my extended family, whenever I mention that I have recently made money as a writer.  This isn't exactly distaste, though it is nearer to that than disinterest, which used to be the reaction I received for many years when confirming to people that I wanted to be a writer, long before actually earning money at it.

Moreover, this is not a feeling I got when I was writing for trade magazines or writing journalism articles, when I worked for companies that paid me regular wages for basically uninspired work.  No.  This is a response that is directly linked to work that I am doing for myself, specifically in connection to the money I earn through Patreon or book sales or direct donations.

It is not a pleasant response.  I have received it now from enough people that I can't help noticing it.  There is a clear message being sent: "shut up about it already."


Now, obviously most people don't want to hear about the jobs that other people do.  This, however, does not keep people from going on and on about their jobs - an experience that we, as a group, all accept as normal and deserving of a certain amount of mutual respect because we know that at some point in the future we're going to want to go on and on about our jobs, too.  The thing about that is, however, that most of this going on about our jobs is all bad going on: our boss is a prick, the hours are crap, we don't get any respect, we had to work overtime every day last week, the asshole who works there is an asshole and so on.  People do not tend to go on and on about how great their job was last week or how much they look forward to going in again on Monday while talking to us over beers Saturday night.

Fact is, I don't have anything bad to say about this particular job.  And I do consider it a job, as some days it makes me more money than my actual job does (granted, I have a pretty cruddy day job right now).  I earned ~ and yes, that's how I view Patreon and other donations ~ as much as $400 last month and it was flat out wonderful.  It is this, I think, that tends to produce the sour response.

I would feel more sympathetic if it were not for all the years of being treated as a moron and deluded nut job because I would tell people openly that I wanted to be a writer one day.  Even now, when I explain that I actually earn money from book sales, from books that I have written and published myself, I get fewer questions than spoken assumptions that I am participating in a hobby that isn't actually a) serious; or b) worth respecting.  And having faced this sort of myopic, idiotic criticism in a world full of libraries, bookstores and bookshelves in many, many homes that are full of hundreds of millions of books, I feel a certain spiteful urge to rub my moderate earnings each month into every face that screws up a bit whenever I mention that yes, I don't feel the necessity to pick up an extra shift tomorrow because, in fact, I earned money writing.

As I write this, it is late at night on the 27th of May.  Tomorrow, the 28th, will be the nine-year anniversary for this blog.  That is 2,340 posts, not including this one, with 15,004 comments from readers and 1,779,308 page views.  I have good reason to celebrate.  Since the time I've started this blog, I have written four books, I've added a wiki, I've run an on-line campaign off and on for six years, I have attended Conventions and Expos as a vendor and done extraordinarily well, I have pissed off an enormous number of people and yet I am still here, still writing, still being read and still coming up with ideas that are so startling and different that I turn heads on a monthly basis.

I have done as much of it as I can without hiding myself from anyone ~ and on occasion I've been beat up for it on levels that most of my readers can't imagine.  Out there somewhere there is still a very unpleasant, abusive image of me with breasts (must I link it?) that is never going away.  If ever I actually achieve success and fame, that fucking thing is still going to be there and it is going to get shown.  So I might as well embrace it, because that is a part of my experience now.  I remember it caused some very sad days, particularly for my partner Tamara, who was heartbroken to see something she loves treated that way.  I had more to do helping her deal with it than helping myself deal with it.

This is what happens.  Any sort of success breeds a particular kind of resentment; which I see expressed again and again by those who have achieved success, in the nicest, kindest, most gentle of expressions possible.  No one, not even those with a little bit of success like mine, want to think for a moment that there are others who might be jealous or frustrated about their own efforts or otherwise just unhappy to see someone get money for something they don't view as being actual work.  We would ignore it, except that we keep getting slapped in the face with it.

And of course, we feel guilty and a little dirty because we wanted to be famous.  I certainly did.  I imagined that long before I was 25, I would be a celebrated author like Hemingway or Herman Hesse, or maybe Kurt Vonnegut, standing in front of groups of people and talking about the themes of my book and how I hoped to send a message that it would be great if we would just all treat each other like people who have feelings and not like dirt and inconveniences.  I liked the idea that people would think well of me and speak well of me to other people that I didn't know, who would then come up and want to meet me.

Who doesn't want that?  Even if art and celebrity isn't your thing, everyone would like to be told by some stranger, "I was asking for a good mechanic and a guy name Charlie Schwartz said that I couldn't go wrong with you."  That is an enormous boost to our self-esteem.  If any of us are lucky enough to have that happen more than a few times in our lifetime, however, it is bound to cause others to feel that we're getting a "swelled head" because we want to talk about how great that feels.  Because it does feel great.  It is the kind of thing that will turn an ordinary person suffering in a crummy, unpleasant job into someone who will actively decide they're going to spend the rest of their lives doing that unpleasant job amazingly well.  We ought to celebrate that.  It is simply a very sad thing that there are many people in the world who have never experienced it.

And it is sad that there's an industry that has turned that experience into an industrialized process, so that we feel pressured by the people that we're supposed to like, even when we don't know who they are.  I'm sure that a lot of people, hearing about the late bombing in Manchester, had no idea who Ariana Grande was or why the news felt the need to tell us, amidst reports about people dying, that this rich pop singer was okay.

That was perfectly understandable, however.  When we do find out who these famous people are, and watch them and like what they're doing and give them a little space in our minds, we will recognize their faces and begin to see them as someone they know.  An enormous number of people listening to the news do know who Ariana Grande is and what she is all about to them. They probably don't know a single other person at that concert, but they do know her and it is only natural that they should worry about the one person they DO know.  That's why she gets a special place in the news.  Not because she's better than the other people who were frightened or injured or who died, but because her name is one that's recognizeable.  If your cousin Edyth was at the concert, and you knew it, the first person you'd want to know about regarding her health would be her.  That's how it works.

The issue isn't whether or not Ariana Grande deserves to make money for what she does; obviously, someone thinks so, even if it doesn't happen to be you.  As far as my own, much smaller income goes, those people who have been kind enough to encourage my well-being and welfare monetarily obviously feel that I deserve to have the money also.  It doesn't matter what it is for except those people.

The awful creatures in the world who think that there should be some measure about who "deserves" fame and who doesn't are in the dark where it comes to humanity.  For all the cruelty they try to inflict (and I'm sure Ariana has experienced millions of times more cruelty than I have at the hands of would-be judges), it is they who are the problem, not the rich and famous.

It shouldn't matter to me that I get a pursed face and a dismissal whenever I express my happiness at my circumstance.  It does, however.  I've been doing this for a long time and the long nights of despair, year after year, accumulates.

Yesterday, I put this image together for my comic:


The art is all me.  None of it was copied or traced or otherwise cobbled together from other things. I conceived of the characters looking up and somehow, some way, I managed to make it look real. For someone who, nine years ago, had the artistic talent of a three-year-old drawing for a refridgerator, I fairly exploded with happiness yesterday about this.  I am enormously proud of myself.

But the response I got from others in the real world was strange.  They approved of it; they told me it was good.  But then I got this weird lecture about not "trying so hard" to get attention or to blow my own horn.  As if I did not have a reason to.  At least I did not get that from my partner.

Fundamentally, I wasn't "cool" about it.  I was thrilled, a little too thrilled.  I should have presented the work and acted all, "Hey, no big deal," but I couldn't be bothered.  I wanted to do the Snoopy dance.

I feel like that a lot.  Just now, the writing, the blog, the feel I get from being a part of this, is the best part of me.  So I want to talk about it.

Now, it is the end of the month.  And I will ask the gentle reader, what has this nine years of experience been worth?  Can I encourage you to donate $1, $5, $10 or more to my art and my efforts?  This is the best of times to do so on Patreon, for there are only a few days before the end of the month.  I'd like to turn this "hobby" in a living wage and readers are the only way I can do that.

What do you say?


Wednesday, April 5, 2017

Taking Stock in April

For those who are interested, I am wrapping up my mini-vacation tonight and will be giving at least some of my attention, again, to the online campaigns.  The Senex Campaign, I know, has been a trial of late, as the players seem trapped in this awful little room with this awful single, apparently indefeatable monster.  I would have like to resolve that before this break, but unfortunately that resolution did not come together.

At the same time, I know, the Juvenis campaign is in a similar lull, the sort that comes once a dungeon is finished and a party feels a bit, well, unstructured for a time.  This passes.  But that party, too, would no doubt like to move on.

I have concluded an important agreement with an as-yet unnamed party regarding my credibility ~ an agreement that I sincerely hope will put my concerns at rest and those who have chosen to back me in the past.  I will be providing evidence of the book to this person who, in turn, will confirm the book's existence and forward movement.  This person has a long-standing blog on the internet and a reputation to defend: he has, therefore, his own reasons to be honest.

It is the best I can do.

There are a lot of calls on my time, not the least of which is still trying to beat the streets to find work. Things are looking up. I have bites and nibbles all over and something is going to give soon.

I will still be giving my all to the comics and the book.  Everything else, including the online campaign, is just going to have to take its time in between my other commitments.  I have no desire to suspend either campaign, especially since after the book is done I am going to feel a tremendous weight fall from my conscience.  There will always be another book, but at least for a time I won't feel like I'm grinding helplessly in the dark.

Tuesday, March 28, 2017

The Ineffable Process of Learning How to Blog, or, I Have Banged My Head Against This Wall for a Very, Very Long Time and I Can Confirm Now that It Hurts

The long-time readers are getting a taste of how difficult it is to manage a data-base the size of my blog at the present (see Challenge to Find the Top 10 Posts).  There are more than 2,200 posts, thick with words, covering endless subjects and none of it appropriately indexed.  That is because this is a blog, which was never granted the tools for this much content.

On the whole, I do better with the wiki.  I can spontaneously create links between the pages, or build up indexes of specific subject material, while adding to the content.  Because the wiki is not temporal based in its layout, I can break up pages into separate files and improve the overall character of the material ~ and because the wiki is not intended as a commentary, but as a rule framework and world setting, I feel no compunction about editing it with a cold, heartless eye.

But the blog is a diary that says as much about me as a person than it does about my opinions regarding D&D, role-playing and the community at large.  I am not the same person who began blogging in 2005 (the first blog, which was about my political views, is long deleted), or indeed when this blog began in 2008.  I will not be the same person in nine years that I am now.  I am constantly in a state of flux, because I enjoy changing my mind when I encounter new information and a reason to think differently about a given subject or about myself.

For example, a few days ago I saw little value in making a better index of my blog.  I have changed my mind about that.  I feel the "Old Posts" that I put up on Thursday were a good memory.  Not the most enjoyable process, linking them together, but a positive experience nonetheless.

I really did come out of the gate fast.  I was spitting mad by the ninth post and right after I ran full-on into the character background generator, one of the most popular game features I ever added to my game.

Drain was right in his comment today when he wrote of this blog being a consistency benchmark, but he is dead wrong where he says it hasn't been about stand-out moments.  This blog has been all about bursting dams ~ but the nature of the blog, and the time it takes to read it, reduces all that dam-busting to the distant, forgotten past.  Even I have forgotten it.

There are shortcomings that produce that obscurity: the lack of an index, certainly.  The last of real interest for most people in changing a game they're only going to play a few years before begging that they "haven't got time" while they pour the hours and days of their lives into some company's coffers, their house payments and their ~ happily ~ partners and kids.  A game that will only be played a few years does not need vast changes to the character generator, the combat rules, the invention of a trade system or a hundred other "silver" posts this blog has included in its lengthy history.

That is not something I understood clearly when I started.  Foolishly, I believed that people on the whole wanted a deeper, more intrinsic game that would blow their consciousness and become a greater entertainment for them ~ if only someone would write more theoretically about what was possible rather than what was easy.  I've been wrong about that.  I'll continue to be wrong about that as I write years and years into the future, continuously expanding the wiki because it is something I enjoy doing.

It takes a player starting to game at the age of 15 at least three years to reach a maturity that suggests that perhaps the original game design is truly lacking.  Virtually every three-year player will think to themselves, "This needs improving: I will improve it."

Unfortunately, it takes another four years of hard, intrinsic training in game design to acquire the base-line skills for actually improving an existing game.  This is not self-evident.  Most look at games as fairly simple things, not too difficult, certainly nothing I can't play with in a few days and make better.  Most also find themselves three or four days in with the realization that game design is a rabbit hole that potentially goes down forever.  They learn that some choices have to be made about how limited their "fix" of the rules is going to be ~ whereupon they quickly discover than any real fix is going to take a lot longer than their motivation will allow.

They do the calculation:  What will this gain vs. How long will this take?  Very little, they think, and very long.  Quite logically after that, they quit.

Original game design is insanely difficult.  Because it is a "game" and because it is "fun," game design suffers the ignominy of being considered not a serious occupation ~ unless, of course, one manages to get inside the ivory tower of modern video game design without being one of the morlocks who works 80 hours a week for shit wages and the ever-present sword of Damocles waiting to cut them down the moment they complain about their shat-on, abused, miserable lot in life for daring to be a programmer who also wants a life.  Nowhere in this present Western culture is there a less respected profession than a game-design programmer who is expected to manipulate code to create pixels with flawless accuracy, and nowhere is there a more pathetic wannabe than a game-design programmer who will put up with the abuse because they dream one day they will grow up to be . . . hm.  I can't really think of anyone.

The 22-year-old with seven years of role-playing experience and the degree in game theory and design (a rare combination indeed) isn't going to push themselves into bettering the RPG experience.  There is too much money to be made in other designs.  All the other 22-year-olds have moved on from RPGs altogether, finding less and less time to play or fewer and fewer people to play with.  Fools like me, we keep trying to play but the crowd gets smaller and smaller every year.  In helpless desperation, all the 22-year-olds that are frozen out cling desperately to what they can find in video-games, self-play and personal game design . . . and this is the crowd left online, writing blogs and running bulletin boards, filming themselves playing RPGs for as long as it lasts, trying to monetize what they can create in the hopes that it will sustain this thing they love.

But I have to say, as someone who has thought and worked and built this game for nearly 40 years, it takes 30 of those years to admit some realities to ourselves.

We must go down that rabbit hole if we're ever going to do anything significant.  There's no getting around the work or the commitment.  There just isn't.  The 80 hours a week demanded of a hundred programmers is demanded because it is necessary to create this thing we like to play with our free, casual time.  Work is an unpleasant reality ~ and it is certainly going to be MORE work, exhaustive work, because we are in this thing alone and we can't, absolutely cannot, agree among ourselves about what a role-playing game ought to be.

That's the second reality.  We are never, ever, ever going to feel that a given way to create a rule for any part of the game will consistently meet the expectations of the players who remain past that 22-year-old just-got-out-of-university cut-off.  We who remain are just too individual, too obtuse, too sure that we know right and that everyone else is fucked in the head.  I just did not get that when I started writing a D&D blog.

I thought everyone would see the clear, rational manner in which I approached the game and think, "Wow, that is so cool, let me start switching my game over."  Yes, I thought like this was I was as old as 44.

It is to laugh.

Fundamentally, we who keep at this thing don't really trust each other.  We've been out in the woods so long that when we meet someone who is also out in the same woods, we know they must be an enemy or, at best, some brainless half-wit who is going to do something stupid and get us killed.

Early on, I preached and argued a lot for building a solidarity, a community, that could tackle problems and build a continuity.  If I struggle through the process of making an index for the blog, I will have to relive all those posts and I will not like it.  There is no desire to build a continuity because continuity is not something we're capable of accepting.  Continuity would steal away the one, last game we are still able to play as old-timer RPG game-designers.  The meta game of designing.  Accepting another person's combat system will deny us the pleasure of continuing to work on our own combat system.  Worse, where it comes to amateur game design, the combat system is the easiest thing to design.  That is why everyone designs one.  It is low-hanging fruit.

Finally, the last reality is that we're going to die.  Whereupon all this work is going to be just so much paper, so much flotsam on the internet, so much garbage that others won't bother to work through because it isn't going to "register" on their radar.  And where will my consistency be then, Drain?  What will it be worth?  When I am dead and gone, the post with the reader's morning coffee won't be there.

I take comfort in knowing that for a few people, I'm going to be a good memory.  There are people who are going to find my book on their bookshelves thirty years from now and smile.  There are going to also be people who pull down my unread book that they purchased all those years ago and toss it in the garbage with a shrug.  There are also those who will have read it and will still toss it into the garbage.

But there will also be people who will see something many years from now, after I am gone, who will be reminded of me and will think, "Oh yeah, that guy."

That's fairly remarkable, considering none of us have ever met.  Considering no institution has put money behind me or promoted me, that I haven't been a television personality or a traditionally published author (except for a lot of newspaper and trade content none of you will have ever read).  Granted, some readers have met me briefly at a con.  Some, hopefully, will meet me in the future.  A few have actually looked me up and met me for coffee and drinks, which is a startling experience I can say with surety.

There is a little memory there.  A little influence.  A little dam-busting.  It isn't all consistency and putting up another post in order to remind people that I am relevant, at least in that here is something to read in the half-hour before the shift ends and we can all go home.  Figuratively speaking.  I'm still unemployed as I write this.

Through all this, I have tried to be human.  I let myself rant because it is what humans do.  When I see a celebrity rant, break a camera or two, get themselves arrested, trip over their lines or turn up for a performance without having rehearsed enough, I think, "See?  Human."  It's the frauds that disgust me. The pundit selling a philosophy-as-product with the cool, smooth gift of a smug, excessive self-aware plastic exterior that I resent.

So if it has been "x-days" since I lost it, well, don't take me for having sorted myself out somehow.  I lost it yesterday on a Crash Course video [fucking hate those piece-of-shit dumbed-down and mostly wrong overcompensations for those who can't pick up a proper book] that someone else was watching.  Because the presenter said, quote, "There's no such thing as an objective truth."

Shit like that really, really, really, really bugs me.  If I drop a needle in the deep ocean, no one is ever going to find it.  Doesn't mean the needle has ceased to exist.  Eventually the needle is going to degrade and disappear, its atoms scattered.  Doesn't mean the needle didn't exist.  This ridiculous notion that pseudo-scientists on the internet possess that science is about "proving" the truth or potential of things makes me want to bang my head into my desk until there is a blood stain.  And just now I live in a house with people who watch these things daily and nod their heads in agreement ~ because while they understand where science is right now, they haven't a fucking clue where science has been and they haven't taken enough philosophy to grasp a shadow of where science might someday be.

So I get ripping mad all the time, because I'm human.  I just share it less on the internet.

Well, do have a look at my past writings.  It isn't all consistency.  I think you'll find that if you start reading a post a day right now, the "consistency" of the blog's history will sustain you very well until 2023.

Tuesday, June 24, 2008

There Has to Be More

I am, and have always been, crazy. It is this craziness that I brought to D&D, the sort of obsessive preoccupation that one normally associates with people who have to turn the lights on and off five times before bed or replace their keyboards once a week to combat sweat congealment.

As a child I received, as a gift, my first almanac at the age of 7. My parents were well aware of my fascination with atlases and statistics gleaned from the household encyclopedia…and perceived very correctly that I would find the material within an almanac of interest. Thereafter, for the next sixteen years, I received an updated almanac every Christmas. Throughout my school years, that almanac sat in the upper left corner of my desk…a ready source by which every teacher I had was measured. They had better get their national and state capitals right (along with every other statement about geography, history, industry or economics)…because I knew every fact by heart, to date, and I had the book to back me up.

No, I was not well-liked. I was well on the way to my present career of being an arrogant know-it-all with little regard for disinformation.

Yet it may surprise you to know that I was not a “rules lawyer” when I played D&D. I accepted quite readily that the rules in a DM's game were set by the DM and not by the book.

That is because sometimes almanacs are wrong.

My fascination from the beginning was never with the numbers or with the power of the books, but with what they represented. My fascination has been with the planet, the big picture, the manner in which it all fits together and how it relates to itself. No book, not an almanac or a Dungeon Master’s Guide, can completely or effectively relate the whole picture…it takes millions of books and billions of people to do that. For me, the almanac was convenient; it had a great deal of information crammed into a relatively small space—but the thing wasn’t holy in itself.

I suppose that my almanac was replaced by the DMG to some degree when I started playing, but it is has never been the whole game to me. All of the various books together have not been the whole game…if that were all there were, I would have gotten bored sick of the game long ago. What appealed to me about the game most of all was that it left room for me to apply all the other knowledge that I had gathered together through what I had read and studied.

I bluffed my way into a job with Statistics Canada in the 1980s, with no formal schooling and no working experience. I worked through the lead up to the census, which was fascinating for me as I’d spent so much time reading census statistics. It was mind-opening to see how they were gathered and to have a clear representation of how “wrong” they were. However, the application of those statistics, however flawed the data, enables the prediction of a great deal…worlds turn on the political and economic understanding of statistics.

When I left Stats Can in ’86, I entered university after a long period of destitution and zero income. I spent most of that time reworking my world and aligning it with the real world. University gave me plenty of time to go on doing that…even though by ’88 I was married and had a daughter on the way. It was about that time that I conceived of something that would redirect the entire format upon which my world would be based. A format that I have developed and continue to develop until today.

It’s not an easy subject to get into…for one thing, it sounds crazy. And it is. It is the central reason for me wanting to produce this blog, and it is going to take a long time to outline completely; all I want to do today is to outline my thinking process at the outset.

The DMG makes a point under the notes on “The Campaign” that a structure should be created by the DM which gives a reasonable, practical distribution of people, wealth and power…something that will enable the party to get a handle on what is going on. Too much random irrationality will discourage a party’s interest. It is the least read part of the DMG, and in the last 30 years I have seen nothing published which either promotes the argument, or remotely educates a DM on just how this is done.

What is a world, in D&D? It is a collection of described factions and hollowed places in the earth holding treasure and guarded by monsters, a network of roads which connect adventures and a sort of vague “fog” called civilization which settles over everything and impinges on the campaign only in terms of its crop of NPC’s. We’re led to believe that these are the “practical” limits of the game. DMs are forced to find ad hoc answers to player’s questions for lack of any structure to base those answers on.

Let me give an example:

I am a fighter, who has recently established himself as the lord over a 20-mile-diameter hex. Here are some questions I will want answered: I’d like to feed my 200 man army and I’d like it to not cost me any money while I’m not adventuring—how much food can I grow? How much of my land is arable? How much is suitable for the raising of cattle as opposed to sheep? How much meat can I get from a cow? How often will my cows breed? How much milk will they give? How much hay will I need to feed them in the wintertime? Are sheep more practical, considering that the land is similar to Scotland? Do you have other answers prepared if the land is closer to Arabia?

Most DMs will say, the land produces enough that you don’t have to provide for your men.

Does it produce more? How much can I sell? How much will the wool of 75 sheep provide for my coffers? Can I take some of that wool and make clothing, perhaps establishing a weaving mill? Will that make me more money? How much will I need to pay a weaver? How many herders does it take to look after 100 sheep? What does a herder cost?

Most DMs will give numbers, off the top of their head. The weaver costs a g.p. a month. The herder much less. The sheep will give such-and-such lbs. of wool per sheep.

Whereupon I’ll produce charts and evidence to show that now the DM has provided figures so out of whack that I’m able to turn my whole 300 square miles of arable land into sheep country, have it watched by 500 herders for 1 c.p. each and make a total of 7,500 g.p. every month. Why adventure?

Most DMs will recant, pull different figures out of their ass, and argue that I can only make 200 g.p. a month from my sheep. And we’re back to punishing players for thinking outside of the box. Again.

And if I point out that I have 40,000 sheep on my land and that I’m only making 1 c.p. per head because of upkeep, what if I ask to get into the business of feeding sheep, because that’s obviously more lucrative?

The game just doesn’t cover this crap. Because, it is argued, no one wants it to.

I disagree. I believe that the emphasis for the last thirty years by the gaming companies on “character” and “weaponry” has been because they CAN’T solve the problem. They have to push the player out of the real world and into the box because the box has clear, concise defining borders which they actually can address. I doubt that anyone working at Wizards of the Coast has any experience whatsoever with politics, economics, geography or demographics. They obviously think that none of those things, in terms of their existence in the world, are very complicated or at all inspiring in giving humans a motive.

D&D is often judged a children’s activity because all-too-often it resembles one of those games where you roll a die to move along a two-dimensional strip, marked with things like “lose a turn” or “jump forward two spaces.” The words have just been replaced with “lose a character” or “gain a +2 sword.”

I’ve never been satisfied with that. The campaign problem can be solved, and the questions I asked above can be answered without anyone’s butt being involved. I believe I have the way, which corresponds to the title of this blog.

Thursday, June 5, 2008

Dead Thinking

By the time Unearthed Arcana was released in 1985, my friends and I had been playing the game for almost six years. I’m sure that for some players somewhere it was a shot in the arm, but for us it was largely a piece of junk, full of typos and badly worded design flaws. While some of the ideas had merit (notably cantrips), most of these ideas had already been put forth by Dragon Magazine and had been incorporated into campaigns by the players themselves.

I bring up the U.A. because it indicates the thinking process of the company that continued to sell products for the game, resulting in three flaws: A) they were perpetually behind in their thinking process, rushing to solve problems that savvy DMs had already solved on their own; B) they continued to perpetuate the original flaws of the game; and C) they were interested most of all in selling the same game over and over again, reworded or “reworked,” as exemplified by the 2nd and 3rd editions and the books released to support them.

I need not discuss the lag in thinking, as this is to be expected with a corporate mentality. Eventually, the game players split into two factions—one of which is clearly visible everywhere on line, which discusses the latest releases with the avid interest of pop fans everywhere. As this group does little thinking for itself, and is dependent on the corporation to feed it, there’s no need for the corporation to be particularly forward thinking. This plays to point (c), in which we see that all you need is a shiny new cover on the same old shit in order to sell product. Car manufacturers have been playing this technique since their inception.

The other group doesn’t buy product. This group doesn’t need prefabricated plastic-dungeon sets, as they know they can make their own with a few power tools and effort. This group doesn’t need another book with sixty pages of character creation, forty pages of weapons, eighty pages of magic items and sixty pages of spell descriptions (with two pages of equipment and one page describing “outdoor adventures’). Thus, this second group has NO IMPORTANCE WHATSOEVER as to the commercial development of the game, which has become the only public face that anyone can see.

Having dismissed points (a) and (c) therefore as mostly uninteresting, let’s discuss point (b)…flaws and failures in the original system.

First and foremost is clearly “alignment,” the brain child of Gygax probably, who felt that players couldn’t have a personality without grafting some standardized graph onto it. I never knew anyone in the first half of the eighties that used it, with the exception of Paladins, forcing them to be “good” in order to limit the character at high level. Later on, I met a string of rather queer DMs who felt that it really fueled character development—though none of them could explain how, and I learned to stay far away from such people as they tended to pocket silverware and such. The public relations problem the corporation was having with the fact that the word “evil” was being used at all in association with a “children’s” game practically guaranteed that alignment would continue to have relevance in the commercial game—along with the clear understanding that parties should be encouraged towards the “good” path.

I have made an unending stream of players happy by merely using the words, “I allow evil paladins.” In fact, I don’t give a rat shit how a paladin behaves…having read Le Morte de Arthur and thus knowing that knights behave in all sorts of ways. Moreover, it’s just common sense. Death and decay are part and parcel with nature; the GODS, having some greater knowledge of the natural world, would have less invested in the notion of mortality than mortals…and thus what care they that paladins rip goodwives asunder and butcher little children? All the more meat to occupy the outer planes and from which to pick an army.

Paladins aside, the problem was made worse with the advent of the Unearthed Arcana, which tried steadfastly to establish character codes, such as those of the Barbarian and the Samurai…characters which, if we were to believe what we were reading, would be run more by the DM than by the players, forced to kowtow to pre-set character traits loaded with punishments for “incorrect behavior.”

Why should I, as DM, suddenly have to behave as the character police every time a puffed-up fighter wants to take a shit in the woods? Or, in the case of the barbarian, wants to behave rationally in the face of extreme danger? It was clear from the first readings that these characters were woefully over-supported with powers and abilities in exchange for the political correctness of their class structures. I saw no way in which this would support the game as designed, so I disregarded the new classes. I took some of their features and sprinkled them among the original classes (without restrictions on their use).

For about six months I heard protests from people wanting to try the new characters. After six months most of these people had had their opportunity to do so, in someone else’s campaign. Interest quickly died.

Free action, I found, was a better sell than character abilities.

Let me take a moment, here, to reflect on another failing in the character system as it stands now—and as it is loved by the commercial advocates of the game: the use of skill points to buy skills to create characters not restricted by class.

I admit, I’m not fully clear on how this manifests itself in the present 3rd edition game. I’ve looked over the tables and read the rules, and I feel confident that the system came directly out of RuneQuest, dressed up of course. I played that system as part of another hybrid, Middle Earth, and hated the system immediately. Here’s why.

It takes very little time to discover the most efficient way in which to use skill points, to create the strongest most efficient players. While there may be other skills available, one has to be an idiot to take them rather than the more practical skills. Our deviating idiot will find his or herself constantly demoted to the second rank in every encounter—because they don’t get +7 when they attack and they don’t cast magics enabling them to fly or what have you. Whatever the system, pretty soon you have twelve characters running in your world who are all exactly the same in their abilities. And don’t say it’s not true, because I’ve seen it happen again and again. If you’re the sort of person who is willing to pay points for useless skills, come on over; I have a used car for sale that you’re gonna love.

So what about character classes? Ah, that gets us down to the nitty-gritty at last. Let’s discuss characters next.

Friday, May 30, 2008

Rats in a Maze

The first DM I played with, the one that tossed a basilisk at me on my first night, was probably the worst I ever played with. Let’s call him John, as I want to talk about why I say that and why it had influence on me as a DM.

John was very diligent with his world. He carefully crafted multi-level dungeons, he wrote out speeches for use in the quests he prepared for us, he drafted up towns and castles and pre-rolled all his NPCs. He developed quite elaborate personalities for said NPCs, which he took delight in role-playing when the time came for them to take their part in a given adventure.

Sounds great, doesn’t it? Sounds just like the sort of effort a DM ought to make.

Except…

As a player, you could expect to move through every single room of every single level of John’s dungeon, without exception…there were no shortcuts for smart thinking. John designed that room, and he was damn well going to make sure that the room got used.

So, if you were in John’s dungeon, and you came to a place where three hallways branched off, you could be sure that at some point you were going to have to march your way up every hallway eventually. No exceptions.

If John wrote the speech for the Dragon on level six, you were by-god going to hear it.

And as far as accepting the quest in the first place? No choice. When the furtive little civil servant came to speak to you at your tavern of choice on behalf of Meycroft the Munificent, Viscount of Yuer and its Environs, you better get ready to spend the next twelve runnings in diligent service.

Finally, can I just add that ALL the NPCs were as annoying as hell? Especially the doors.

“Doors,” you say?

Yes. As you moved down through John’s dungeon, you would occasionally encounter doors that defined the difference between this level and the next, more difficult level. And these doors were always sentient.

And indestructible. And annoying. To get through these doors, you needed diplomacy.

A typical conversation might go like this.

“Who goes there?”

“A brave party, in the service of Meycroft the Munificent.”

“Who’s he?”

“He rules this land.”

“So?”

“So, we want to pass.”

“Why?”

“Meycroft has sent us to retrieve the Emerald of Rill, the center jewel of his family crest, which was stolen a mere two weeks ago.”

“I never heard of it.” (This from a door, two hundred feet underground)

“We have reason to believe it’s on the other side of you.”

“Reason to believe? I scoff at your reason to believe.”

“Look, we just want to get past and look around.”

“I don’t think so.”

“But you’re a door. You’re supposed to open for people so they can pass from one place to another.”

“I’m also designed to keep people out. I have my defensive side, you know.”

“Wouldn’t it feel better to be useful? To have a purpose beyond protecting people who don’t care about you?”

“Who’s that?”

“The people inside. I bet they don’t even think of you.”

“No, no, you’re wrong! They love me!”

And so on.

This sounds interesting, but believe me, when you’ve talked your way through about thirty of these doors over the course of a year of playing (sometimes twice in one session), you’re ready to leap across the table and kill the fucking DM.

John’s failing as a DM was that, fundamentally, he designed his world to highlight his own importance. We players could have been anybody; we were mere rats in his maze, meant to take pleasure at being able to gather in the elements of John’s genius, revealed one running at a time until the story was given to us whole. Whatever semblance of interaction there might have appeared to be, in fact we could never accomplish anything until we hit on how to do it John’s way. Each door was like an episode of You Bet Your Life, where you were just trying to say the secret combination of words or phrases that would open the door.

There was no sense that the “world” offered a variety of choices…the opportunity to seek out a given group of people, or decide to adventure in a dungeon or in a wilderness. This was predestination…the forerunner to video games like Final Fantasy.

For many players, this is the only way they want to play. It comforts them to be part of a milieu that will deliver a structured setting in which they can participate.

I found it annoying, at best.

I have always felt that D&D, in its best form, provides the opportunity for people to live a life vicariously that they could not do in the real world. That is, if I wish to be Jenghis Khan, or Francis of Assisi, I should be able to make that happen—without being constantly annoyed by the Meycrofts of the world who are living out their ambitions. Fuck Meycroft and his family crest…I’m busy building the world’s largest library or founding a cult of STD-carrying women assassins. If Meycroft needs someone to follow his quest, let him pick an NPC to do it.

The problem this creates for most DMs is that it becomes difficult to plan anything; Free Will means there’s no guarantee the party will enter the Temple of Buwana, even if they’re standing in front of it. I’m of the opinion that the party ought to be able to look at each other and say—after having just killed the couatl defending the place: “What do you think people…show of hands. Who says fuck it?”

But if they don’t enter, that’s ten hours of painstaking work that will never get used. So the DM feels he must have some fairy princess show up and quest everyone (no saving throw permitted).

And there are those out there who would argue a party wouldn’t say that…that the treasure and the promise of adventure would guarantee they would enter the Temple.

Surprise, surprise. I have found that parties, if given the choice, are perfectly capable of walking away from a thing if they’d rather get their treasure and kicks in another venue. Some parties don’t like combating clerics, or mages, or paladins, and would rather choose to fight fighters. All power to them.

To make Free Will possible, a DM must eschew the “pre-created” dungeon. Really, the party doesn’t give a shit anyway…it’s just a big masturbatory fun-time for the DM, who usually gets perturbed when the party shits all over their creative skills anyway. This, more than any other reason, is why modules suck; they have no flexibility.

It does mean that most long time players, the first time they step into my world, find themselves confused. They’re so used to being told what to do, it takes time to realize I’m not going to tell them.

Which is what I’ll discuss next.

Thursday, May 29, 2008

How It Got Infected

I can’t be certain when adventure modules became all the rage; the earliest one I can remember was Keep on the Borderlands, which Wikipedia says was printed in December of 1979. If so, I had only been playing for a few months…but as I live in Canada, I don’t think any of us saw this module until sometime late in 1980 or possibly ‘81. I remember clearly a time playing when it was universally assumed that you made up your own adventures—and if you weren’t good enough to do that, you had no business being a DM.

But of course TSR, by then run by people who weren’t Gygax, had begun to recognize that role-playing games, as a business model, had a limited appeal. What’s worse, by 1980 if there was any press about any of the games (and most of the press was about D&D), it was BAD press…often very bad, about teenagers killing themselves in their rooms because their characters died or killing parents who tried to stop them from playing. Which meant that the game was never going to become popular on a widespread basis—and once everyone had the rulebooks that said, “make your own,” the company was doomed to go bankrupt.

The solution was to pabulum feed the less gifted advocates of the game, with modules which had the inherent quality of being made useless once they were played—thus creating an ongoing income even after the basic books were bought. My friends and I generally scorned those who played modules, primarily because the modules themselves were rather pathetic. They gave out too much treasure, they were repetitive (guard room to chief’s room to treasure room) and they were so badly written as to be laughable.

But we were not the norm. Modules were certainly the main thing by the time I graduated high school, and by ’83 I was an odd duck in that I never played them.

Meanwhile, TSR sought new ways to make money for the company. A flood of completely different games, each with slight modifications in the rules (and many being mostly shit, without any play testing), erupted on the market. Crap like Buck Rogers and Indiana Jones took advantage of fads, while little groups of excessively effete gamers took up Boot Hill, Empire of the Petal Throne, Top Secret (admittedly, I played this one), Gangbusters and so on. In the long run, all of these were simple-Simon games with no real power to hold a long-time audience.

Something was definitely wrong, but young kids with money were willing to go along with the program. While Deities and Demigods was a fairly decent addition to the game (coming out about eight months after the first three Advanced books), the Fiend Folio in ’81 was generally a piece of crap. The quality of the book had clearly gone downhill—not only in content, but in terms of it's binding as well. At least half the monsters were useless. A considerable number of them had no purpose but to steal objects from players; others were outright repeats from the Monster Manual. A few were purely laughable: the “snail flail” continues to be a steady joke around our gaming table. Still, it was about ten times better than the Monster Manual II, which came out in ’83.

But by then the golden age of the game (at least in terms of its possible growth) was definitely past. On the production side, RPG companies were all in the hands of penny pinchers and lawyers; on the consumer side, the public face of the game had moved into convention mode.

I attended conventions all through the 80s, created and arranged by acquaintances of mine I knew through the city university. Generally the participants numbered about 2,000 (I don’t live in New York), much defined by their social ineptitude and gullibility. All conventions are designed to sell junk to neophytes—people who don’t know anything but are interested—and they exist to enable veterans to lord their knowledge over the neophytes.

I don’t do well in such environments. There’s nothing special about being superior to morons—its much more fun to be superior to superiors, who always get pissed off when their experience fails to award them with instant worship. Worse, I found that even by ’85 I had been playing the game longer than most, and as I had not embraced the TSR company revenue plan, there were fewer and fewer things bridging the gap between me and others. Games I sat in on were still fundamentally hack and slash, haul away the loot, with nothing in the way of plot, purpose or sense. The Game Show version of the game became standard, with rooms full of gold raising characters to the 22nd level in spite of not being bright enough to check a dungeon door for traps without opening it.

(I’ve ran a few parties like this in convention competitions; they’re remarkably easy to kill).

Yet I had been playing for so long, I was pretty well known in those days. Both as a shit disturber and as a good, original-thinking DM. But I couldn’t get into the adventure-for-a-day mentality that grew up around those forums, and other venues over the years that followed. I couldn’t see the point to running an adventure just for the sake of running an adventure. That would be like a one-night stand; I wanted a relationship with my players.

(When Gygax died recently, I received two different invitations to come play the traditional characters associated with his party in the traditional adventure. I declined).

So I drifted away from conventions and I drifted away from RPG shops selling globs of crap for ridiculous prices. Now and then I have to go back and buy something like new dice or a vinyl hex map and such. By the time the 2nd Edition was released in ’89, I had gone completely rogue. I heard about the changes, the removal of demons and devils, the addition of “skills” which could be bought (similar to the system from Middle Earth, which had always been shit but adored by a particular brand of player), and I thought, that makes sense.

Once you’ve sold the shit out of something, the only thing you can do as a company is try to get everyone to buy the same shit once again. So far, the game has been resold in its entirety three times, and another edition is due out in June.

It will be bought, primarily because D&D players continue to be confounded by the game—none of the products released in the last twenty years have done anything to solve the real problem: how do you play?

It is like giving a series of weekend lectures on how to play football…then showing up every Saturday with a new color and shape of ball. See the ball; pretty ball; buy the ball. Followed by a new collection of rules every time, often disagreeing or “modulating” the rules learned last week. And finally, nothing about how to set up a team and play.

I don’t think even the lecturers know how. Not anymore.

Wednesday, May 28, 2008

To Make a World

I remember that the time between playing D&D and running D&D took, for me, about six weeks. In those days we all took a shot at the game; it was comparatively simple for anyone to run, as the campaigns were all hack and slash. Even the modules were that way. My first game had been Labor Day weekend, 1979, a few days before I began high school. By Christmas I was deeply into the game.

I remember trying to explain it to my parents, who had always been board game fanatics; but this game made no sense to them. How did the rules work? How could you tell who had won or who had lost? I remember one fateful evening I made the mistake of trying to run my parents in an adventure…which was disastrous. Generationally, there was no common ground there.

The first “world” that I ran was really a hodgepodge of other worlds, things that my friends and I had agreed on. But being a geographical freak (I could name all fifty states and their capitals when I was 7), I was anxious to try a hand at my own world.

For reasons that any 15 year old boy would understand, I was infatuated with John Norman’s Gor novels…this long before the world of Gor had been grafted onto a BDSM fetish group. I liked the structure of the world, with cities, culture, monsters, political relationships and adventure. The slavery thing was somewhat secondary to my purpose—nice for the books, but immaterial for D&D.

As the books have no map, I pieced together the locations of Ar, Koroba, Thentis, Tor, Port Kar…and the islands of Tyros and Cos, along with the northern lands, the southern steppe, the great Thassa, the Sardar Mountains and so forth. If you’re familiar with the books you know these places—you may not have a visual image of the lay of the land. I still do, in my mind’s eye, although I lost my original map literally decades ago.

I ran Gor for about a year…without much success, as my players had not read the books and for them the city names were just names. More than that, being used to complex maps of the Earth, I could not help noticing that my designed Gorean world was somewhat lacking in details. What it amounted to was a few lines and a few groups of mountains, with cities spackled all around, all hundreds of miles apart. I could fill up the spaces with names of plains, forests, rivers and such, but these were just names as well. The adequate information to explain away those gaps just didn’t exist in the books. I’d have to somehow invent them on my own…and to do that, I might as well just start fresh with an original world.

I had available a pre-made world that I could buy from TSR, the company that sold D&D originally. But that wasn’t interesting. My interest in maps and geography demanded that I make my OWN world—which would, I thought, be tailored to whatever campaigns I wished to run.

I sketched out a plan on six maps, based on the concept of a large, central sea surrounded by arable lands—and beyond, inhospitable desert, mountains or snowfield. The farther one trekked from the sea, the less hospitable the environment, the exact nature dependent on how far from the equator one was. Thus, political structure was dependent on control of the sea and access to other markets.

I ran this world for almost four years, up until 1985. Generally, as a D&D world, I’d say it was as successful as most I’ve seen. I was involved quite a bit with various role-playing conventions that occurred in the city, and for a time I made a little money designing original “worlds” for other DMs who admired mine and wanted something similar. I carefully drafted and sketched out the mountains, rivers and forests of these worlds in a style similar to a 16th century cartographer, and sold them for a $100 apiece. I’d ask if they wanted a single continent, a group of islands, deserts, mountains—similar to the structure of a Civilization IV world. Each 24x30 inch map typically took about four evenings (24 hours) to draw.

My own world, of course, was six of these maps. Most players didn’t have the money to pay me for more than one sheet; altogether I did about six different maps for people, two for which I never received payment. I was doing it for “friends”…so I didn’t ask for money up front.

My reasons for giving up on my second world were this: I simply could not present the world as real. No matter how I tried, in reality my players could not help thinking of each city as just “the city” or each forest as “the forest.” It did not matter that the cities had names like “Forcrest” or “Juba”…the names did not convey identity. I would have to describe the huge port city of Forcrest as a kind of London, or the jungle city of Juba as being similar to Delhi. The jungle itself would have to be described as being like India or Africa. Or the vast eastern desert being like the Sahara. In short, I needed examples from the real world to make my world “real.”

Whereupon I realized that solution to this was to simply adopt the real world as my D&D world.

The idea was not embraced immediately. Most players feel that somehow an original world lends itself to a greater mystery, or that the real world is so suffused with tiresome reality that it cannot be “magical.” But as a dungeon master, the benefits of choosing to run using the real world as a template were immediate.

I did not need to limit the world to its actual condition, after all. Magic could continue to exist, non-human races and monsters could exist in whatever degree I wanted, history could be rewritten. What I gained in return were thousands of ready-made maps in whatever scales might be available at the local library, along with detailed floor plans for world-wide structures; complex mountain systems with easily identified river networks which made—by example—geologic sense. And finally, when I told a party that they had just arrived in London, there was no need whatsoever to describe the culture to them; it was immediately absorbed. They knew what the people would be like and what to expect.

My first plan set the world in 1500; later, when I decided I would rather have a somewhat settled New World, I changed that to 1650. The world is not what it was in 1650—I have made plenty of changes. In other ways, it is very similar.

And detail? Rather than twenty or thirty cities, as a typical D&D world might have, my world contains more than forty substantial settlements in Wales alone. All with histories, street names and family titles. And I have never run a party in Wales. I have been running the real world as D&D since 1986, and have not remotely used all of it. The campaign I ran up until 1996 went from Yugoslavia to Spain, to West Africa, the Caribbean, to Ireland and then back to Portugal. My present campaign began in Russia and has moved down through Persia, the Ottoman Empire and Transylvania. The party goes where it wants and I have the world ready to greet them.

And now there’s the internet. If I need a picture of a particular group of mountains or a forest or wherever, I have tourist photos and I have Google Earth. I have weather data coming out the yin yang. I have everything I need.

As such, my world has become a very complex place. Just the sort of place where I feel at home.

The Tao

It was, I think, a Saturday night. I called up a friend, asked him what if he wanted to do something and he told me, “I can’t, I’m playing D&D.” I had never heard of it.

A game? Yes. “Can you explain it?” I asked.

“No, I can’t,” he said. “You have to play it.” Whereupon he invited me.

That has always been the condition of the game. It really can’t be explained, not in a few hundred words. I once saw a rather brilliant effort done about twenty years ago, but I’ve long since lost my copy and I can’t find it on the net. Sadly, what there is on the net is such a disastrous collection of inbred opinionization (to which I am adding at this moment), the uninitiated will not learn much from a general search. The best is probably that found on Wikipedia.

My first time playing, I did not understand anything. I was told to be a fighter (it was the easiest to play); my “equipment” was rattled off at me, most of which I was unfamiliar with, and which I wrote down as a list on a sheet of paper under my “abilities.” Lengthy explanations of these things were not given, as that would have held up the game. Watch and learn I was told, and watch and learn I did.

They explained to me that I was on a field (please to use imagination) and that there was something lizard-like in the distance. I was on my horse. What did I wish to do? I answered that I would lift my sword and ride straight at the beast. A weird looking die (which many more than six sides) was pushed into my hand and I was told to roll it.

And thus was transformed into stone, as I had failed my saving throw. The beast, I was told, was a basilisk.

So for the rest of the night, for about three hours, I sat around as a stone statue and watched other people play, until they were able to get the fellow who could say a few words of mumbo-jumbo over me and transform me back to flesh.

I utterly loved the game. It has been a love affair, which has probably condemned me to the vocational status at which I now reside—comfortable, but certainly not a wild success. I have known others who lived in parent’s basements because they could not kick the habit. It is engrossing, satisfying and enlightening. Not because it is about some other make-believe world, but because it is problem solving at its best.

Today, I continue to run half a dozen players as often as I can, once every two weeks. For a long time I played every week, but I have too much on my plate for that (freelance writing contracts, a full-time job, She Who Must Be Obeyed and so on). One of these players is my daughter, who is grown up now and whose childhood was spent listening to others play (I would not let her play when she was very young, because I believe it requires a mature, thinking teenager to grasp the game’s essentials). As it happened, she began playing first with others her own age, while I had pretty much stopped playing for some years because my peers had either moved beyond reach or had “grown out of it.”

She asked me to start my campaign as she was desperate to learn how to play first edition (everyone she knew played third)…and the word got out that I was willing to run the original game and players appeared. This campaign has been ongoing for almost two years. The players are 6-8th level.

Just a word about that. I’ve always thought that a character, run once a week, should make 8th level in the space of one year; and the game has pretty much followed that line, except that we only run half that often. Any faster advancement and there’s no appreciation for the character—I’ve seen a lot of campaigns destroyed that way.

When my daughter began asking me how my world works, I began thinking I should start writing down my general thoughts. I have hundreds of tables I’ve constructed on my own, but the way these tables work together is pretty much in my head. My intent is to use this blog to coalesce the process into diary form, so that someday she might be able to piece together my ideas.

First, however, I’m going to talk about how my fascination with the game grew and how I got to where I am now. And then I’ll get down to the meat of things.

I know that most blogs about the subject fail. Most who take the step to put “their world” on line get about as far as a few disjointed pages. I think that’s because of the lack of coherence I’ve associated with just about every world I’ve encountered…but also because online offers nothing in the way of feedback. If there isn’t someone out there patting you on the back for putting all this shit into digital, why bother?

For me, this is a responsibility I owe to myself. I won’t find it easy a lot of the time…but it’s something I should try to do before I die. Of what use it will be to anyone I don’t know. But that’s the way I’m thinking of it.

So. This will be the way I play. I will get quite pedantic at times, but that is only because I don't wish to gloss over anything.