Sunday, June 30, 2024
Dratgash Hills
Tuesday, June 11, 2024
Inevitability
I decided to be resilient. This links to the second episode for Arliss and Bertrand's adventure into Grimstone Hollow, a hobgoblin lair. No spoilers.
The original plan remains unchanged. Create a random dungeon generation, use it to create a dungeon for a fictional party, video tape the combats and post them on youtube, provide a link to the Authentic Wiki to the transcript of the video, so that links can be provided to rules for anything that happens during that combat ... and then progress the party further along using the forementioned generation process.
Nor does this generation have to be dungeon-oriented. I'm certain I can make a reasonably interesting wilderness/civilisation hex-crawling generator that, with imagination, can produce practical outdoor scenarios and set-ups to combats as well. I haven't attempted something like that since the late 1980s, but I'm way, way smarter than my 20-something self, so I'm willing to give that a try.
Meanwhile, I think I've found a way to kick that football.
Here are the downsides of my plan.
1. Work. Lots of work. Work to make the generator, work to update the self-play tutorial, frequent work to build unmade rule sets to compliment the other work being done, work to run the combats for myself, work to edit the combats, work to write up the transcript of the combat, work to keep updating things across several different medias and webpages.
2. Errors. Lots of errors. Errors running the combats and forgetting rules, errors in mixing up numbers and errors in the generation tables, errors in the editing, errors with youtube posting, errors that have to be explained in the transcripts ... and a certain amount of shame in having to admit that even though I'm responsible for all these rules, I fuck up all the time because there are a lot of rules.
Here's the thing about that, though. It's more important that I be authentic than that I be right. I'd rather mess up the rule, and admit I messed up the rule, and either retcon or move on after the screw up, and take the shame-slash-embarrassment for that, than pose as some creature by pretending that I don't make mistakes or that anyone watching me should think they ought not to make mistakes. DMing is complicated, it's self-distracting, and half the time we're paying so much attention to getting one thing right we get two other things wrong. In the combat posted, I forgot to run Kragthar's attack at one point. I didn't realise it until I was writing the transcript. But I was concentrating so hard on explaining what was going on, especially with Grimgor, that I just forgot to make the attack. I authentically fucked up. And I authentically admitted it. The wiki isn't called the Perfect Wiki.
3. Less room for other things. The Streetvendor's Guide is a priority. And now this is a priority, as I'll explain below. Paid work, obviously, is a priority. This blog is not. Sorry. People can watch for my content on the Wiki's recent changes page, or they can watch for updates on my patreon (https://www.patreon.com/user?u=3015466), where I will be posting. If you want to know what I'm doing on some Tuesday, when you don't see a blog post, I suggest bookmarking these pages so you can see what I'm working on. If you're coming to this blog everyday, or every few days, to see what's "new," please understand, this blog is going to chase what I'm doing. It's no longer the tip of the spear.
I'm always a writer, so I'll play catch up here, and throw out things that matter to me here, but this just isn't where my head's going to be.
Okay, let's talk about the upsides of this feature.
A. It's animated. Unlike the finished maps, which don't move, and unlike the videos I did earlier this year that featured me making maps, these videos are instantly accessible to anyone who's played D&D, even if they don't understand the modified AD&D rules. Combatants are fighting each other in a dungeon. This is instantly comprehensible. There's more talking than movement, but point in fact, that's how D&D works also.
I've been searching around for something that's dynamic without my having to be on camera, because I don't want the problems that are associated with trying to edit my movements in coordination with my space. My den at present is fairly cramped, and will remain as such, and I just don't want to deal with trying to remake my background, nor with worrying about how my 60-y.o. self looks on camera. I don't need that judgment. I'm self conscious enough about my voice. So this gives me a lively, effective way to express that voice, to get excited about combat, while moving things around so the viewer doesn't get bored. Win-win.
B. It's narrative. Since the events that take place are part of a continuing "story," one that hasn't been predetermined, I can benefit from the building of an audience that knows what's happened before and is ready to learn what happens next. Moreover, because I'm going to get better as the series progresses, for the viewer, it will feel as though the idea is growing and strengthening, especially as the characters gain levels, additional allies, friends and other elements of the overall structure changes.
In effect, it's putting a harness around Dungeons & Dragons itself, using the elements of that game to build a real life audience for myself. All the aspects of D&D that make it great, that it's ongoing, that players grow and improve, that the dangers increase, that the elements of the game are instantly recognisable and have a pre-made audience, are all things that work in my favour as my little group of adventurers survive or die, succeed or not, gain levels, gain power, gain status and seek new obstacles to overcome. It's so obvious, I have no idea why I failed to stumble into this before.
C. It's educational. Dungeon masters everywhere are always looking for new ideas, new ways of looking at things, not just events that can take place in the characters' lives, but fixes for rules and other problems that come up all the time. This gives me an opportunity to showcase elements of the game that I support, making a solid argument for their inclusion, through demonstration rather than argument. As far as what this blog can do to convince people, a practical, ongoing experiment that shows the rules work, and that they make for interesting and ideal situations for future players, is too good an opportunity to pass up. And, I think, it's bound to attract an fresher, differently thinking audience.
D. It's interactive. I've already established a tier on my patreon for anyone who wishes to give $1 per month, if they'd like to vote on what the party does next. Here, for example, is the pole following the above linked combat:
Monday, June 3, 2024
Charlie Brown Lands on His Back Again
I've taken a bold step, creating a short combat video related to the self-play tutorial and dungeon, found on youtube here: https://youtu.be/cbTPP7MoVyM?si=acqLE3oh8R01aS0v
And predictably, it has face-planted with regards to the public media. For me personally, youtube will always be Lucy, no matter how many times I line up to kick.
The idea is this: make a video of a combat, a demonstration of the combat rules being played out, not only in one example but combat after combat. Create a transcript of the combat and post that to my wiki, so that I can add links to the transcript that explain the rules being played. I think it's innovative, I think it's brilliant, I think there's absolutely nothing like it on youtube or in anything I've ever seen about D&D.
And unfortunately, without noticing it until it was too late, the entrance way and guard room look like a dick pic:
The analytics tell the tale:
For the first hour, the number of actual appearances on youtube, the chances that anyone could click the video and look at it, were under a hundred. They are now very slowly climbing upwards (my other vids would have more than 10,000 impressions by this time). Maybe this'll change, but I don't expect so.
Anyway, there's the link, see the video. I'll be doing another like it, when I'm ready. I woke up this morning, excited to be creating it, getting it rendered into video and making the transcript, but I see no reason for celebrating now.
It's a good idea. Fuck you, youtube.
Sunday, June 2, 2024
Dungeon Generation
The generator in 1979's DMG begins thusly:
From the start, it's plain that the purpose here is not to provide content for self-play, but for the DM to use the generator to spontaneously create a dungeon for other players. It recommends amending results to fit the space available.
When I first encountered this in 1979, my immediate interest was to use the generator to create a dungeon that I could adventure through. In those days, I did not care much about believability. If one room had orcs and the next kobalds, and the next after that skeletons, I didn't care. My concern was to run myself through combats, collect treasure, see where the halls and stairs took me, and do so as often as I liked, for as long as I liked, as there was no reason to explain any of the illogic to anyone.
I have in the past ascribed much of my confidence in running combats to the considerable number of battles that I ran through this generator. Repetition helped me remember the damage done by every weapon, equate the armour with armour class, test the use of spells in game play, read the lists of spells when choosing them for my own characters, test combat strategies, group dynamics and compare many types of monsters against characters of different levels and abilities.
I recognise that many feel that such activities would be boring, or beneath them, or even a little bit shameful, in that it speaks to an obsessiveness with the game that might be uncomfortable. I was certainly obsessed with the game in those days, when I did not write about it as now, but rather set up endless physical miniatures on a giant dungeon made of taped together graphpaper sheets, drawing the rooms by hand and then running those battles, keeping track with pencil and paper. This being before 1985, I did not have a graphically-capable computer for this sort of work, there were no video games that could come close to this kind of combat simulation ... and as I remember it, I had lots and lots of time.
A considerable drawback that I found in the DMG generator as written was the completely useless empty spaces it provided. The first table, "Periodic Checks," provides only a 1 in 20 chance of encountering anything alive:
There is an equal chance of finding a trick or trap. There's a mere 15% chance of finding a room. The rest of it is 75% of empty hallways, stairs, side passages, turning passages and the occasional door.
The room content's table is no better:
Of that 15% of chambers or rooms that occur, only 25% have a monster in them. 25% of 15% is 3.75% ... so that only an 8.75% of total rolls in this dungeon have something that can be fought ... and including the "monster only" result on the table above with the wandering monster on the periodic check table, there's a 74.3% chance (in the whole dungeon) that any monster that IS discovered won't have any treasure. Though yes, there is a 1 in 20 chance of treasure being found without a monster. That increases the chance within the dungeon of generating a treasure result to a total of 2.5%. That is, 1 in 40 rolls we make using the generator will produce a treasure.Thursday, May 30, 2024
The Self-Play Tutorial
It'll be a real feat to make a good random dungeon that can be meaningfully revealed one room at a time ... "OK, you beat that pack of goblins, they go down screaming! Next room is..[roll].. a pack of goblin guards ... [roll] ... listening alertly."
That's quintessentially the trouble with every generator: repeat results. Twice in a row is fine, but it's a disaster when that twice in a row happens repeatedly and gives the message that the goblins are endless; that killing the next group of them produces no real result.
The key, I think, is to control the generation so that it's not just generating from a large random sample. It's what I'm attempting to do by separating different kinds of dungeon and acknowledging that the path through the "tunnels" dungeon has to be progressive, from space to space ... not treating every space with the same table and the same results. A tunnel-dungeon is defined by it's rooms, not by its inhabitants; the randomly generated layout has to take that into account, creating just so many of each kind, and in a particular order, with the contents of each room having characteristics that apply to that room. It's a brutal expectation from a generator-design standpoint, but it's the only real way to get around repetitive results.
My intent is to update my progress every 4,000 words or so. The page itself, of course, is always going to be in the same place, so if anyone wants to see how it's going, they can. Meanwhile, with my "collaborator," I'm going to see how far I can take this.
I think it's possible to take it out of the dungeon, though not easily. I think it's possible to take it into urban areas as well. I've done some preliminary work for that with my hammers/coins/food pagemaking. I think it's possible to open up the process to suggestions from outside ... even to adapt what I'm doing to reader interaction regarding what the "player characters" choose to do next. I have plans for this and youtube, which should reach fruition in a week or two, if I continue not to work on the Streetvendor's Guide, where my head ought to be ... but damn it, this is a new project, and new projects are fun!
Anyway, it's just a start. We can look at this again when I double it's size so far.
I really like how, at the very end there, I got to write a couple of sentences that actually sounded like playing D&D ...





