Sunday, January 14, 2024
Learning Curve
Tuesday, September 12, 2023
D&D Reno Videos
Like everyone else on the internet, now and then I watch one sort of reno video or another, with this fellow being my favourite. Judging from the comments, these are popular not only with those in the trades, but very often with men in their 70s and 80s, who I should think pine for the days when they could walk casually on beams thirty feet over the ground.
And this gets me to thinking. D&D perhaps needs these sorts of videos. Of course I know we have this sort of thing, and sometimes content like this, but it's not really, um, working on a D&D design, is it? Mostly, it's either a sort of purposeless artistic exercise, or filler commentary on half-considered themes, but we're not watching a person work on their game world in the way we watch someone building their house.
I try to imagine filming myself building an excel table, or filming myself actually writing the Streetvendor's Guide in real time, and it suggests something as interesting as watching the grass grow, or paint dry. The process is painstaking, time-consuming and not very productive over an hour time frame. I did do something like this, and wasn't pleased with the result. Recently, though, I acquired the GeForce experience screen recorder and have been playing around with it a bit. My daughter and I tested it on a let's-play video that she's in the process of editing now ... I'll provide a link when it's available. I could be recording myself writing this post right now, which could be an interesting experiment. Not your usual youtube fare.
The next thought that leaps to mind would be the 6-mile maps I had been posting earlier this year. That's a bit difficult because I'm working on two different incompatible computers at the moment. I have one that has Office 11, which I use for work content, and then this that I'm working on now that still uses Office 7 ... which my maps are made on. I haven't tried moving them over to publisher 11, though I suppose that's an inevitable experiment I'll have to take up some time. My previous experience with later publisher programs — 2016 I think it was — suffered in that the program ran so slow that my map files were impractical on account of being too big. I'd change a line and have to wait 30 seconds for the program to catch up. I haven't examined this newest version, and that computer is a lot more powerful than any I've ever had, so maybe things would work out all right.
One issue is that I normally work on a two screen desk top. I'd work on three screens if I had the table space. The screen capture can only grab one screen, so I'd always be doing something off camera ... which might work all right, I'd have to experiment a little and see. Stuff could be pulled over the main camera, but that would slow down the work I was doing in order to shift windows around. Could work though. Can't know without trying.
Returning to the Streetvendor's Guide, that's quite tempting. There's a lot going on there. Besides actually describing the object, along with research (though I'm having to depend a great deal on chatGPT to have anything to say about clothing articles, there's such a dearth on the net), there's calculating the price from my excel trade table — which might sound strange to a lot of people who could reasonably wonder why I don't just pull numbers out of my ass. I am trying to produce a consistency, however, though there are problems.
If you must know, it's like this:
Let's take silk and wool both have a price based on the availability of fibre, cloth and tailoring. My price table, however, is designed that if you're in China, the price of silk will be much cheaper than wool, whereas if you're in Scotland, the reverse is true. But I can't turn out a Streetvendor's Guide price for every part of the world. It wouldn't even look well to provide multiple prices for any given object (say an "eastern" price, a "western" price and a "tropical" price. Honest, it may sound like a good idea, but in practice this would look confusing and awful.
Therefore, I have to obtain an approximate "standard" price that, unfortunately, attempts to reckon with people's prejudice of what the price of wool compared with the price of silk "ought" to be. I've chosen Venice as the base location of my pricing table; for the economic system I'm running, it's more or less central to everywhere, having easy and quick access to the Black, Red and far Mediterranean Seas. As a choice, it's not perfect ... but ah well, there's no such thing as perfect. And since the content, in all honesty, is competing with those who are pulling numbers out of their ass, it'll do.
All the same, it seems a very nitpicky way to go about things, but I like it and there are other benefits. If I adjust the price of something for some reason — let's say sugar — that adjustment will automatically correspond to scores of other products. For this reason, while you may have seen a price for something on various teasers I've put up, that's really just a placeholder. The real price isn't absolutely established until all the prices are fixed.
I could have fixed the prices first, then written the book ... but as I've learned through researching the products, it's better to fix the prices one item at a time. As I learn about that item, I have a better idea of how to calculate the price. It's slow, it's methodical, but I stand by the results.
Well, all this sounds a little crazy. It might be interesting to watch me produce an hour of writing video, though I can't imagine who, besides the four people reading this, could conceivably care.
Wednesday, May 22, 2019
I am Not in Your Box
"Works hard to develop and codify every possible aspect of the world prior to the game. Example The Tao of D&D who wrote a book about how much hard work should go into preparation."
Wrong. Completely wrong.
Inevitably, when someone describes what I'm doing with my wiki, they oversimplify to the point of error. I am not working hard to develop and codify every possible aspect of my game world. That would be a very stupid thing to do. Had I a thousand years to do nothing but add to my wiki, from awaking to sleeping, I would not be able to codify "every" aspect of even a small part of my game world. I don't remotely imagine doing any such thing.
I am codifying aspects of play that are like to give rise to argument or boredom. That is all.
People argue about how combat works and why it works. So I'm codifying that. People argue how abilities and skills work. So I'm codifying that. People argue about where monsters come from or what they're capable of doing. People are vague and frustrated when they don't know where they are or what they can do once they're located there. People view the world as a gray sludge if every town is the same. People get bored if the character they're running is exactly like their former three characters. So where these issues arise, as part of game play, I am codifying in order to heighten and strengthen the game experience, while ridding the moment-to-moment play of as much conflict as is possible with the few decades I have left.
Ruprecht also gives this definition, for a "Chaos DM":
"Appears to do minimal work prior to the game preferring seat of the pants play at the table. Example D&D With Pornstars who wrote more than one module based on tables and things to do at the table to keep things moving."
I guess it's okay to continue to use a liar, a braggart, an apparent abuser and user of women and an internet troll as an example of "chaos." I can't let that ride. But ...
As far as I'm concerned, I do "minimal work" when I am DMing. It is just that I hold myself to a higher standard than the kind of ass-crack product that other so-called lazy self-justifying sluff-merchants consider "minimal."
95% of my game play in any given session is fully and completely by the seat of my pants. I don't know what any of my NPCs are going to say, because I don't know what questions the players are going to ask. I don't know what the monsters are going to do when a fight breaks out, because I don't know where the players are going to stand or how they're going to approach. Just as the players have to play by the seat of their pants because they have no idea what's happening next, I have to play by the seat of my pants because I don't know where the players are going to go or what they're going to decide to do.
Since I play a completely open, non-structured form of play, in any given moment I don't know if a group of players in a town are going to gear up and head for the hills, attack a small crew on the dockside and steal a boat, hammer on the door of an apothecary and ask for information about some concept they heard from some other game that I've never considered, or what. It stuns me that other DMs don't get this. I don't know what the players will do next. How can I know? I can't read minds, they're not pre-sharing information with me and most of the time, a plan gets presented to me five minutes after the player has concocted it.
Does that mean, because I'm a "Law DM," which is a total bullshit term, that I can tell the players, "Oops, I never thought you would do that, let's adjourn for the night and I'll have something ready for you next week"?
NO, it does not. It means I've got to dig in and have about twenty logical and rational answers to their rapid-fire questions RIGHT NOW, no waiting, not if I want to keep my game going, and whatever people think, the time I've spent making rules for nutritious food just isn't going to help. There are too many things that can happen at a game table for anyone to account for them all ahead of time, and that is always the way it is going to be, no matter how many decades I spend writing rules.
And still, people who want to oversimplify DMing, just don't GET that. And I don't know why.
Or perhaps it is because guys like Venger, a self-declared "Chaos DM," immediately rush to some tiny-brained pre-moduled piece of shit no matter what the players say or do or ask or want information for. I think that's it, personally, and the reason I think so is because I have played as well as DMed, and I got very, very tired of asking questions that didn't get me answers, or information that wasn't forthcoming, or actions that I tried to take that were stymied by a great fat module that got stuck in my face by a DM who was playing by "the seat of the pants."
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Any idiot can run a game world this complicated by the seat of their pants. |
Yeah, because "seat of the pants" really means, "I haven't got something, so play this that I've got."
But take the time to create a substantive world, one that gives endless inspiration to the PLAYERS, so that they can make up their minds what to do from hundreds of potential choices, that I'm prepared to run no matter what, and right now, off the top of my head, because I live and breathe my world ever gawddamned day like it's a real place, rather than as a monopoly game that I put on the shelf for a week while I do some other fuck thing that has nothing to do with the game because "I don't prepare, I run by the seat of my pants," then clearly I'm the stiff, crusty, inflexible person who dimly thinks it's possible to make a rule about every detail in a world as big as the Actual Earth.
Excuse me if I call bullshit on this one.
Because bullshit is what it is. Vengers site chews a bunch of shit about what kind of DMs there are, quoting Jeff Reints' old crappy post on the subject and other base theories.
Well I'll tell you what sorts of DMs there are.
Good ones.
And everyone else.
Monday, April 29, 2019
The Hater's Game
"The Dungeon Master (DM) is the creative force behind a D&D game. The DM creates a world for the other players to explore, and also creates and runs adventures that drive that story ... A Dungeon Master gets to wear many hats. As the architect of a campaign, the DM creates adventures by placing monsters, traps and treasures for the other player's characters (the adventurers) to discover. As a storyteller, the DM helps the other players visualize what's happening around them, improvising when the adventurers do something or go somewhere unexpected."
And now, another definition, from the 1st Edition DM's Guide, p. 7, Preface:
"When you build your campaign you will tailor it to suit your personal tastes. In the heat of play it will slowly evolve into a compound of your personality and those of your better participants, a superior alloy. And as long as your campaign remains viable, it will continue a slow process of change and growth. In this lies a great danger, however. The systems and parameters contained in the whole of Advanced Dungeons & Dragons are based on a great deal of knowledge, experience gained through discussion, play, testing, questioning and (hopefully) personal insight."
Interesting.
The replacement of the 2nd-person "you" with the 3rd-person "DM" is telling. The 1st Edition introduction doesn't talk at all about the DM or the adventure. It talks about systems, about what the author tried to include, about boundaries to put on the party and what not to allow the party to do. And again, it talks about "you," not some amorphous "the DM."
I had to find a comparison paragraph in the Preface that I could match up with the 5e DMG, and it still doesn't. The 5e DMG uses a lot of verbs to describe what the DM does. The DM creates (used 3 times), runs, gets, places, helps and improvises. These are all connected directly to the DM and what the DM does is written in every sentence.
The 1e DMG uses two verbs, build and tailor, and only in the first sentence. The rest is about what happens after the DM acts. The campaign evolves, continues, changes, grows.
The 5e introduction spends its time talking about what an adventure is, what things are, what the DM gets. It never talks about cost and it never talks about change. It is static. It is these things we are telling you.
Whereas the 1e preface talks about what things require, what they limit and balance, and ultimately where it can all go wrong. It talks about this on the first page. Six paragraphs in, Gygax is warning that a mutable system means it can all go wrong and fast. In the paragraph above, he lays it straight. This is not going to be easy.
And it wasn't.
Consider the words, "In the heat of play," and how divorced they are from virtually anything you will read in a rule-book nowadays. Gygax is remembering his wargaming days, his Chainmail days, the sessions where fights broke out and people hurled dice and threats at each other. He's telling us, the reader, that the forge of play is going to make our game better. The phrase, "evolve into a compound," is a weaponsmith's, the metallurgist seeking the right mix, so that it can be hammered and beat on the anvil to produce the best metal. Those elements are our personality and our best participants. Not players we "help," but players who, along with ourselves, found together to make the best alloy.
It is right there in his 2nd paragraph. Inferior DMs and Players do not make good games. A good game is not created, it is forged in fire and anger and hard work. Nothing is guaranteed. You've got to work. You've got to discuss and play. You've got to test and question. Hopefully, he says, you have insight.
Why "hopefully"? Why toss in that possibility that you won't have insight? Why doesn't he just pat you on the head, like 5e does, and assume you can do it, without ever giving you reason to doubt?
Gygax isn't selling something. He's saying, "Life is pain. Anyone who says differently is selling something."
And this, I think, is at the core of everything.
2nd edition and everything afterward ~ no, scratch that, because I think it started even while I was still playing D&D in high school. The modules and other like role-playing games that were published tried to sell an idea that "anyone could do it." It is splashed all over the 5e DMG. This book will help you. As a DM, you get to wear many hats, like you've won a prize. Want to invent a world? This book helps you "nail down a few important details," like it's something you can sluff off in an afternoon, no problem. Your world is a place where you can escape. You don't have to memorize this book. Swear to gawd, it says right here, "Being the DM should be fun."
Why? Why should it be fun? Because, as the 5e DMG says, "Focus on the aspects you enjoy and downplay the rest." See? This isn't about you and your players working together, this is about you slacking off when you don't give a fuck and just doing what feels like a laugh riot.
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This guy made a game. |
Gygax takes time and effort to make it perfectly clear that no, not everyone can be a DM. You can try, but be warned. These are dangerous waters. You're going to fuck up. You're going to have to work. There's heat and lots of hammering ahead of you. And a lot of sweat. It is going to be a bitch to bring this sucker home. And you might never do it. Be warned.
The Hater's Game says, "Hey, woah, slow down there. DMing should be fun. You don't have to work that hard, man. You've got the books, don't you? If something happens, well, shit, it's your world. Just ... make something up. Improvise. Fuck, dude, what's with all this danger bullshit?"
One is truth and one is evasion.
One is your parents telling you as a child, "You lost. If you want to win next year, you'll have to keep practicing."
The other is your parents telling you, "You did great! You tried your best. You have nothing to be ashamed of!"
It isn't even that there's a black and white line between "yes you can" and "no you can't." That's a grey, grey line. With a lot of work needed over here and time spent practicing over there, with things inside us to overcome and books to read, not to mention figuring out just what "insight" is. But however grey the line is, there is definitely a tipping point that DMs reach where they realize, "No, I was not cut out for this."
In my opinion, that tipping point comes just at the moment when the DM realizes what it is we mean when we say, "this." Effectively, the actual whole and complete picture of what it really means to be a DM. It takes time to get there; and a lot of that time is spent wallowing around and scrambling ~ and then the sun comes up and the whole vista of D&D reveals itself as one immense picture. For a moment, we stare at it, taking it all in. It's ... it's huge. It's just so fucking big. Big and beautiful ... and scary.
And DMs divide themselves into two kinds of people. One hesitates, blinks, feels a moment of lightheadedness, then picks up a pair of heavier gloves, hefts the forging sledge up on their shoulder and starts down into that enormous valley.
And the other shakes their head and says, "No fucking way," and promptly goes back the way they came. The sun sets and leaves the familiar way in the dark and for a few years, the backpeddlar furtively pokes around at shit before deciding, "You know, this is kind of a waste of time."
I believe that 5th Edition, the Hater's Edition, deliberately caters to the backpeddler. And the company went along because they realized that the DM with his hammer wasn't going to need the company anyway, not after they'd seen Shambhala. So the Company and the Haters made a marriage and 5th Edition is the rough beast offspring that came out. And we have be vexed to nightmare by the rocking cradle.
Saturday, April 28, 2018
The Steady Urban State
The above is a screenshot from a two-part Polish youtube video, quite obviously describing the Galician town of Cracow as it once appeared (Galicia is in south Poland, east of Silesia and bordering on modern day Slovakia). I post it to denote the openness of the city's layout, even within the walls, as shown in the video.
I have another example, much more descriptive and in depth:
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Did not do the fucking research. |
Tuesday, December 26, 2017
Cleaning Up the Invented Region
I've been at the mercy of a virus since December 1; on my days off I fight it back and it comes back on me as I start working again. I don't know what it will take to kill this thing. So I haven't written today, because I've been crashed.
Also, the poll has closed. It wasn't that helpful; people were drawn to virtually every settlement. Port Tethys made a surge at the end to become the city. Cork barely managed to be one of the two towns. Unfortunately Avalon, Nagoya and Ferris ended up in a three-way tie for six votes each.
I could just roll randomly, but where's the fun in that? So I'll ask a skill-testing question, the answer to which can't be found on the web.
In my book, How to Run, what feature did I add to every chapter heading, and what was peculiar, or "wrong," with that feature. First person to answer right gets to pick the town. And in turn, you can also give a name the region.
I really respect that no one felt the need to give a silly name to any of the settlements. Well done and much appreciated. I've never enjoyed the need to mock the game. Perhaps that is because in my first campaign, the asshole player ran a character named Exlax, whose henchman was Fruit of the Tomb. Though it might be that I've never found this particular brand of humor to be very funny.
I can't help noticing that readers isolated every settlement. Interesting, since it was done as a group effort. I could see that some did it intentionally, deliberately cutting off a pre-existing settlement with water or highlands. Overall, it gives a kind of continuity to the region. The long inlet offers tremendous access to the sea and communication, though each individual town lacks a close, productive hinterland (except that Fenris is on a fairly open plain, even if the last highland is plonked on one side or the other of the place).
Just a reminder that none of the references has been placed. They are just shown on the map as a convenience; we're going to shift them around later. Any of the settlements shown might become the second market. Port Tethys, as the largest settlement, will certainly account for one of the markets ~ though Serai or Hoth might be the other one, even though both are firmly established as villages now.
So, I'll sign off. I do intend to deal with the next part, though likely not until Thursday or Friday, after I've finished my work-week and I'm more fit.
Saturday, September 9, 2017
50 Monsters ... Bleh
More accurately, 50 wiki pages of monsters, because I'm not counting cases where I created both the ordinary and giant version of monsters (three types of crocodile), I'm not counting extra links to describe the details behind devils and demons and I'm not counting the dragon posts at all that began this recent effort, for the merest OCD reason that they're not in order and therefore they don't count.
Nor am I counting work I didn't do at all, for it should be noted that Tim has contributed work on firenewts, floating eyes, giant frogs, large frogs, huge frogs, killer frogs (though killer frogs are appearing in my online Juvenis campaign, Tim went with a traditional description) ~ so many frogs! ~ gargoyles, gelatinous cubes, hyenas, moas, ostriches and rheas. Ozymandias has hunted around for a wide variety of very helpful pics. It has been a great effort.
The hardest moment came when I was sent this link related to Pathfinder. The sender's motive was meant to be encouraging, but I have to admit that I'm simply not capable of producing this degree of content: I don't have the resources and I don't have this much help. As such, seeing it laid out, then comparing it to my meagre effort, is somewhat soul-crushing ... I can only sustain myself by seeing that pages like this description of the bedlam are filled with such gobblydegook and functionality references that the actual content is tedious and arcane ~ unless you happen to play pathfinder.
I want to believe that the material I'm producing is both accessible and suggestive, even if you don't play my system or don't play at all. I couldn't even steal from the Pathfinder source ~ I did a listing on black pudding and there was nothing in the Pathfinder version's "ecology" that wasn't basically described in my original monster manual from 1979. That's not much forward development.
Here I hesitate. I'm not certain I should bring up this next point; it smacks of self-importance and egotism, of which I'm accused all the time and which I don't wish to confirm. But the way I feel about that huge Pathfinder wiki ~ is that how the Gentle Reader thinks about me? Am I, well, not exactly crushing souls, I haven't created that much content, but am I undermining your desire to work on stuff?
Okay, you'll jump down my throat and tell me "fuck no," and believe me, that's a good thing. But I know how I felt after I saw that Pathfinder wiki and it was totally a sense of "oh gawd, why am I even bothering." It was three or four days before I could get myself to work on another monster, and then only because I said I'd do 50 before I quit ~ and shit, if it didn't happen that the last two monsters were a demon and a devil.
I could have done something else, a caribou or a coffer corpse, something beginning with C, to satisfy my OCD. But I meant to go through the monster manual before doing other things (though I cheated and added the giant bat). I could have done two demons, but I had planned to do one type of multi-type monsters like demons, devils, dragons, giants and such, though I meant to do all the versions of the natural multi-types, like beetles, bears, snakes, etc. For whatever loony, mentally bastardized reason, I found myself sitting at 48 monsters, with Demon and Devil in front of me, this miserable doubt cast by the Pathfinder wiki kicking me in the face and I just felt ... bleh.
It's been tough finding the motivation to dig through the demon and devil and make sense of those types, to give them character and motivation, and to get out of the doldrums of "just another monster." I'm glad I did, I'm glad I had the source material, I'm glad people liked the work (the wiki numbers were really high) and said as much. So great.
It isn't that unfair for me to ask if others have had this experience with me ... or, obviously, with everything else that's out there in the universe, encouraging you not to work on your world because why, jeez, what for, it's all be done already, even if the doing was kind of rotten. Why do all that work just to repeat work that's already been done?
I guess, for me, it at least teaches me something. It at least creates a problem that I can solve and learn about things in the process of solving. But gad, yeah, sometimes it just feels like I'm a little flea picking at the skin of a dog that's going to scratch me onto a carpet just before the vacuum of Mrs. Nature rolls over me.
Well, fifty monsters. Yay. Sort of. I could probably do another one. A displacer beast is fairly straight forward.
Saturday, April 29, 2017
A World From Scratch ~ Valley of the Djombo
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Copied from the last post. |
- The journey to Eom itself is an adventure. It may even be something that a few residents of Ai do every year as a religious ceremony (remember, mysticism is also available at tech-5). The party is therefore encouraged to go to the sea, obtain a vessel of seawater with a live fish and a basket of clam shells to bring back to Ai for the making of jewelry. The continued survival of the fish (which need not be a big one) might be seen as a good omen ~ and obviously the more salt-water brought back, the longer the fish will survive. Eom might be a source of gourds in which the fish and the water could be carried.
- The party could contact a boatbuilder in Eom who could build a vessel for them. There is a world out there, after all, and perhaps the party would like to see it. We might stipulate that it is well known that there is an island culture somewhere "out there" that is more technologically advanced that the region we've depicted (tech-6!). What might that hold for the party and where, precisely, is it? It would be too easy to simply say that one of the Eomites know ~ perhaps they've seen the island, once, but they're not sure they could find it easily and they can't just abandon their responsibility to the settlement to find food. So no, the party cannot hire a fisher as a guide. But they could collect hides, spirit gum, fresh meat, honey or other products from the interior and use these to encourage a boatbuilder to make them a craft.
- Where before we had just one desert hex, now we have eight of them. Whereas one might have the dungeon we discussed in the previous post, there might be something else out there: a small desert village of humanoids who have, themselves, a hidden, fertile little valley, who do not trade with the "civilized" parts of the map that are shown. We wouldn't want to put it on the map, but we might have a group of orcs or some such attack a pair of hunters. Too, we could put a shrine out there, one that was built by the Djombo Valley people but was covered by sand and lost. It could be sought out and restored to the people, winning the party great prestige.
Friday, April 28, 2017
A World From Scratch ~ A Bigger Place
- Presuming the party has made a bit of a name for itself in Ai, gone out into the unoccupied hex to the north and come back with food and skins, perhaps they can now take the skins they've collected to Bodo, where they can be traded for spears with metal heads, a small shield made of leather and willow branches, then sit in a mgahawa ~ a drinking bar ~ where they can have lightly salted fruit juices, just the thing on a hot day when one is going to relax. Here they can meet a merchant who will offer to buy as much leather skins as they can provide in the next four months.
- Or they can learn that there is an old man in Cai who once entered into the desert, top left, and found a series of buried tombs and catacombs, but he could not carry home all the gold himself. He is the only person the party has ever seen who had a gold necklace as wide as a person's wrist, so he would seem to know of what he speaks. He cannot make the journey himself, but he says to take little birds in a cage; when the birds die, the party will know they are very close to the catacombs.
- We might have a flood that occurs while the party is there, offering more water than the party has seen in their lives ~ and encourage the party to stay long enough to see plants bloom and give forth seeds; which can then be carried back to Ai to see if they can be made to spread in that valley. While a sort of agriculture, it is minimal at best, and certainly what a neolithic culture would have done. This may lead to a number of things the party can do to enhance the Ai and make themselves more important.
- They may be asked to sort out a dispute, being outsiders; they may be allowed to demonstrate their cleverness by coming up with a solution that would enhance their status in Bodo and Cai. Perhaps they might become "Those people from Ai," who are greeted as friends whenever they return, perhaps to be given an important role in expanding the economy of the whole region ~ even being made part of Bodo's tribe and encouraged to marry and rise as war chiefs.
Thursday, April 27, 2017
A World From Scratch ~ Sign Posts
For the moment, let's dispense with my world-making apparatus, as it is mostly a lot of detail designed to use the Earth as a template. We don't need that. We can start a sandbox world with a minimum of effort, one that will carry through a couple of runnings.
So, the first thing we want to do is to establish that someone lives here. We'll want the bare minimum of settlement. I rate settlements on a scale of 1 to 7, with 1 being the most intensive possible, so we'll have a size-7 settlement: between 40-80 persons. We'll add a little 7 to the map; and we can add a little circle to establish the exact location of the settlement.
- Go out and get food. The members of the party, using the bare minimum of weapons (no metal!), are sent into the hinterland to forage around for an animal kill. The bigger the better. Bringing back meat will do more than feed the village, it will give the party prestige in the eyes of the clan, so that they may be given special privileges, such as bodyguards and even, potentially, the decision-making right for the whole clan.
- Take a group from the clan and try to establish a second clan in the hinterland hex (making it into an occupied hex). This requires finding the water source, potentially fighting non-meat producing animals, maybe even a small, unknown humanoid group, creating further prestige by promoting natural population growth (and the right to procreate from every woman in the clan).
- Investigate the desert. Who knows what might really be out there? Virtually anything, really, which might be very hard to kill with ordinary wooden weapons. But then, the reward might be a treasure trove of ancient metal weapons, unimagined tools for the tribes' use, perhaps something that might change the clan's destiny.
Tuesday, February 14, 2017
Rest
Of late, I've been hacking at a number of different projects, none of which are getting done. I've left off the bard sage abilities, catching my breath on those; I'm digging a bit at Iceland but not going at it full bore; I've been working out the sea distance trade routes for the islands of Britain but those are a huge bitch (many, many trade towns) and it is going slowly; I've left off the writing of pages about weapons and armor on the wiki [finished the armor at least] ~ and, I've been working on my book.
This last has been the priority and as of a few days ago, I solved a HUGE problem with a late in the book climax that has been bugging me for a year. Swear to gawd. A year. More about that in a moment.
I want to explain, first, that not finishing things does not need to be a crippling disease. One of the reasons why the various features about my world or my writing gets done is because I haven't "quit," I've taken a rest. I read around the 'net and I seem to find that people believe that if they don't start a project, work on a project, then finish a project, all in one grand push that lasts for weeks, then they've failed and they quit working on the project forever.
That just doesn't make sense. We have to pace ourselves. We have to expect, ahead of time, that we're going to put down the project that we're working on, deliberately, with the expectation that we'll pick them up in a few months or even a year from now. Some projects take years. The trick isn't to bury ourselves in a succeed-or-die mindset, but to prepare the project in a way that it CAN be put down, when we're ready to rest.
Rest is vitally important. Rest gives us time to think about what we've done so far, to appreciate the work we've done, to address issues that are making the project difficult or ~ after a fair time has past ~ to re-evaluate the structure and intended function of the project. What will it accomplish? Is it the best we can do? Are we going about it in the most efficient way possible?
I will be honest. Those first few days of returning to a new project are difficult. The immensity of the project, the feeling that it can't be finished, the sense of not really remembering what was going on when we were working on it before, these things can be daunting and it can overwhelm us. My present book has been like that, but more about that in a moment.
The trick is to go at it slowly, in bits and pieces. If all we can take is ten minutes of the project we put down last summer, then ten minutes it is. Maybe tomorrow, or Friday, we can look at it again. Maybe for twenty minutes. Sometimes, it is just a matter of looking over what we've done ~ and remember that we DID that. WE did. We need to remind ourselves of our accomplishments.
After a few rough goes, a few tries, a glimmer will arise about the project; a memory of what we liked when we first started at it. Soon, there will be a little leap in our hearts, a little excitement . . . and soon enough, we'll find ourselves working away at the project again, vigorously, wanting to work on it with the same intensity that we did all those months ago. And the work will fly forward again, doubling in size . . . and we'll recall that experience when we apply ourselves to some other project we put down a long time ago.
This is how things get done. Not all in one try, but in many tries. In spurts and gobs, just like you won't manage all the orgasms you'll have in a lifetime in one afternoon.
I'm sorry. I couldn't get that metaphor out of my mind once it got in there.
Just now, the Fifth Man is like that. A year ago, you wonderful readers helped me in a very troubled time and I promised you a book. And there is a book coming . . . in spurts and gobs. I've been reworking the language of the preview I sent out in late April of 2016 ~ which now seems like a long time ago. The writing, well, the writing has needed some work, but on the whole I am pleased with the structure and the characterization. Mostly, I've been working on the beginning again because it helps to keep the whole book in my mind, not just what's left to make.
I wish I could think of a way to reassure those who supported me, that I'm not going to disappear or declare that the book is off. I'll pay everyone back first, before I do that. Since it is easier to just write the book, that's what I'm doing. I don't hate this thing, not yet (though it always gets there, I'm afraid; that's the business). I'm happy with it. I'm going to be very happy when it is done.
I'd like to find some way of proving that it is being written that doesn't include actually putting up the content somewhere. That would make me feel better; would make me feel that people who supported me were comforted in the knowledge that support wasn't in vain. I continue to think about how that might be managed.
Good. Post written. On to some other project.