Aug 14 2017

In Which I Need to Start Getting Somewhere

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So recently, at Barnes & Noble, my attention was drawn to a hardback on the “fantasy new releases” table, featuring what was described as “flintlock fantasy with airships, a touch of humor, and an engaging female hero.”

I nearly burned the place down. ¬.¬

After the writing, revising, submitting, re-revising, submitting again, and so forth that Sky Pirates of Calypsitania has gone through, to see this thing sitting there made me want to scream at the top of my lungs, “THIS SHOULD BE MY BOOK!”

So. Yeah. I was upset. Deep breaths. Let’s work this thing out.

On the positive side, clearly someone must think there’s a market for the kind of books I want to write. I mean, there it is. But I have to connect to it.

And to be clear, I’m pretty sure that the author of that book worked just as long and just as hard on it as I did on mine. My own personal green-eyed-monster popping out notwithstanding, I wish them success.

That doesn’t alter the fact that I had this extreme, intensely emotional reaction to seeing “my book with someone else’s name on it” right there on the very table where I have been trying to get my book for years now. What I have to do, is direct that energy in a positive direction.

If this is the team that put the book on the table, I reasoned, then it could serve me well to hook up with that team. A little research turned up the agent of not-my-book. I went back and rewrote the opening, again, to address feedback the book had received on the previous round, getting thumbs-ups from my beta readers, and sent it to that agent. Given that this particular agent has a strict “Don’t call us, we’ll call you,” policy, however, the response could easily range from an excited followup any day, to chirping crickets until forever.

I don’t intend to wait. As far as I’ve been able to make out, the main thing that makes a writing career succeed (besides lightning in a bottle) is sheer volume. The most popular and well-paid writers I know get that way by writing a lot of books. And as much as I love Sky Pirates of Calypsitania, it is only the one.

What this boils down to is, I need to work on another book. I’ll keep shopping Sky Pirates around as long as it takes, but I can’t leave my career on hold waiting for any one project to move.

I have been trying to write a more “mainstream” fantasy, and I got maybe a third of it done as part of last year’s NaNoWriMo, but I keep running into a fundamental paradox: in trying to adhere to more standard tropes in order to make the book “sellable,” I feel like I’m just aping other people’s work, which in turn makes for a book that I’m not sure I would read, myself.

Of course, it’s just the first draft of said book, and so there’s an argument that I should just finish the thing, with “rip out all the Tolkien” being one of the goals of the second draft. But if I know all the Tolkien needs to come out anyway, then leaving it in there for the first draft feels like creating work I don’t need to do.

So perhaps I should just leave that one in the drafts folder and start a whole new project that’s more like what I want to write.

But I need to do something. I need to get somewhere.

-The Gneech

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Jul 15 2017

The Halfling Lass From Appletop

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Berelandine the Halfling Serving Wench, by Dunlaoch
Berelandine the Halfling Serving Wench, by Dunlaoch

A popular barracks/meadhall song in Orbis Leonis, sung to the tune of “The Mademoiselle From Armentiers.”

[call]
The halfling lass from Appletop is a tavern maid.
[return]
The halfling lass from Appletop is a tavern maid!

The halfling lass is a tavern maid.
In gold or kisses she gets paid!

[chorus]
Will you have another round, me lord?

[call]
The halfling lass from Appletop is three foot high.
[return]
The halfling lass from Appletop is three foot high!

The halfling lass is three foot high.
She looks your codpiece in the eye!

[chorus]
Will you have another round, me lord?

[call]
The halfling lass from Appletop is a lovely girl.
[return]
The halfling lass from Appletop is a lovely girl!

The halfling lass is a lovely girl.
She’ll take your stallion for a whirl!

[chorus]
Will you have another round, me lord?

[call]
I asked the lass from Appletop to be my bride.
[return]
He asked the lass from Appletop to be his bride!

I asked the lass to be my bride,
and spend a lifetime at my side!

[chorus]
Will you have another round, me lord?

[call]
The halfling lass from Appletop said “Nay, sir, nay.”
[return]
The halfling lass from Appletop said “Nay, sir, nay!”

The halfling lass said “Nay, sir, nay!
Not until your tab you pay!”

[chorus]
Will you have another round, me lord?

Put that in your weed-pipe and smoke it. ;)

-The Gneech

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Nov 16 2016

Fantasy Novel vs. D&D Campaign

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When I started trying to brainstorm for NaNoWriMo this year, I had nothing to go on. Months of shopping Sky Pirates of Calypsitania around to agents had received mostly chirping crickets, with the occasional “You’re a good writer, but… nah.” On the advice of J.M. Frey, I decided to write a more “mainstream fantasy” novel that would help me get my foot in the door, figuring that once I had a body of work, it would be easier to get people to buy in to other stuff.

But again, what to write? I can craft prose all day, but creating a compelling story is much tougher. Finally, with nothing else to work with, I said, “Fine! I’m taking some of my unplayed RPG characters, tossing them into a scenario, and writing it as a book!”

On the good side, it definitely got me rolling. I have some protagonists and a broad story arc, and that’s all good. However, there is one big problem with this framework, which is: most RPG campaigns, even good ones, tend to be a never-ending string of fights. Whether it’s orcs or stormtroopers, the “filler” of an RPG campaign is generally going to be battles with monsters… which can make for dull reading.

Yes, the blow-by-blow of a tense action scene can be exciting. Bilbo’s encounters with trolls, goblins, spiders and dragon (and later Frodo’s encounters with ringwraiths, orcs, trolls, more orcs, more ringwraiths, more orcs, easterlings on oliphaunts, more orcs, a giant spider, still more orcs, and a giant pit of lava) are iconic. But what really makes a battle interesting is not who slashed what or cleft the other in twain– it’s what changes as a result of the battle.

And that’s where the neverending string of fights in a D&D game fall down as fodder for a novel. As a rule, they don’t change anything, other than to nibble away at resources. In a novel, the “five rooms full of orcs” at the front of the level that lead up to the “boss” at the end would lose readers after the second fight. “We’ve seen this already!” would be the cry of the frustrated reader. “Get on with it!” (And they’d be perfectly right to do so.) The first fight with orcs is interesting, because it’s new, which means it changes things. The fight with the boss at the end is interesting, for the same reason. (And presumably the boss has some kind of plot coupon or other thing to make them worth fighting in the first place on top of that.) The stuff in the middle? Gets mercilessly summarized unless and until it makes an impact.

So this is where my NaNoWriMo project actually hits an uphill climb: I have more or less completed act one, with the hero about to set off on her journey with her new companions. While I have the next big change– the “boss” of the next section so to speak– worked out, I need to figure out interesting and relevant things that will take the character from here to there. In a D&D game, this would be an overland journey with some random encounters, ending in a dungeon complex, easy peasy. For a book? It has to matter, or be cut. And that’s the tough part.

-The Gneech

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Sep 29 2016

Whither the Warlord?

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Faramir and Boromir wonder WTF is that?

For all I bag on 4E, it did have some cool stuff in it, and one of the coolest things was the Warlord class… which is conspicuously absent from 5E. I mean, it’s kinda-sorta there, in the Battlemaster Fighter, or possibly in a Valor Bard, but neither of those are really as robust as the Warlord was. Some of that may be intentional as part of the “We’re not with that guy!” treatment of 4E generally, but I think a big chunk of it is just a matter of focus. The Warlord class was really tied into the “miniatures skirmishing with a roleplaying game grafted on” nature of 4E, and with 5E‘s push to return to “theater of the mind” style gaming, they have a tougher time finding a place.

In short, Warlords as presented in 4E made combat crunchier, which is anathema to the 5E style. The question of whether there is a 5E-friendly way to make a Warlord is one that’s been discussed at length in the community. I think it could be done, and I think that the Battlemaster Fighter probably fills a good 65-75% of the gap, but I’d really like to see it fleshed out.

So what is a Warlord, exactly? Well, they’re a support class, who buff, heal, and provide tactical options for the rest of their team, but without using spells to do it (and without the religious baggage of the Cleric or Paladin, or the fantasyland rockstar thing that Bards have going on). Frankly, I always thought “Captain” would be a better name; in various incarnations across other games they’ve also been called “Nobles,” “Leaders,” “Standard Bearers,” etc.

In D&D the first thing that looks kinda like a Warlord– assuming you don’t just take it as read that every fighter above 9th level is one thanks to old-school level titles– is AD&D‘s Cavalier class, which was kind of a poor man’s Paladin. (Ironically, Paladin was revised to be a subclass of Cavalier when it came out) The Cavalier was intended to be a mounted warrior first and foremost (hence the name) and had all kinds of mount-related stuff going on, but they also provided a few team buffs, such as immunity to fear.

The real antecedent to the Warlord, however, came out in the Miniatures Handbook under the name Marshal. That class had auras (an extraordinary ability in 3.x/PF terms, and therefore explicitly not magical) that added various bonuses to allies within a small radius and could grant actions to other members of the party. They couldn’t do any healing, but by buffing party AC and hit points, they effectively “pre-healed” their allies. This was followed by the Noble in Star Wars Saga Edition, who combined some of the Marshal’s buffs with the Bard’s debuffs, basically rolling all the “leader” abilities into a single (again, non-magical) class.

Why is the emphasis on not being magical important? Well, that’s pretty much the appeal of the Warlord class when you get down to it. The Warlord is an inspiring leader, a masterful tactician, or even just the grumpy drill sergeant who tells you to rub some dirt on it and get back into the fight. Basically, it’s the Captain America class for D&D. This is both its appeal and its drawback, unfortunately. D&D already has a class for that role, to wit, the Paladin.

But the Paladin has baggage. Oh so much baggage. From idiot players who gave Paladins the reputation of being Lawful Stupid, to asshole DMs who create their whole campaigns around putting Paladins into no-win situations and then gleefully stripping their powers because they couldn’t find a lawful good way to prevent the demon-possessed king from slaughtering children in the first round of combat (or whatever), Paladins have a long history of being a problem class. On top of which, they have a “knights templar” semi-religious overlay which just doesn’t suit every heroic leader. Just like Robin Hood never cast a spell, Boromir never went searching for the Holy Grail.

So yeah, as far as I’m concerned the Warlord absolutely has a place in D&D as an archetype and as a class (or sub-class), although as I say I still prefer the name “Captain.” ;) And it needs to be a little more interesting than the “+1d6 to do a not-attack thing” model of the Battlemaster. What that might be, while still fitting in the 5E mold, I’m not sure. I’m still working on that idea.

-The Gneech

Sep 21 2016

Whither the Ranger?

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Aragorn, Gimli, and Legolas wonder WTF is this.

Once upon a time, I wondered Whither the Rogue? [1] Today I’d like to talk about the rogue’s more fighterey-wildernessey brother, the ranger. [2]

Like the rogue, the ranger has been around since before D&D was D&D (first appearing in Strategic Review, which in gaming terms is like saying it appeared in the Upanishads). My own experience with the ranger didn’t come until AD&D, in which they were a slightly-more-interesting fighter with 2d8 hp at first level for no apparent reason, got bonuses to fight all “giant class” humanoids (which, for some peculiar reason, basically meant all humanoids including kobolds), and had vague talk of an animal companion who would wander around somewhere in the general vicinity of the party and maybe kill some monsters for you by accident.

But from the beginning, rangers have had a strange place in the game. Are they Aragorn? Are they Robin Hood? Grizzly Adams? What the heck is a bear doing wandering around the Tomb of Horrors, anyway???

For rangers to work thematically, you have to have a campaign in which tromping around the wilderness is a thing. For them to work mechanically, you have to have a campaign in which whatever the ranger’s enemy-of-choice is a thing. And that opens a whole other can of worms. D&D has always had a very uncomfortable “racial enemies” thing going on, where dwarves are better at killing orcs because reasons, that kind of thing. The ranger makes that into a whole feature of a person’s profession. Originally it was simply a matter of experience: if you’re defending the frontiers of human civilization, the reasoning goes, you will fight a lot of goblins/orcs/kobolds/giants, and thus know how it’s done. Later, in an effort to deal with the “your campaign might be at sea or underground instead of the forest” problem, your choices were expanded. These days, rangers are just randomly better at killing… something. You pick.

(This is one of those rare occasions where 4E actually did something better than other editions. 4E rangers mark a target, and everyone in the fight has a chance to “cash in” on that. In other words, your “favored enemy” is whichever one you’re focusing on right now– usually the biggest and baddest thing in the room. Not that 4E rangers didn’t have other problems. Everything in 4E had problems. :P)

But this weird space that rangers inhabit in the context of D&D has made them suffer a never-ending stream of tweaks, revisions, and re-imaginings, because while everyone has a vague idea of what rangers should be like (Crocodile Dundee is totally a ranger, for instance), nailing down the specifics gets really tricky.

Do rangers have spells? Aragorn was famously a healer, but that was because Middle-earth has a divine-right monarchy thing going on. None of the other Dunedain could do that, so it hardly seems a “class feature,” and Robin Hood never so much as said “bippity boppity boo.” Crocodile Dundee can hypnotize kangaroos and has preternatural senses, does that count?

Oh, and what about fighting methods? Aragorn used a greatsword and eventually rode into battle in heavy armor. Robin was the greatest archer in England. Where did the two weapons thing come from? Legolas wielded a pair of long knives in melee, but was he a ranger, a fighter, or a rogue? Is two-weapon fighting just there to make Drizzt work?

Oh yeah, Drizzt. There’s another another can of worms. For those who don’t know (and I’m only barely aware of him myself), Drizzt is a rare (for sufficient values of rare) good drow ranger, who appeared in Forgotten Realms novels in the late ’80s and became a breakout character in the ’90s when Gothy Angst was at its height. Mechanically he was a 2E ranger who wielded two scimitars thanks to a fighter splatbook ability. Which was fine, except that with his crazy popularity, suddenly the Drizzt tail began to wag the ranger dog. In every edition since, the first thing that devs seemed to look at when making the ranger was “Does it look like Drizzt?”

Finally, we come to 5E, in which ranger wins the award for “Most Dysfunctional Right Out the Gate” from the start hands down. And really the 5E ranger is not that bad, it’s just… lackluster. And stuck in the past, in that it doesn’t model “what rangers should do,” so much as “what rangers looked like in earlier editions of D&D.” You get a smattering of fighter stuff, a smaller smattering of rogue stuff, and you’re back to trying to guess what is the right “favored terrain” and “favored enemy” for the campaign (or alternatively, forcing the DM to put whatever you’ve favored in). If you take on an animal companion, you have to use your own bonus action to make it do anything as part of the “action economy” (i.e., so that you don’t effectively get two turns per round for everyone else’s one turn). If you forego the animal companion and choose the “hunter” archetype, you essentially get to choose from a random set of combat feats.

Honestly, for almost everything that rangers are supposed to do? In 5E there’s probably a better way of doing it. Do you want to be a mobile archer, running around the field peppering your foes with arrows? Take two levels of rogue (for Cunning Action) with Survival as one of your expertise choices, and then Champion fighter with the archery style forever. Do you want to be a mystical protector of the wild? A Totem Warrior barbarian, Oath of the Ancient paladin, or any flavor of druid is probably closer to the mark. The only thing the 5E ranger can do that the other classes can’t, really, is have a pet, and they’re not real good at that.

This situation has led to WotC floating multiple fixes via its Unearthed Arcana articles, and they are better…ish, but they’re mostly patches to buff math holes rather than the serious rethink that the class really needs, and worse they still are focused on “How do we keep the companion from breaking the action economy?” and “Does it look like Drizzt?” more than “Does this look, feel, and act like a ranger should, while sticking to the ease of play and flexibility that 5E excels at?” (To which I would say the answer is “Not really.”)

So, yeah. Sorry rangers, back to the wilds for you.

-The Gneech

[1] In the time since then, Tribality has posted an in-depth series tracking the rogue’s development from proto-D&D days (Supplement I: Greyhawk, baby!) through 5E, which you can read here:

Part One
Part Two
Part Three
Part Four
Part Five
Part Six

[2] You guessed it, Tribality did a series of articles about them too, and its a doozy. Vis.:

Part One
Part Two
Part Three
Part Four
Part Five
Part Six
Part Seven
Part Eight

Sep 15 2016

What Do Manticores Do When There Are No Heroes Around?

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Dungeon of the BearSince I’m running a 5E adaptation of The Keep On the Borderlands, I was tempted to go EVEN MOAR OLDSCHOOL by following it up with a 5E adaptation of Dungeon of the Bear, the one really complete module (as opposed to solo adventure) released for Tunnels and Trolls. I’ve had this on my shelf for over 30 years, complete with my hand-scribbled notes in the margins from running Lee and Jamie through it in T&T a babillion years ago.

Like everything for Tunnels & Trolls, DotB not only embraces the abstract strangeness of dungeon delving, but revels in it. The dungeon is like an evil funhouse, where each room is its own strange thing that has little to do with the next room over– goblins here, vampires there, and a random trap that locks you in, floods the room, and fills it with piranha in the next.

But then, and this where it gets weird, DotB layers a backstory on top of that (written by Michael Stackpole back before he was the Michael Stackpole) and tries to pretend it makes sense. In days of yore, the backstory goes, in order to keep monsters from coming up out of the infamous Dungeon of the Bear and rampaging the countryside, a lord and his lady (who was a prodigious wizard) sealed it shut and built a castle over the entrance. But then, when they noticed that no more adventurers came down into the dungeon to get eaten, the monsters swarmed up and wiped out almost all the castle’s inhabitants. The only survivor was the wizard, who blasted them to bits and forced a retreat, then summoned demons to guard the various entrances, buried the dead (including her late lord), and left, never to return. So the first “level” of the dungeon is actually exploring the ruins of the castle and trying to figure out how to get into the Dungeon of the Bear proper.

Which, admittedly, sounds cool, and I wish I’d thought of that when running my original “Castle Strongstone” megadungeon back in the day. But when you then look at how the actual dungeon works… the story doesn’t make sense.

First of all, like I say, there’s no coherence to the monsters in the dungeon, especially on the upper levels. It’s a bunch of random traps and rooms that basically stand in stasis waiting for adventurers to arrive and be sprung. While there are larger and more organized groups of monsters in the lower levels who might go on the type of raid described in the backstory, there’s no way they could get to the dungeon entrance without setting off half the traps themselves!

Seriously, there is only one way to get up to the 1st level from the 2nd level, and it requires going through a room on a pivot that turns 90° when someone enters and releases a pack of hungry lions. (This might lead one to wonder, “How does a pack of lions survive in a 20′ x 30′ room for the hours/days/weeks/years between room pivotings?” The answer seems to be, “It’s just a dungeon, you should really just relax.”) So for the army of orcs down in the lower levels to swarm up into the keep, they have to pass through this damn swivel-room trap in small groups and deal with the lions, then work their way through the various catacombs without setting off any of the traps or getting attacked by vampires and so forth.

The only way it works as a narrative, short of assuming the entire dungeon is some mad god’s fever dream (which, admittedly, could be a good way to approach it), is to assume that the orcs are actually maintaining these traps… feeding the lions just enough to keep them alive, cleaning and oiling all the pivoting wall mechanisms and loaded crossbows hidden behind secret panels, and so on. But even that only just barely makes sense. If orcs only care about murder and plunder, what strange obsession is leading them to create these Rube Goldberg environments in the hopes that some adventurers will finally show up one day rather than, say, digging out another hole and raiding the countryside?

The answer, of course, is that Tunnels & Trolls is Heroic Fantasy by way of Saturday Morning Cartoon and trying to make sense of it is Doing It Wrong. But at the end of the day, this is another aspect of why the old school got old. If you’re going to expect players to use their wits to engage in the world in a way that makes sense, then the world itself has to make sense in return! The dungeon-as-a-boardgame model where each room is the next bit and the map of the location might as well be a flowchart of which puzzle comes next instead of depicting an actual place is fun for a while, but in my case at least leaves me wanting more.

Don’t get me wrong, I loved Tunnels & Trolls when I was 14 and I do think compared to the wild flights of fancy it led to that there is a certain blandness (and lack of story innovation) to much of what’s floating around the RPG scene currently. But somewhere we’ve got to find a happy medium between “throw everything at the wall to see what schticks” and “repackaging TSR’s greatest hits– again.”

-The Gneech