Follow-up to SOPA/PIPA

As a follow-up to yesterday’s post about SOPA/PIPA, here is a great TED talk about the bills and the associated issues. Watch and be enlightened.

SOPA/PIPA

You’ve no doubt seen the news about a number of websites that are “going dark” today in protest against the SOPA and PIPA bills working their way through congress. Google has a good summary, as do a number of other places.

I don’t have anything new to add, except the change in background in support. These bills are poorly written and could cripple the internet. Make sure you let your Senators and Representative in Congress know that they should vote against these measures.

What I’m Reading: I Am Not A Serial Killer

What I’m Reading is going to be a semi-regular feature on the site. In it, I will write about a book I just finished, and see if there is anything applicable to tabletop gaming that I can pull out of it. There will likely be variants of this — What I’m Watching for TV and movies, or What I’m Playing for video games. These posts may contain spoilers, so be warned!

I Am Not A Serial Killer by Dan WellsI Am Not A Serial Killer is the first in a trilogy about John Wayne Cleaver, a teenage sociopath and how he deals with the arrival of an apparent serial killer in his sleepy middle-america town. Some people have compared it to a young-adult Dexter, and I’ll have to take their word for it (since I haven’t read any of the books or seen the TV series). John is aware of his predilections, and has a whole bunch of rules to keep him from sliding into dangerous behaviors. In order to defeat the evil in his town he has to break his rules and let loose his inner monster.

I enjoyed the book quite a bit, and found it a quick read. John is an engaging character and the story is told first-person from his perspective. The characterization is probably the book’s greatest strength, especially when we start getting into the tension of John trying to harness his sociopathic tendencies for good, without letting it hurt those closest to him.

If you’re looking for a straight serial-killer story, you may be disappointed by the supernatural element — the killer that has come to town is a “demon” (to use John’s term) that kills people and steals their body parts to heal itself. There is no distinctly religious aspect to the book, and no sense is given of a greater supernatural world hiding behind the “real world” like a lot of urban fantasy.

When it comes to gaming, the demon is perhaps most directly applicable — something like this creature could be taken more or less whole cloth for a World of Darkness (or other modern supernatural) game. You could also include it in many fantasy settings to one degree or another (it brings to mind the Horror Nebis from Earthdawn).

But a more interesting lesson can be taken from how John finds the creature’s weakness and manages to defeat it — personal and emotional ties.  There is a school of player thought in tabletop RPGs that tries to avoid any kind of connection that the gamemaster can use against them — epitomized by the “lone wolf” archetype represented by characters like Wolverine. These characters have no family, and their only “friends” are passing acquaintances. In extreme examples, these players even have their character avoid connections with other player characters.

While a ham-fisted GM can certainly abuse this, I think personal connections are important to a game — they give player characters (and their players) a connection to the world, and frequently a reason to do what they do. It can be a weakness, certainly, but can also be a source of strength — when something you value is threatened, there is a reason to push a little harder, dig a little deeper. Without that emotional connection, what is to stop the characters from walking away if things get tough?

So when making a character for a game, give some thought to their personal connections, not only with the other player characters, but NPCs in the setting as well. GMs, try and use recurring characters in supporting roles to build connections for your PCs, and don’t abuse the connections too much — otherwise you will breed a party of sociopathic lone wolves that have no connection to anyone beyond themselves.

 

Dungeons & Dragons…. Fifth?

So it was recently announced in a number of places that Wizards of the Coast will be working on a new edition of the Dungeons & Dragons game.

I don’t have a lot of investment in D&D at this point. I played it a lot when I was younger, and I had a long-running game during the Third Edition of the game. I bought the Fourth Edition core books and kind of read through parts of them. While it was an interesting approach in design, I never played that edition and so don’t really have an opinion of it (since it was out during my drought of tabletop gaming).

I am curious to see what is going to come out of the new edition and the crowdsourced playtesting and feedback that was mentioned in the press release. Will I pick up or play the new edition when it comes out? I don’t know… I’ll have to see what it looks like when it comes out.

Canonicity

Canon (n) – a list of writings, esp sacred writings, officially recognized as genuine.

The issue of canon is one that can come up when fans get together (whether in person or online) and talk about their shared passion. It takes an interesting twist when applied to role-playing games. The main reason for this is because a role-playing game is really just a framework on which the group hangs their own stories and adventures — a kind of fan-fiction, if you will. There is nothing wrong with this, because that it the point of a role-playing game.

When you interact with other fans of the game, and players from other groups, having a “canon” for the game can be critical because it forms the starting point for discussion about the game. That canon, generally speaking, is the material released by the publisher — rule books, setting books, adventures, etc. But things can get thorny when you get a game that has multiple editions, sometimes with different publishers — like Earthdawn, or Dungeons & Dragons (which has had some radical changes over the years).

In preparing for my new game, I need to decide on how much of the published material is going to apply. I have an advantage in my situation — I am the most familiar with the setting. My players’ knowledge of the setting is largely drawn from their prior experience with the game, they aren’t the sort who read every book and obsessively pore over the details. It will be a lot easier for me to stray from the official setting canon because they don’t have any expectations or knowledge that I will need to take into account.

The bulk of the information about Landis is in the Cara Fahd sourcebook. There is some information on its history (mostly in relation to Cara Fahd and the conflicts between those nations before the Scourge) and a little bit of current geographic information (including references to several kaers and citadels). Outside of geography, Landis is largely a blank slate — which suits my purposes well enough.

One final thought on canon as it pertains to an individual campaign. How do you incorporate developments from later releases into an existing game? It is hard to know how easy it will be to handle this sort of thing. Here is an example from my own past experience to illustrate.

In one of the earliest Earthdawn games I ran (back in the earliest days of the game), the player characters were based out of a town I created called Riverfork. I plopped Riverfork down at the intersection of the Serpent and Caucavic rivers, and developed it as a major trading hub for the area. At the time I was running the game, this area was undeveloped in official supplements.

Then the Serpent River sourcebook was released, and a conflict appeared. According to the new sourcebook, the Cliff City of House Syrtis was a stone’s throw downriver from where I had placed Riverfork, set in the walls of the Lalai Gorge — a rather significant geographic feature that I had never mentioned in my game (since I wasn’t aware of its existence). I suddenly found the center of a major t’skrang trading house less than a day’s travel from my significant trading port — without having established any kind of significant t’skrang present there. This had the potential to cause a lot of problems.

So I ignored it. I brought some of the information from Serpent River over into that game, but it was more important that I maintain my game’s internal consistency than suddenly overthrow what I had previously established.

This taught me an important lesson when it comes to canon in a role-playing game. Each campaign develops its own canon. Once the dice come out, concerns about “official” become secondary. Recognize that there will inevitably be differences between the published material and your own game, and try not to stress about it.

That said, since my game is going to involve Landis to a fairly heavy degree, I am very curious what the upcoming Lost Dynasty supplement from RedBrick has to say about the area.

Brainstorming and preliminary planning

So I take out the map. At this point, I’m largely just brainstorming — letting my mind wander and see what bubbles up. In this particular case, I’m also mentally reviewing what I’ve done in the past, and trying to find a fresh location or approach. In my opinion, one of the more important things a gamemaster needs to do as he prepares for a new game is find something interesting to him. If he doesn’t, the game will suffer.

I’ve done a lot of stuff in the heart of Barsaive — my first long-term game was very heavily centered on Throal with the characters becoming agents for the crown and becoming involved with some of the major events from the old Prelude to War epic. My second long-term game started on the eastern edge of the province, and I recall that a bunch of the action happened along the Coil River between Urupa and Throal.

With central and eastern Barsaive covered, I look to the west. I’ve dabbled in this region a little bit — an adventure here and there — but nothing really focused or based in the region. I look over the map, thinking about the different areas and what they inspire. Iopos? There are certainly some interesting options there, but mostly as a source of antagonists. I’m not sure how I would approach characters from that area — though the idea of a game where the characters are agents of the Denairastas clan is intriguing, it’s a little bit removed from “traditional” Earthdawn I add that one to my mental list of “dream games” and move on.

Moving south, the next stop is Jerris. The City of Ash has a couple of really interesting features — the Wastes to the west and the Poison Forest to the east. The Wastes offer a lot of opportunity for classic kaer-delving and treasure hunting. The Poison Forest is a little harder to handle — it always struck me as an interesting area but only in limited doses. Great for mood, but a little bit tougher in the long-term… unless you’re running a game focused on finding the source of the Forest’s corruption. Actually a bit of a thematic link to the Wastes, and the Badlands, and other corrupted lands.

Next stop, the Twilight Peaks, Cara Fahd, Landis, and Ustrecht. This interests me quite a bit. My last game had some involvement with the ork migration and the founding of Cara Fahd. My players would probably be interested in following up on that. Also, Cara Fahd and the Twilight Peaks have sourcebooks dedicated to them — this can save me some valuable prep time. It also gives me a couple of areas that don’t have a whole lot of development yet — Landis and Ustrecht. I don’t want a heavily focused Cara Fahd game, because while it would give any ork characters a lot to do, it runs the risk of marginalizing other races.

Landis looks good. Very little in the way of official development has been done there so it gives me a bit of room to develop my own stuff. (I’ll get to concerns about ‘canonicity’ in a later post.) What do I know about Landis? It was a pre-Scourge kingdom, mainly human, that has bits and pieces of game lore associated with it (like the War Helm of Landis). Cara Fahd has been reborn… perhaps I could develop a story arc around the idea of doing the same with Landis?

One other thing comes to mind. I’ve been reading A Song of Ice and Fire (aka A Game of Thrones), and I think having part of the “rebirth” storyline be a bit of political conflict between different factions, each wanting their own candidate to be the first new king of Landis. This could involve attempts at influence from different other nations — Throal, Thera, Iopos, Cara Fahd. The different factions would also allow for different patrons and antagonists, driving adventures. The largely wild and untamed land could provide its own obstacles, and characters could go kaer-diving and treasure hunting to recover different lost treasures to help influence the struggle over the “crown” of Landis.

This is the most promising idea, and one I am really interested in exploring further. But before I can start fleshing out more detail, I need to do a little bit more research. I need to go over the Cara Fahd and Crystal Raider sourcebooks to see what they have to say about Landis (current or past). I also need to take some time to review other books that might have some reference to the area. At this point I’m just looking to absorb and brush up on my knowledge of the region. My primary goal is to give my mind nuggets to chew on — knowing that my subconscious will work on it and start tossing things out for consideration.

Planning a new campaign

One of the things I’m looking at this upcoming year is getting a new tabletop game started. It has been a couple of years (give or take) since my last game, and it was a short D&D 3.5 group that didn’t really get through more than a couple of sessions. A big part of the obstacles was family — I have two young children as do another couple that were part of our regular gaming group. Dealing with that aspect of things really hampered the flow — not to mention trying to work out schedules and so forth.

But time has passed, the kids are a little older (and more able to entertain themselves) so we’re looking to — as the saying goes — “get the band back together”. I think we have all been missing the (semi-) regular get togethers. World of Warcraft is fun, but it isn’t the same thing (despite what some detractors of 4th Edition D&D might say).

With a new game starting to brew, one of the first — and most important — questions is what game to play? This is best sorted out through negotiation and getting a feel for the kind of play experience everybody wants. You also need to figure out who is going to run the game, because they have a lot of prep work to do…

…or your wife can tell you that you’re running the game, and that game is going to be Earthdawn.

I think I prefer this method.

I have a decent library of games, and there are a handful of them I would love to run at some point before the heat death of the universe. However, Earthdawn is (and has been) my go-to game of choice for almost 20 years. It is a system I know very well, and I have run two very successful long-term campaigns. While I will probably need to brush up on the rules a little bit, I can focus more on setting up the story.

Here is where the problems start to appear.

I cheat. I try to recycle/reuse as much as I can.

All but one of the players in this game were in my last long-term Earthdawn game, and one of the players has been in both of my long-term games. With this being the first time back at the table in some time, I don’t want to serve leftovers.

But I also don’t want to overburden myself. I’m an adult with a full-time job, a young family, and other commitments. The days of having a bunch of free time to work on game prep are behind me. So… what to do? I need something to kick-start my brain.

I start by taking out my map.

New beginnings

This blog and website have been silent for some time, mainly a lack of motivation and the daunting task of figuring out how to work with the changes made by Blogger back in early 2010. I haven’t been writing, editing, or gaming (outside of World of Warcraft). It has been something of a creative drought — largely of my own doing.

But a new year is on us, and I decided rather than try and rebuild my existing website, I would start over from scratch with a new host and migrate the important stuff over from the old version of the site. I’ve got a novel that I’ve been picking at in my brain for years, I’m getting back into tabletop gaming and writing/editing material for Earthdawn.

This version of The Lore Merchant (by my count this is v4) will be focused on my efforts to work on creative pursuits, and my encounters with pop culture along the way. Like life itself, it is a work in progress. I hope you’ll come along.