The Point

I’ve discussed many times over the years that I don’t believe you need a date on the calendar in order to make meaningful changes in your life. If you chose to change and stick with it, the change will happen.

I picked up an idea during that time when everyone else is making resolutions. It was the D23 challenge – create one room per day during 2023 and by the end of the year have a 360+ room mega dungeon. I don’t do resolutions, but I do D&D so this caught me.

UPDATE

I’m happy to report that things are going strong. I decided rather than a dungeon room I’d create a building in the Free City of Lithia for my world building. Here we are in the middle of February and I’ve got more than 40 buildings in my sketchbook… and that’s the point of the whole exercise. I haven’t gone to any great lengths, nor have I significantly changed my schedule. I have just grabbed my sketchbook and plopped a single thing each day in there. It takes 5 minutes or less (generally) and that’s it. Sure, there’s lots more development to be done on all these locations, but I *have* all those locations now.

Make a change and stick with it. Keep on creating! Day after day and you will see results!

Some entries are more detailed than others.

The OGL Mess

I’ve been loosely tracking the mess that has become the open gaming license (OGL) that has been cascading across nerdland over the past 3 weeks. It’s been an emotional ride, and a painful one for many creators out there. I’m going to transfer a part of a social media conversation over here – because I want what I said to live here, where I can get it when I want it. Social media platforms come and go.

My original post:

There’s a lot to keep up with in this ongoing saga, but I think this quote, and the headline says a lot,

“This is a community that literally invented the term “rules lawyer.” WotC simply didn’t realize how literally that would be taken.”

https://gizmodo.com/dungeons-and-dragons-dnd-ogl-goodwill-1-2-feedback-1850036746

The response:

Even this is a bit complicit and extremely naïve, given the repeated attempts a corporate gaslighting. It is also hilariously behind the times, as it has not incorporated their latest retraction and attempted capitulation (which is -still- a half measure, for those who are savvy to the issues).

With each compromise “attempt,” WotC have left something out, and it’s been pretty obvious to those of us invested in this fight. That’s what the author is hilariously and flagrantly blind to, which showcases them as a Corpo stooge, and thus part of the problem.

The notion of these companies (outside of WotC) working together, despite being “market competitors” with differing systems, and ORC being a system agnostic license seems to escape them.

The part I wanted to have here:

Couple of thoughts here –

“behind the times” could be me. I have posted this later than the instant gratification time table. While I am a creator, I am not constantly on here. While it’s important to stay up to date on things, immediate response is not for all. Thoughtful consideration matters, and that can take time.

The various stages of WotC’s flailing response were not the intent of this article (as I see it). The author is attempting to express something ingrained in my own point of view ~ corporations are not your friend, and they never will be. You are a resource to them and given the chance they will strip mine everything they can from you. The fact that the author works for a large corporation making them part of the problem is one opinion… but I think name calling is counterproductive.

One thing I take from this whole, ugly slap of pit fighting for cash is that there is a much, much larger community out there than ever before. Having lost friends as part of the satanic panic (being directly told this is why we can’t be friends – go away) it’s more important to me that we recognize the golden age we live in and work harder to be inclusive. We have more now than ever before – revel in it.

Systems will come and go. Companies will come and go. Communicating and finding new (and profitable) ways to do things will be the constant. Be aware of what corporations are up to, pay attention. Be thoughtful and considerate – and support the creators you know. The best thing we have is each other.

MORE TO FOLLOW

Social media is a tricky thing to manage. I’m sure this conversation will continue, but as I time shift a significant amount of my work, it will take time. Stick with the things you love. Find something that will last a lifetime and create! I look forward to seeing what we all make.

OG What?

I have a habit of holding posts, not publishing them, because I’m trying to give deeper consideration to whatever topic it is along with editing my words before sending them out to the world. I’m thinking that I might start just firing some things off and circling back to them later.

There are changes coming do my life long love, Dungeons and Dragons. These changes are NOT looking good. Bad optics and genuinely… corporate choices. Wizards of the Coast, the company that controls D&D (along with Hasbro – their owners) have decided to move towards making more money for their share holders. That’s what businesses do. They try to make money.

Does that make me feel good about it? Absolutely not. I genuinely worry for the future of the paper and pencil, meet in real life version of my favorite game. It has angered a LOT of people, specifically creators. I’m not going to go crashing into all the details. IF you want to get into that, I think this is a reasonably well put together video on the topic (here).

Does this effect me? You bet it does. It makes a (dubious and flatly evil) grab at claiming MY work and saying they own it. It means that the game I’ve been streaming for more than a year won’t likely be streaming anymore. It means the YouTube channel where all those videos are shown might be going away. It means Attacks of Opportunity, where I sometimes co-hosted with Author Jon Sprunk won’t ever likely return. They have gone out of their way to kill or claim creators who are not them… and that’s very much the opposite of what a creative system like this is all about.

It’s bad optics, but it’s also a bad feeling. I’ll update more as things move and change… but it doesn’t look good for sharing my hobby in the future.

Check out more about all this here.

D23 – a challenge

I was spending some of my free time roaming through news feeds I keep track of and websites I like to keep up on when I stumbled across this interesting challenge. Yes, it’s a “new years” thing that I said I *very specifically* DO NOT DO, but it does seem like it could be fun.

The challenge was in this article [here]. The short version is, every day you draw and describe a single room in your dungeon. Just one. Doesn’t take monumental effort, but what it does take is consistency. Being constantly at something I can do. Making small adjustments and keeping the path.

What I’m not going to do… is a dungeon. Yes, I know that’s the idea, but I’m going really dig into the details of a city in my game world called Lithia. The Free City of Lithia will need maps and buildings and markets and so very many things… that can be made a day at a time as I go.

The best part is that I’d already started. I’ve been developing my game world for a long time now and this is just an easy spot to land. I’ve got a sketchbook and a partial city map. I don’t really need to overthink anything (as the article says), I can just make stuff up.

Just one building a day

I’m excited to see how this all goes, and will post updates from time to time (perhaps more frequently – add a comment if you’re interested in seeing this more).

BALTICON – The Panels

Saturday rolled on with more gaming, and a topic I love even more than board games, role playing games.

You Can Start GMing Now: Tips for First-Time Gms

If you want to play RPGs and you don’t have a GM, you should consider stepping up. You don’t have to be an expert on fantasy lore or a master rules lawyer; anyone can be a GM. We’ll talk about common struggles like setting expectations, keeping everyone at the table engaged, finding and playing to your own unique strengths and style, and the hardest part of it all, battling the demons of three to five other people’s schedules.

My personal house Rule #1: It’s just a game.

We’re here to have fun, and if we’re not having fun, then why are we doing it?

Find inspiration (in art, in books, in movies, in conversation with others). I’ve talked about this in other places before – Attacks Of Opportunity being one example.

Prepare to the amount you feel comfortable with, over or under prepared is relative to how you play.

Roll with choices your players make – be flexible – because they WILL change it all. Constantly.

Adapt encounters that were ‘missed’ into something else later in the campaign (save your work).

Keep a list of names (like sounding names from a similar area – on hand just in case random NPC).

Keep notes – particularly of who all those random NPCs are, b/c they might stick and come back (melon guy from Avatar the Last Airbender anyone?)

Feel free to watch shows like critical role – but understand what they’ve got going on behind the scenes (and if you don’t have that, how can your game match that?).

Those were my notes, and many of the other panelists / game masters seemed to share some if not all of those sentiments. There was a lot to pack in during our hour, so I think we did well, but it’s always a challenge. Gaming is such a wide ranging topic it’s tough to squeeze all that in during an hour.

I’ve been running various D&D games for years so there are a lot of things I’ve internalized. Have you run a game? Do you have any thoughts for first timers?

BALTICON – The Panels

After a couple of solid panels on Friday I was ready for the Saturday schedule and really wanted to dig in. There was a lot of great stuff lined up, starting with games.

Help Me Find a Game I Will Enjoy

Are you new to playing board games, card games, or party games? How can you tell if any particular game will be fun for you? Come to this panel to ask experienced gamers what you should try next based on your own likes and dislikes.

Finding a board game you like is partially about the game itself and partially about the people you’re playing with. Both parts matter.

Board games are by their very nature social. The single biggest challenge is finding a group, or a series of groups of people that you really, truly enjoy gaming with. The people are the key to it all.

As for the games themselves, part of that is learning the language of games. What IS a worker placement game vs. a party game vs. a resource management game? What kinds of those things do you enjoy?

How many people do you want the game to handle?

Do friends recommend the game?

Can you find a YouTube video on it (and do you trust that person’s opinion)?

Find a group – see what they play: https://www.gamesclubofmd.org/

https://www.boardgamefinder.net/

http://www.boardgamesfor.me/

https://boardgamegeek.com/

The best part of this panel for me was the crowd participation. That normally isn’t true for me, but having my dear friend and serious game fan John right up front was really special for this one. Myself and the other panelists enjoyed a good discussion about all the things I listed above in my notes and then some. It was a really great start to the day.

Side note – I highly recommend digging up a board game and finding some folks to play.

Do you have any favorites?

Legend of Who?

Pre-pandemic, if you’d asked me about the Legend of Vox Machina I would have stared at you blankly. I had heard, vaguely, of Critical Role but that would be about it. The team producing the web hit Critical Role has certainly made a massive impact on media and the route things have to production.

I’ve talked in other places about something people are labeling “the Mercer effect” as it relates to the expectations of people when they play Dungeons and Dragons. The team at CR (and it IS a team, including a lot of production) create a drama that people can follow along with BUT it doesn’t meet the expectations of players when said players get to their own game tables. Most people don’t have a production team to help run their game, nor do they do it as part of their job so even regular old game / planning time is limited. A new players view of the game can be warped by production quality.

Now, take that same story with all the warping. Get professionals to set the script, trim the action, do the voices and then have crazy good animation and you get Vox Machina’s first season on Amazon video.

I have watched the whole season. I can say that I enjoyed it. It is a very well done animated series.

The criticism(s) I have for it revolve around that warping.

I don’t watch CR when they role play their campaign on YouTube. IF I have that many hours, I’m playing or I’m designing my own game for when I’m playing. It’s not a polished show and you’ve got to wade through it all to get to the good stuff. That’s the whole point I hear you saying, but really – I don’t have that kind of time. Am I maybe missing some Easter eggs or not understanding the ‘in’ jokes? Absolutely. Do I care? No. No I do not.

Having watched the show I get what people mean about expectations. They fight and kill a dragon in the first or second episode. I have NO idea what the actual level of the characters are in the CR game, but in MY world dragons are epic, boss level fights that don’t get resolved that quickly. Dragons are part of the name of the game and defeating them like some kind of minor winged reptile without the kind gravitas they deserve just doesn’t seem right to me. It set me off for the whole series. This is made worse by the fact that one of the main bad guys is (or appears to be) a vampire. That in NO WAY works out that way in my world. Are vampires exceptional and challenging monsters? You bet. Do they have more power than dragons? Never. So – my hang up on that one, but I think it ties in with expectations.

Percy has a gun. Yes, it’s demon related and possibly magical in nature, but it’s still a gun. This is not a chocolate in my peanut butter kind of situation. I don’t want guns in my swords and sorcery game. I play fantasy for a reason. IF I want guns I’ll play a role playing game with guns. This was an aspect of the show that clearly worked, but just took me out of the right head space.

Editing the story down to basically half hour episodes is both good and bad. It’s good, because the writers got to the meat of what’s going on without requiring me to wade through all the dice rolling and background decision making that goes with any good role playing game. I really appreciated being able to get through the shows in a timely manner. What they did while doing that is skipped past longer story arc development. I know – can’t have it both ways, but this is the expectation thing again. Part of the joy of the game is working up all those deep character backgrounds and having all the other players know and use that info. It’s that shared aspect that makes the game great. The animated show didn’t give the feeling of weight that all that stuff was in there. It’s not easy to describe that feeling when you don’t know all the backstory, but you KNOW all that backstory is there. You can feel it with little details.

In the end, it was a fun ride. I found myself pointing and laughing on more than one occasion, remarking that actions / choices reminded me of our own game or that we’d had remarkably similar actions in our game. It’s relatable, but it’s just one version of how the game goes. It’s not MY version and maybe it’s not YOUR version either. It’s worth checking out. It’s fun. I look forward to the next season – just don’t expect to see a dragon defeated that easily in any game I run.

Secret Connection

A starting point. I need some kind of warm up. Sitting and staring into a blank page is a genuine challenge – and one that will be overcome. Writing can be developed, just like any other ‘muscle’ so we’re stretching, then digging into a workout.

From time to time I check out a website called “Post Secret”. The idea of the project, if you’re not familiar with it, is that people write a secret on a post card and send it in to an address. This secret is then shared anonymously for others to see. Some are silly. Some are angry. Many, many secrets make connections and help other people see that they are not alone. I suspect my own life would be significantly different than it is today if something like this had been available when I was a kid.

I have spoken to friends and shared before that when I was in my pre- and early teens I was really into Dungeons & Dragons (I still am!). I started playing and gathering all things D&D very early on. This was also the time of the Satanic Panic. Other kids in my neighborhood were told not to associate with me because I played this game. Some kids didn’t get rules that applied to that degree, but their parents removed any and all chance of them owning anything related to D&D. The quote from one mom was, “We understand this is a game of imagination that only needs a paper and pencil. We know we can’t stop that, but we refuse to support it.”

That’s extremely rough when it’s aimed at somebody just developing social skills. Your friend group, likely already limited based on choices that didn’t necessarily fit the social norm of the time, being bent, battered and reduced because a swath of the adults in your life give you “we refuse to support it” as the answer to you wanting to play a game and be social.

I saw this postcard on the Post Secret site:

The person that sent it in is a little younger than I am, but likely caught the back end of that same panic. It also shows (to me) the deep, far reaching social nature of this game. The reason it endures. Fantastical, imaginative and connection creating. When you find ‘your people’ and they join the amazing journey into a place that doesn’t exist anywhere except your mind it is a powerful thing.

For many, many years I refused to share my passion about D&D. I’m not a professional author (clearly) and not a professional artist (witness my art) but I have played this game, and others like it, for the vast majority of my life. Having had all my early attempts to connect with others about it met with reactionary, panic based push back I was not interested in reaching out to get smacked down or insulted. It became habit.

Putting this out here in writing (again) I think is part of my process of getting past that. Yes, given the massive success and mainstream knowledge / understanding of D&D these days it doesn’t seem like a huge leap, but it feels that way to me. I am used to push back, insults, and demeaning nicknames. I’m not over that, but I’m working on it. I’m certainly not intimidated by any individual these days. Also, I know, intellectually, that people are aware of what I do and what I am interested in among my friends. I have recently started extending that awareness out to others, including people I am associated with professionally. I am still attempting to maintain a clear demarcation between work life and personal life (as my lovely wife likes to say, ‘don’t shit where you eat’) but I am not longer hiding things like the YouTube videos or the Twitch stream from them either.

I am who I am. I am passionate about my hobbies and enjoy sharing them. I love this stuff. Maybe not as much as sex, but this ‘secret’ was out there and did what it was supposed to do… it made a connection.

All that writing, and I didn’t even pull a muscle. Time to keep going. Maybe I’ll write up some adventures for the campaign I’m running…

Philcon 2021 – Part 2

A few notes~

I left out the discussion panels from my overall convention review earlier. I think the discussions had and the topics covered deserve attention of their own. I had four panels this year, two in the gaming track, one in the writing track and one in the fandom track. Two on Friday and two on Saturday made for an even pace, despite being scheduled against dinner and the masquerade. I always try to get ahead of the topics and do my homework on panel topics. I spend a fair amount of time planning and writing up notes. Hopefully I’ll get a few of those things out here with this post.

My first two panels on Friday were both on the gaming track.

Up first – Setting the Scene: Ambiance for Gms.

I’ve had panels run by the moderator of this panel before. I think Andy and I work well together for the purposes of con panels. The audience was small. This is typical for a Friday night at a con, but it was exaggerated this year I think. We covered a fair amount of ground and I got one or two laughs. All in all I think it went well. I’m not going to dive deep into the things we talked about ~ if you want to hear me delve deep on this subject you can check out the video I did with Jon on this exact topic. It was an easy prep and easy to talk about panel for me.

The second panel up was Writing Branching Narratives for Game Play.

This panel was more of a challenge for me. While I have notes, indexes, files, outlines and plans for all my writing projects, when it comes to gaming I tend to do much more flying by the seat of my pants. Thankfully Andy was running this panel as well, and we were joined by a very creative gamer and designer named Joan. Our audience was slightly larger and the folks attending seemed into what we were saying. Both Andy and Joan had excellent points and we agreed on a number of items. Here are a few things from my notes:

Running any kind of role playing game is a challenge. It’s not easy to stay ahead of a group of clever and engaged players. You are a story teller, but you are not THE story teller. As the GM you guide the narrative, but you don’t control everything. The players and how they view the world are crucial to making a game succeed. Players must have agency. If they feel like you’re forcing them or bending their actions just to meet your story needs they will rebel. At best they will try to break your story, at worst they will leave to go to other games where they have more input. Allowing certain parts of your game to morph and change based on others is part of making an RPG really work.

Players must also understand that allowing them narrative freedom does NOT mean they are free of consequences. Sure, the first level warrior can seek out the dragon and throw down a challenge. That is part of allowing that freedom. There will be consequences to that action – likely swift and severe. It’s also important to keep a list of places, contacts and how the players and NPCs interact. So long as you have a few clear notes about who people are, the world takes on depth and a more realistic feel. NPCs will remember how the party treated them. As the players grow in power they will also grow in reputation… so how do they want to be seen? Are they heroic or are they the villains of the piece?

Big points stay the same. There are a lot of things I do actually write down for my games. These are the larger events that will happen in the world. These things will happen even if the players don’t get there to see them. Sometimes the players will create change that moves or adjusts these points, but this list of things will happen – and if the players are off side questing, so be it. IF the players fail a mission or ignore a clear path of clues you’ve set for them, how will they get the news about what happened when they didn’t meet the goal? Will it change how they act moving forward? This is another small thing that helps to give a world depth and makes the players wonder what’s just around the next corner.

What if there’s supposed to be a monster around the next corner, and they go the other way? Compartmentalizing certain encounters can be a great way to keep things exciting. Andy called this the quantum ogre. The ogre exists in every time line, at various locations until he is observed. Once observed, the monster becomes real and interacts with the player. This is particularly helpful in keeping things exciting and keeping the GM from pulling out hair in frustration. IF the location makes sense, grab your monster up from where the players missed him before and drop him into the new place.

Know your players. Gaming is an intensely social activity. You get to know the people you’re gaming with and the sort of quirks each of you have. Give them the same thing with your world. Give them an organization to struggle against. Give them secrets to track down. It’s more than simple missions, it’s how they feel when they start to learn what’s going on and you start to learn what sort of bread crumbs you can lay out in order to get them to follow along. One of my favorite recent gaming moments came from a long time player. She’s played in my home brew campaign world for years. She knows certain aspects of the world quite well. During this game session she encountered one of the secret cults I have planted throughout the game world, the Crimson Crescent. The moment she figured out it was them she said, “I hate the Crimson Crescent! Those guys suck!”. If you’re laying out parts of your narrative for the players to see, they will get to know the parts just as well as you do. That sort of reaction is what you really hope for – you know you’ve got their attention, now give them the rest of the boss monster fight you’ve got ready because they’ll be all in.

Lastly, world building. This should really be firstly and lastly, but it’s last up in the order for this discussion. The more you know about your world, the easier it is to give out the little details that hook the players. Yes, there’s a need for improv and flexibility, but that will flow far easier with a solid knowledge of what’s out there. Do you need to name everyone in every village? No, of course not. Do you need to write down the ones that become people of interest? You bet. Use a baby naming book (or website) to help give your names a consistent feel. Learn what makes an area tick. Who lives there and why.

Those are the little things that add together with all the other little things to create a the sort of game that players really buy into and the tweaks that will keep them coming back for more.

That’s it for the first two panels of the weekend for me. I’ll post up the last two panels soon.

Still Creating

I’m wondering about the scale of my lack of focus. I don’t think it’s ADD or ADHD or whatever initials that particular diagnosis have been changed to lately. I am looking at the pattern of my postings here and seeing that they tend to cluster when I have certain things going on and thin way out when I have other things going on. There is nothing consistent about what I’m doing.

Having said that, I realize that there IS consistency, just at a larger scale. The general things I am interested in, and the things I work on are in certain channels, but those channels tend to cycle. There will be times when I am working on art pieces, times when I am crafting, times when I’m writing and struggling along with that and times when I’m reaching out with other creative endeavors.

Lately my energy is being spent on one of those ‘other’ creative endeavors. Gaming. I have posted before about being a player in a role playing game that was streaming on Twitch and YouTube. That game hit a snag ~ the snag of course being that we are adults with lives and responsibilities. Schedule has killed yet another game… OR has it?

I asked my friend if he minded that I step in and take over running a game. He was agreeable and so were the folks playing the game. Since then I’ve shifted gears and dropped back into my Dungeon Master ways. I’m producing art, but it’s generally for the game or the video channel. I’m writing, but it’s centered around the next adventure. I’ve dropped off the crafting and painting a bit simply because we’re running this game virtually across 2 time zones.

In the end, playing Dungeons & Dragons has resurfaced as my hobby of choice. I’m having a great time creating the world and working with the players as they move through various parts of their adventures. We’re still on the Ether Network channel, just under a different “show” title. IF you’re into the story, you should check it out over on Twitch or YouTube: