Fortnite Follies (Fools No More)

“Thing 5, we finished Fiftieth!”

“Uncle Byron, how did we finish so high?”

“It is Duos.” “Oooooh. We finished last?” “Yup.”

We ready up and the strangest of things happen. We positively run roughshod in the next two games. We go from finishing dead, last and dead last to winning two in a row. I end up with my first Victory Crown. That means I wore my shiny tiara for an entire game and won that one too! (Man, look at those last four words. English is SUCH a bizarre, but voracious, language.)

I honestly do not recall these games that well. I can remember moments and Thing 5 has a better memory for games than I do. And, this is likely the last of my posts about Fortnite and my Follies therein. My six-shot series of stories.

This is for a number of reasons.

I am becoming a better player. I am by no means great, not even good, but I am better. Which means, Thing 5 and his friends have less heavy lifting to do when we play. I also know my skill set. I do not keep a kill count, I frequently play solo games and make it top 10 with single digit kill counts. When Thing 5 ‘snipes’ a victim, it doesn’t bother me. His logic is infallible too. “Uncle Byron, if I don’t steal your kill, chances are they are going to get away, because, no offence, you are a terrible shot.”
Truth!

I know my strengths. It is as a Healer and a Tank. For those who don’t play online games, a healer is pretty self-evident. I make sure to carry potions and items to assist my team mates to healing up after a big battle. It also helps with my role as Tank.

A Tank wades into the fray and soaks up damage. In many other (traditional, pen and paper – such as Critical Role) RPGs, the hit points vary depending on race and class. Not so in Fortnite. The maximum HPs (Hit Points) are 100 and another 100 in shields. Certain mythic or legendary weapons, with a head shot, can do over 200 points of damage. I know this first hand, or first head. This plays to my skill of Never Seeing an Opponent until they are literally upon me or reloading after emptying a clip on me. While I flail blindly in the cross hairs and cross fires of rivals, Thing 5 or Aaronator track and take care of the pixelated people turning me into a corpse.
Amazingly, it works more then it should.

I am, in every sense of the word, a supporting character.
I am fine with this.

My solo games are a testament to this. Many players depart the battle bus straight away and engage in instant combat. Racking up kills and taking damage in short order. Many times I touch down after the first few players are back in the lobby, readying up for another ‘island getaway.’ I leave the bus late and go to the fringes. Some games I make top 50 without any encounters with other players. I am quite happy to avoid and flee.

In these games, when we did encounter other pairs, we eliminated them in short order. I mean, just went through them like a razor-sharp scythe through a field of wheat. We claimed victory in the first game without me even realizing we were in the final pairings. Which, was 1 vs. 1 vs. 2. Thing 5 and I were a full team, while the other teams had lost a team mate along the way.

Game two was more of the same.
Thing 5 has won back to back games with me, but usually I don’t make it to or through the final showdown. This time was different.

And I earned a new emote – a velvet cushion to display my shiny crown of talentosity!

Shiny!

Fortnite Follies (Episode Et Tu, Rambu)

This could also be called Dumb Ways to Die.

Which the fact it was a Melbourne (Australia) public transit safety song. It is a very Aussie warning track. And spawned a silly fun series of games. As well as a lovely cover of D&Dumb Ways to Die for Critical Role. (Contains spoilers from 6 years ago)

After repeating back-to-back with Thing 5, I was feeling confident. It didn’t last. I quickly realized that when not being the Healer Tank with Thing 5 as the Marksman, Assassin, Berzeker, the game became more more difficult. I also discovered what I enjoy about the game are doing the exploration quests. That has always been my favourite part of many adventure games. Not the fighting, nor the finances, but the discovery. I rarely finish a game of Civization because once I have the map fully revealed, I grow bored of the grind of trying to ‘unite’ the world under my benevolent form of tyranny. An old game called Uncharted Waters for the Genesis, allowed the Voyages of (European) Discovery, and I loved nothing more than setting sail to discover what ports of call I might find. Fortnite has exploration challenges, in the midst of massive, island wide firefights. The only Daily Task I can confidently complete is ‘land in water.’ Got it!

These, are not those tales. Because often times I try to do some task at the same starting point as some other angry explorer, and then I usually end up dead quickly.

Here are some of my favourite and dumb ways I’ve died. (And I’ll be writing the rest of this post with that song on loop as it earworms its way through my brain.)


I strongly suggest listening to Dumb Ways to Die as you read this, it is how I wrote it.

Leap before you Look

I have full health.
And I’m collecting wealth.
However I’m a terrible aim.
I need my own plane.
Run away from a firefight.
See if I can take flight.
Charge and jump off a cliff.
End up a flattened stiff.

Velociraptor wants a Hug

Charge up a hill blind
Just to see what I can find
Meet another explorer
He unleashes horror
Blasts me with a shotgun
That wasn’t much fun.
But wait before I end this chapter
Watch him get chomped by a raptor

Interlude – Watching people get caught

Watch a pair of guys obviously cheat
Finish tenth before getting beat
See them snipe from across the screen
Know this is more than a bad dream
Not surprised when they win
But the committed a silly sin
Report them to them with a plan
Laugh as they get a ban

A Very 80s Crossover (Two verses)

Land in the northern Polar reaches
Scurry across those frozen beaches
Open exactly one golden chest
Get a weapon that’s clearly the best
A shiny, spiffy Cybertronic cannon
Found it in an Arctic lab
Know this round is gonna be rad

Hurry to the next place
Throw open a door in a race
Come face to face with Rambo
Feeling like a real Dumbo
Riddled with a blingchillion bullets
By a guy with red bandana mullet
Hear my cannon building its hum
I die… but… I kill Rambo in one!

Those are the dumb ways I’ve died.
The many fun ways I’ve died.
Those are the dumb ways I’ve died.
Funny, dumb ways to die.

So give Fortnite try.
You might even survive.
But most likely you’ll die.
So many more fun, dumb ways to die.



Fortnite Follies (Episode Won)

VICTORY! flashes up on the screen for the second game in a row, a shiny crown adorns the avatar’s head.

Thing 5, what is the appeal of this game? I am undefeated and two for two.”

“Uncle Byron…” replies the high pitched exasperated voice of a preteen thing utterly in disbelief of an old uncle’s cluelessness and inabilities with modern technology.

I mean, technically I am correct. I have played precisely two games, both Duos with Thing 5, and won them both. More accurately, Thing 5’s thin shoulders must be aching from the amount of heavy lifting he has to do. A typical game of Fortnite can last between 20-30 minutes. I believe my first game lasted 5 and then I watched Thing 5 solo quest an island on the way to victory. Still, it was pairs and I was his partner. However briefly.

Let’s flash back to the start. I bought a new computer and one of the first questions from Thing 5 was, “have you downloaded Fortnite?” Which I did and then Thing 5 invited me to play. Things have come a long way since Pitfall for the Atari 2600, although this is essentially the same game just jacked up on maximum technology. It is also can trace a definite heavy influence of Battle Royale – a Japanese movie from years ago, The Hunger Games (just read the first book or watch the first movie, the other ones are lesser offerings) and, of course, Lord of the Flies by William Golding. Which is a book everyone should read and also, anyone who has been or is thinking of being a teacher should peruse. Especially overseas. Which I highly recommend. I love the memories of my near decade in Asia, but foreknowledge is a good thing.

That is enough backstory for a video game.

Game 1 (1 – 0)
“Uncle Byron, why are you falling onto the island so slow?”
“There is a way to go faster?”
“UN-CLE BY-RON!”
I am pretty sure Thing 5 made that 8 syllables long. “W, press W.”
Me, “WHeeeeeeeeeeeeeeeeeeeeeeeee!”

I am so utterly bad in my first game I am lucky I landed on the island and luckier still that the parachute automatically deploys. So I stuck the landing.

“Uh, Thing 5, how do I pick something up? And, then, how do I select what I want to have in my hands? Oh… a pickaxe!”

“Uncle Byron, everyone starts with a pickaxe. I have over 40.” Thing 5 has been playing Fortnite half his life or more.

“I have one!” It is the default.

“Okay Uncle Byron, see this treasure chest and these boxes… I am harvesting and scavenging items.”

“…”

“Uncle Byron?”

“I’m here.”

I have played RPGs and been reading fantasy novels for nearly 5 decades, I am a published writer and I have a long-running (with an unhealthy pause) blog (but anyone reading this knows that).

My first found thing from my first chest is a Mythic Kinetic Boomerang. This is my sort of weapon. Retro and stylish. I’m gonna look good trying, and look better dying! Which, I promptly do. Thing 5 resurrects me once or twice until the storm and a storm of bullets cause him to abandon his old uncle and go on to win the game. I hit nothing, ‘scavenged’ some stuff, and maybe hit some bananas with my boomerang. And they were delicious. Still, 1 – 0.

I am never playing again! Undefeated! Retire on top baby!

Game 2 (2-0)

I made it to the end! Huzzah!

This game proved only marginally better than the first game but lasted a lot longer. At this point I still basically follow in Thing 5’s wake and am definitely trying to learn the various aspects of the game. I am really gaming against type and my strengths. I enjoy Role Playing Games – be they video games (Final Fantasy) or tabletop (Dungeons and Dragons or Diaspora! [cheap plug]) First Person Shooters have never been in my library. I tried Doom and Wolfenstein 3D back in the day, but neither held my interest. Fortnite does add the enjoyment of a condensed series of biological regions to explore, from tundra to jungle to urban metropolis, only desert is not explorable on the island, I suspect because in a game that is about stealth as well as murderizing other avatars, an open world sandbox which is just a lot of sand dunes is not the most intriguing of terrains. Easier to code though!

We drop off the bus and I press W for “WHeeeeeeeeeeee!” and down we go to where ever Thing 5 recommends. My screen bombards me with information as this is game two and basically everywhere I go I get a new information be it a unique location or a first time done award. Opened a chest. Drank a potion. Got muddy. Sprinted up stairs. Hit Caps Lock. Okay, that last one is not an accomplishment, that is my computer informing me my Caps Lock is now on… now off… as I routinely miss hit it when I am trying to Sprint. Stupid game with too many buttons. And mouse. And likely eye tracking software. And other things I haven’t guessed at yet.

Oh, and my old man eyes see absolutely nothing. “Uncle Byron there’s a guy over there.” Thing 5’s direction leaves a lot lacking to the ears of this ex-teacher. “Never mind, I got them.”

“I was about to.”

“Uncle Byron, you are running into the storm.”

“What? Huh?”

“That circle on the screen. No, the screen up in the corner.”

“Oh, hey Thing 5, did you know there’s a screen in the upper right corner of my screen and it has 2 arrows on it.”

UNCLE BYRON!”

“Which one am I?”

“The one outside the circle.”

“Thing 5, why is a purple wall of translucent energy moving towards me.”

“That’s the storm! It does damage to you for every second you are in it.”

“Can’t I use my umbrella?”

“No!”

Fine, so I run away from the violent, violet shrinking storm.

“Thing Five, why is there a white line from an arrow in the secondary screen?”

“ARGH!” I think I just gave my nephew an aneurysm, “That is showing you where to go to get away from the storm.”

Naturally I hit Caps Lock, before pressing the sprint the button and running from the inexorable storm surge.

I figure out how Thing 5 and I work best as a team. I am the tank and healer. All my augments go towards keeping me alive. Bonus hit points and shields from various actions on the island. When we get into combat, I either run into the open and draw fire for Thing 5 to get a bead on their location or by the time I realize where the firefight is flaring up, it is over. I am very good at fleeing in cowardice. Then, after an altercation, I heal up my better (headshotting) half with potions. It is an unconventional role, but then Thing 5 has to do all the combat related roles.

My screen flashes when we reach survive to the top 50, the top 25, the top 10. Then, as the storm circle shrinks, Thing 5 leads the way and I do my best to keep up, thanks to such helpful advice as “Over here. Do that. Go there.” … I need a new coach. We last until the final two and I am still alive. This is all Uncharted (also apparently a very good game) territory for me, Thing 5 eliminates the last 2 opponents and I receive my victory crown PLUS, what I think is a very rare achievement in Fortnite.

Pacifist Prize.
I won a game without killing anyone, indeed my entire damage inflicted is 34 and my accuracy ends up being 3%. (I think I got 2% from successfully landing on the island.)

I win! I win! I did it all on my own!

I don’t see the appeal of this game. It is too easy!

I am the DJ Khaled of Fortnite.

All I do is win, win, win no matter what!

(Not my victory, but I did manage to not eliminate an opponent.)

How to Epically Botch a Critical Role

For those of who don’t know me, I played my first game of Dungeons and Dragons roughly 40 years ago. My first character was an wizard-fighter elf named Zonk who personified a poncy Tolkien Elf and I wish I could go back and attempt to murderhobo him at every turn. Alas, twas not to be. Also, I’d take Sleep as his first spell. A truly powerful spell that is likely underutilized due to its name. I might still own the classic Red Box set and remember the first module played was Keep on the Borderlands (which is a great adventure for creative leaning Dungeon Masters (DMs)) and the first ambush that nearly fell our first level party was Kobolds dropping out of trees before we even made the caves. And is why I shall always love and fear that scaly reptilian race.

I have co-authored a Role-Playing Game (RPG) with my table over a decade ago. It is called Diaspora and is a space based RPG. I’ve included a link to Evil Hat Productions because they have a bunch of other great RPGs for gamers to browse, after picking up Diaspora (naturally.) This only permits the digital download, but a hardcover appears to still be available through Lulu. (No lemons were harmed in the writing of this post.)

Dungeons and Dragons has gone on its own business based adventure since the early days of TSR until ending up in the gluttonous toy box that is Hasbro. Hasbro bought Wizards of the Coast (and with it Dungeons and Dragons in 1999 for $325 Million) and then in 2022 realized it might want to own the digitized toolset called D&D Beyond so forked over another nearly $150 Million in 2022 to Fandom. That’s a enough gold coins to make even the greediest of dragons smile into their hoard. Interestingly in 2000, Wizards of the Coast released the Open Game License which permitted third party publishers to create and release their own materials. This caused the rise of companies like Paizo, Green Ronin Publishing, Kobold Press (there’s those kobolds again!) and Mongoose Publishing. It pushed the market share of D&D up over 50%. There are a LOT of RPGs to play, so that is a massive number. The OGL caused a veritable golden age of expansion and creativity as these third party publishers added real value and depth and scope to the already substantial D&D universes.

A further explosion in popularity stemmed from the webshow Critical Role. A table where “nerdy-assed voice actors sit around and play Dungeons and Dragons.” At a live one shot (a one off adventure) one of the cast asked “who started playing D&D because of watching Critical Role?” Many hands in the packed audience shot into the air. Their streams can lasted over 4 hours, which isn’t a crazy long time for a session, but to watch that like thousands upon thousands of people do weekly is much rarer. It helps that these actors are able to create memorable characters with distinct voices, and that the Dungeon Master (DM) Matthew Mercer has a true flair for well crafted reveals and unexpectedly challenging encounters. He also, wonderfully, ruthlessly attempts to murderize the Player Characters (PCs) at every turn. The Critical Role youtube channel has over 580 million views, 1.9 million subscribers and their most watched video has been viewed 8.3 million times. There are TV shows that would kill for those numbers. So, yah, it’s fucking POPULAR!

All this sounds wonderful, what could possibly go wrong?

In a word; HASBRO.

In another; GREED.

Dungeons and Dragons can be played with a pen, paper and a handful of dice. That’s all it really needs. That isn’t what Hasbro wants its ‘obstacles’ to believe. Currently in fifth edition, having a toy company parent means D&D wants to sell All The Minis possible. And manuals. And subscriptions to Virtual Table Tops (VTTs) and other assorted merch. See, Hasbro + Greed = Critical Role FAIL.

The first mistake is the impending release of One D&D, not 6E (Sixth Edition). In D&D every player wants to see their character level up. It makes for a more powerful character, access to stronger weapons, spells and items. This is the tip of the proveribial monster’s tail, so to speak. Clearly the corporate executives and marketing savants feel a bad rebranding is better than no rebranding. But, fine, whatever. This is a disposable mook of a problem.

The OGL encouraged and invited a boom in the industry, with Wizards of the Coast often recruiting employees from the third party publishers listed above. Then came an internal email that was leaked to some prominent influencers in the Table Top and RPG community. There were three major takeaways from this email; the first is that Hasbro execsĀ “see consumers as obstacles between them and their money.” I mean, what the actual fuck! Hasbro doesn’t give a speck of spelldust for its players, just craves their money. Note to all companies big and small, your clients are Really Really Important to your success. I should not have to tell a multibillion dollar company that, but there we go. Second, the OGL was being revised and rereleased and the riginal OGL was null and void, and sign here within a week and we can take your intellectual properties free of charge and cancel your useage with 30 days notice, no explanation necessary. Thirdly, Beyond D&D, the in-house (soon to beVirtual) Table Top would be the going up to $30/month (from $3 or $5) and any other VTTs that used ‘effects’ would be outlawed.

The results were a glorious celebration of righteous indignation and an undiluted example of what Chaotic Good looks like in the wild.

Amazingly, Hasbro and Wizards of the Coast were slow to react. And as the storm raged unabated amongst a lively and strengthening community, it seemed like everyone took action. My favourite, and the most immediate and elegant, of the blowback was the coining of D&DBegone, as so many people attempted to cancel their D&DBeyond memberships the servers could not handle the traffic. Quicker than a magic missle, Wizards of the Coast lost hundreds of thousands of dollars. THAT got their attention. From feeling D&D was “under monetized” to watching the flow of moey into their coffers dry up overnight shifted their persepctive right quick.

Hasbro capitulated, eventually, saying the previous OGL would remain for previous editions, and that the Systems Reference Document (SRD) for Fifth Edition would be released to permit third party publishers to continue to provide content for the game.

Crisis averted right? Nope. Still a failed saving throw WAY too late.

In the interim between Hasbro sacrifcing its golden goose to some Cththonic Deity of Avarice and attempting to cast a Resurrection spell, the djinns were out of the bottles. Paizo sold 8 months worth of a D&D rival called Pathfinder in 2 weeks. It also announced the intention of an Open RPG Creative License (ORC) to replace the OGL, an inclusive aegis to encourage creativity and homewbrews in fantastical worlds. Many third parties have gathered under it already. Kobold Press (never underestimate a kobold!) told of its Black Flag project, another stand alone (or stand apart from D&D) fantasty gaming system. D&DBeyond remains a battered shell of its former self. And this is just touching on the ramifications felt througout the comunity.

I don’t know what the future of Critical Role or Dimension 20, or Not Another D&D Podcast, or High Rollers or The Adventure Zone holds, but I am not worried bout them landing on their feet and winning an initiative roll.

I have a friend’s son I saw at a gathering and we talked briefly about it. He has played D&D for years and what he told me was probably the most insghtful. His game is just that. A game between friends gathered around a table sharing stories and creative narratives. All told, that group of teenagers has likely $1000 invested in books and supplements and minatures… and…

Hasbro needs the community a LOT MORE than the community needs them. THAT will be the lasting result from Hasbro’s inexcusable decision. Some players will return to support Hasbro, some will venture further afield and try new games. And an unquantifiable number will opt to keep playing 5e, while not giving Hasbro any more money.

They will continue to play D&D fifth edition but won’t be spending any more of their hard earned coin with Wizards of the Coast. They will continue to game in the tradiation of Gary Gygax, with friends around table. With pens and papers and dice.

As it was originally, as it was intendend, as it should be.

So roll on gamers, the dice shall tell.

The Life Expectancy of Fireflies

In Nature: 2 Months
On Fox TV: ~3 Months
Online: A thriving Decade (and more)

A little over a decade ago, a short live, barely watched, critically acclaimed TV show called Firefly flared briefly on Fox Television on Friday nights, only to wink out of existence… never to be seen again.
That’s how the story should have unfolded, only something odd happened along the way.

In 2012, at Comi-Con in San Deigo, over 7000 passionate fans packed one of the forum halls to listen to a panel containing the cast and creators of Firefly. It proved lively, raucous and wildly entertaining. Anchored by Joss Whedon (fresh off the triumph of the Avengers) and Nathan Fillion (Capt. Reynolds and currently Rick Castle), the charismatic core of the show, the panel was the culmination of a weekend celebrating the show.

“They don’t make movies out of failed TV shows.”Gina Torres

Except, in this case, they did. Joss Whedon found a way for a studio to finance a major motion picture, reuniting the crew of Firefly class ship onboard the Serenity. Whedon called it a fine, mental breakdown. The movie recouped its costs, but didn’t bring out the audiences in browncoated droves enough to warrant a sequel.

However, all is not lost, as the crew of Serenity continues to flit about black, just beyond the reach of the Alliance in the form of graphic novels , devoted online followers and (likely) far too much fan-fic for me to dare go discover.In fact, the recent Browncoats UniteĀ (also filmed at Comic-Con just before the fan panel)Ā on the Science Channel brought in a massive viewing audience. Plus, the Shepherd’s Tale, a graphic novel set in (Firefly) ‘Verse remains Darkhorse Comics best selling book, better than any Buffy, Angel or Star Wars book. That’s pretty damned amazing.

There are plans to take the story and ship forward at Darkhorse, as Whedon and his collaborators finally see stories beyond what happened in between the TV show and the movie – there was an undetermined (or unremembered by me) gap between the show and the movie.

“The worst thing that could have happened is if it stayed dead, that it died is ok.” – Nathan Fillion, Comic-Con 2012.

Most shows that are pulled after 11 episodes are quickly forgotten about by all but the 27 loyal viewers that caught it on its first and only run. That’s never been the case with Firefly. Wil Wheaton (noted geek himself) has “used Firefly as an infection vector” to introduce people resistant to science fiction that when it’s done right, it tells good stories… in space!

Firefly was an insect shaped peg trying to zip through a Fox shaped hole. It was never going to work. Fox wanted the typical sci-fi ZOOOM!PEWPEW!FOOSH! of action and here Whedon offered up a spaceship western, the American immigrant’s tale writ across the stars.

They wanted a Whedon-story… through the Fox lens.
Reminds me of a line from Barton Fink, I can’t find the quote but more or less, “I’ve got a buncha hacks in the back that can write me Fink, I want you write this dammit!” (said to Barton Fink!)

Here’s the thing, here’s the rub… the longevity and beloved status of Firefly, stems directly from its premature cancellation. If it had continued for a few seasons… mistakes would have been made, continuity compromised. In only 11 episodes; cast, crew and fans alike can only fantasy write the best sci-fi show ever.
Yes, it had that much potential.

“…and that’s the question that going to make me cry.” Joss Whedon, Comic-Con 2012.

I’m going to let everyone in on a little secret here. I watched Firefly during it’s initial run on TV.
And… it wasn’t good.

I wanted to like it. I really, truly did want to love it. But I couldn’t.
Fox fucked Firefly.

Eagerly settling down to view the first episode it started with a train robbery. No explanation of these characters, why they were together, why they were robbing a train, what brought them together. Why spaceships soared through the skies, but that on the ground it was horse and wagon, train and rail. Nothing.
Just jump into the action.

I continued watching but I felt some huge piece of the puzzle happened to be missing from this show. The dialogue crackled as Whedon’s dialogue always does. The goramĀ use of English and Chinese I deciphered myself. The characters started to take shape but something remained hidden.

The final episode finally aired and everything fell into place, it reminds me a lot like finally figuring out how to drive a manual transmission. How to use the clutch to shift gears and then the process becomes natural. Eventually I came to discover the reason I’d been befuddled fell upon the Fox executives, they didn’t like the original pilot episode, and started with the second one. That two hour pilot episode only happened to set up the entire ‘Verse.

It would be a bit like reading Moby Dick without being allowed to know that Moby Dick happened to be a whale… until the final chapter.

Idiots.

Magically, Firefly blazed on through the long night, leading to a movie, graphic novels, fan fic… oh… and…

an RPG, called Diaspora, in which the designers were directly inspired to ‘tool about in space, like in Firefly.’ I should know, I’m one of the co-authors.

There are those that are ‘still flying’, like a leaf on the wind, watch how we soar.
Just make sure to wear your browncoat.
Shiny.

5 GM Tips

One undeniable highlight of my time in Toronto was getting to game again with Brad. Developing Soft Horizon into a one-on-one game forced me into picking up the mantle of Game Master for half of every session. Initially Brad ran the session and I simply played. Then Brad suggested the GM Swap, midway through each session the mantle of Game Master would be traded. I went from being a solo Player Character to being everyone and everything else.

Gaming with Brad became a master class in GM’ing, due to his decades of experience. In fact, One of the more nervous I’ve been was about five years ago when I first ran a session of Spirit of the Century for Brad, Tim and Toph. Brad and Toph had run successful episodes of Spirit of the Century and I wanted to give it a go. I’ve been a GM before, but my abilities were rusty. Luckily the session proved enjoyable for all.

Over four months my abilities to run an enjoyable game improved markedly thanks to Brad’s insights and my own desire to help Brad design and enjoy his game.

1) Have Fun
This sounds blatantly obvious, but first and foremost, have fun running the game. Over on rpg.net it is easy to find threads detailing horror stories of groups and sessions gone bad. Whenever I sat down to game with Brad it was because I wanted to spend an evening with a friend. We would eat dinner, chat about whatever and then enjoy a beer or some scotch while doing an activity both of us wanted to partake in.
Some weeks we weren’t feeling up to it; on those weeks we would play a board game (such as the fantastic Small World) or when Magic: the Gathering didn’t suit my style we watched the Mighty Boosh or something on youtube.
There is an idiom in the gaming community; “No gaming is better than bad gaming.”
This is a hobby, a pastime, the way we choose to spend and evening with friends. It is supposed to be fun with friends, so enjoy it!

The planes of Glass Paradise.

2) Preparation meets Improvisation
One of the major faults that some GMs fall in to is called railroading, wherein they force the players to follow a script they have pre-planned. If that interests someone, go write a novel or a short story. What I learned was to have a few set pieces in mind for the players. A couple of intriguing options in the form of Non-Player Characters (NPCs) or compelling buildings or captivating natural (and unnatural) wonders.
Invariably the players will latch on to something unexpected and derail the planning, that’s when the improv comes into play. Let the players explore where they want, they’ll feel more involved and they’re investigating things that interest them. It also helps suggest where future game nights should go. It takes some practice to wing it, but looking at the PCs suggests their interests.
It also helps to always have some sort of creature tucked inside the GM Bag o’ Tricks to throw at them while plotting the next stop on an unexpected adventure.
My greatest bit of ‘winging it’ was when Brad opted to ignore a magically expanding castle and king I had in mind and went instead to find an Earth Deity. Thinking fast I had him roll a tenacity check for the winged sprite he was playing. He failed the roll and I immediately challenged him with a creature devoted to the Earth Deity due to him having the audacity to approach a deity of the ground by flying through the air. It lead to a fun, memorable conflict stemming from something minor.

3) Challenges over Rewards
A lot of adventures are looking for gold, jewels and magical gear. Which is fine, but as I get older, I’m less interested in “killing things and taking their stuff” than I am in throwing challenges at the players to see how they react to it. Partially I think this is due to the games I’ve been playing recently, its been less about XP and gold and more about competent characters who don’t fret about things like how to pay for a room in the inn or maintaining the upkeep on a spaceship. There is definitely a place for XP and magical items but focusing on making the challenges memorable and appropriate – neither too tough or too easy seems to be what I remember. It’s not about the 500 silver pieces and a +2 flail but the magical duel with 3 rakshasa that sticks in my memory.
Players will generally remember doing amazing feats more than the loot.

“No, I don’t want to hug it out, thanks.”

4) Say Yes or Roll the Dice
This is borrowed from, D. Vincent Baker creator of Dogs in the Vineyard, and it simply means let the characters due what they want and if you don’t want the group doing that get out the dice, roll them and see what happens. If it is essential that the party have access to a submarine or need to meet with the high priestess in order for the story to advance, then denying them that item or person makes no sense. Give them the submarine, invite them into the temple and get on with the game.
If the players decide they want to poison the water and kill off a village, then send in the knights or ninjas or dragon to stop them and have the dice hit the table.

5) Make Failure Interesting
This final piece of advice comes courtesy of Luke Crane author of Burning Wheel, when the players fail in a roll or conflict, have that drive the story forward. Instead of them focusing on winning at all costs, realizing that losing a conflict doesn’t mean a character dying opens up all sorts of potential stories.
During the playtesting of Soft Horizon failure caused my character to be forced to help three rakshasa try to liberate their brethren from a wizard intent upon wreaking havoc upon the planes. We played a half-dozen sessions on the Glass Paradise and only during the final night of gaming did any characters (major or minor) die. We both succeed and suffered set-backs but by opening up the option of failure leading somewhere interesting it doubled the possibilities every time we went to the dice.

That’s it, have fun, throw the dice and get your game on.

Awards, Board Games and Playtesting

No Soft Horizon last week as both Brad and I struggled a bit creatively. Ā One drawback of this competence myth seems to be the fact that each week needs to bring another Big Challenge for these heroes. It’s by no means impossible, but a week after a destructive hell ride with a mud golem and unleashing a clutter of spiders upon Cap’n Finn, my follow-up session only came together at 1am the night before. Instead we opted to skip Soft Horizon this week.

It’s been a big month for VSCA however, with the continued developments of Soft Horizon combined with an unexpectedly amazing *three* ENnieĀ nominations for Hollowpoint. Hollowpoint models itself upon a team of super competent people working together to accomplish nefarious and oft-times illicit goals. The tagline for the game is “Bad people killing bad people for bad reasons.”

This game of bad people earned nominations for Best Game, Best Rules and Product of the Year. Happily, this trio of nominations (of which Brad most wants to win Best Rules) has brought about a surge in sales for the game. Apparently casual gamers hadn’t heard of Hollowpoint but garnering three nods of achievement meant people checking out the ENnies felt intrigued enough to splurge on a violent, little red book. A gleeful Yuri on the cover blazing his way into and out of trouble.

The boost to sales seems to stem more from nomination than winning an award, at least that’s what can be discerned from our previous ENnie winning game, Diaspora. Especially since Hollowpoint enjoyed nominations in multiple categories, especially the high profile Best Game and Product of the Year.

***

Brad and I tried the game Small World, an absolute riot of a board game that I first heard about on Table Top with Wil Wheaton. It was their first episode. In Small World players control a race of humanoids with map-based ability. The brilliant game mechanism is that those abilities change from game to game.

In our first game I triumphed with some Forest Giants, Bivoacing Ratmen and something else. Second game, Brad conquered thanks to Flying Skeletons (best random combination), the powerful Dragon-lord Giants and the deceptively effective Fortified Dwarves. I misplayed my *something* Wizards, did fairly well with my Heroic Amazons, enjoyed the Ghouls and had to take my swarm of Wealthy Ratmen.

The fun thing about the Small World is that the classes and combinations don’t have to be balanced. A weak combination might linger in the selection zone for a while, but it pays off the more times it is passed over.

And the real fun is figuring out how to play certain races, from Seafaring Halflings to Diplomatic Trolls to Spirit Elves. Even misplaying them isn’t so bad since putting a race in decline means getting to select a new race to become a potentially dominant species.

***

Finally, as much as Brad and I are enjoying playing Cap’n Finn and Lord Pyrol, there is a good chance we may have to retire the characters. Both of us can see gaming with this pair for a dozen or more sessions. Affecting huge changes to the planes they explore and doing their utmost to improve the living conditions of the rest of the inhabitants. Or making things less civilized or more magical, keeping things in balance or being agents of chaos.

The reason for the potential retirement of the characters will be because we aren’t just gaming, we’re play testing. The goal of the sessions, in addition to spending an evening with friends and playing a game we both enjoy is to test the rules. We want to be certain that the planes created didn’t happen due to luck but can be produced each time we roll the dice. That a character skilled at Warfare or Violence is as much fun to play as the one identified with Ritual, Knowledge or Diplomacy. It is because we are developing a game that we may have to let the stories of Cap’n Finn and Lord Pyrol remain unfinished so that we can test the system.

Once Brad decides the game is ready to be released, we’ll codify the rules, select the font and layout and artwork and then, I think, some lucky gamers will get to beta-test Soft Horizon before it gets released as another game from the fiendishly creative minds of VSCA.

Hollowpointed Trophies? Alchemist Elves? And a Fear Undine?
Quite a way to spend a Thursday.

Death comes to Soft Horizon

Turned out to be quite the session last Thursday. Not just because Una took me for a walk!
After six sessions or so, the first fatalities occurred during the game. The surprising thing about this just might be that given how powerful the players and the opposition are, that despite (or perhaps because of) the inherent amount of ability possessed the story invites escapes and returns and the use of lethal force remains a rarity.

***

 

Not one, but two deaths occurred during the game. Both Brad and I brought about a death in very different ways, and very different styles of conflicts.

First up Cap’n Finn kept up his antagonism of the Golem of Muddos. For reasons stemming from a lack of creativity I had the primal force literally be a mud golem. There are all sorts of golems available but my mind was stuck with mud on Muddos so that’s what he was. He had begrudgingly transported Finn to Muddos from Hothouse but had no desire to repeat the journey.
Cap’n Finn is a bit of an entitled jerkwad of a pixie, but he would get his soon enough. Haha!

The golem of Muddos.

The golem displayed his new Hothouse forged glass-crystal phylactery protection, which, sadly for the golem is easily accessible by the little fingers of the People of Hothouse. Finn levered open the case and instead of granting the golem 3 (THREE!) days off a month, he wrote a nasty command that the golem had to obey.

How do I, as GM make this interesting?
The golem promises Cap’n Finn a hellride to Hothouse.
One failed static Tenacity check later and Brad tags “Knows the secrets of metals” to add 2 dice to try and make a pair. Which he does. He then suggests the golem is dead. Looking at the trait he tagged that makes perfect sense. In story Cap’n Finn has unbound the golem and the portal between planes.
That’s a good story, so we run with it. It opens up even more stories; is the gate destroyed? has something or someone else gained control of it? is Muddos isolated?
We also decide that since the golem played a roll of nuisance, constantly mucking up the castles and the countryside that the Civilization increased by one; the kingdoms are approaching city-state status.

Cap’n then encountered yet another new species on Hothouse (by this time I realized every time Brad visited Hothouse, I’d add another set of creatures or culture) and the Glass Spiders of Sahar really put Cap’n Finn to the test.

***

Then it was time to swap roles and Pyrol resumed his tale on Halberd.
After some discussion and negotiation with King Boris and Baron Shutar (a rakshasa nobletiger… what could possibly go wrong?) Pyrol headed towards the town of Westport where Cap’n Finn encountered and overpowered the Crone of Effron. (Hilariously, to me, Effron keeps being thwarted by Finn when if the dumb God of Stone would just listen he could have a much easier time of things.)

Pyrol, accompanied by Sir Steven (as Sir Stefon received a name change), reached the town of Westport. A quick discussion with the fisherman from the previous visit led Pyrol to the Inn, the Grumbling Barnacle, and… the place was empty of customers!

Sir Steven assured Pyrol this never happens and soon enough, the innkeeper and his wife enter walking in a dull, lethargic, hypnotic state. The taint of dark magic infused the place and soon enough Pyrol enters into a Violence conflict with the possessed old woman.

Walking stick or murder weapon?

Then it gets fascinating. Neither she, nor Pyrol can win a round. The woman wraps her hands around Pyrol’s throat, trying to choke the life out of him, while Pyrol uses Tenacity to fend off the woman and switch the context to Diplomacy. He tries with increasing desperation to switch the zone of conflict, if he can break through to the woman he can talk her down or negotiate with her. But I just can’t make that one extra pair that I need in order to switch things. She inflicts harm on Pyrol, while he fends her off with his ivory handled walking stick.

Soon she has three consequences and Pyrol has two. Characters many only have 3 consequences. I could offered a concession but… this had never happened before so I tried one more desperate roll to end this bloody, dangerous Violent conflict.

And..
Another wash.

With an echoing ‘Keeee-rack’, Pyrol finally breaks the old woman’s magically enhanced death grip and in doing so… breaks the spell holding her but also kills her!

Shit! But awesome sauce!
By trying not to hurt her, Pyrol inadvertently kills her! All because neither of us could gain an advantage with the dice.
That’s fantastic. There was a real sense of urgency and tension as the rolls kept falling in the same pattern.

Where does this push Pyrol’s character? How will it change him?

I don’t know yet, I’ve intentionally not thought about it too much, but I do know a system that delivers like Soft Horizon did last week, is well on its way to being ready to be shared with players around the globe.

And that feels fantastic.

Una Takes Me for a Walk

Most people who read this are aware that Thursday is my favourite day of the week.
Every Thursday Brad and Jack graciously invite me into their house for food, fun and gaming.
I’ve recently boosted my blog to add an RPG tag, since I’ve been brainstorming with Brad about Soft Horizon, an RPG high fantasy idea of his that I’m helping to sharpen and refine and try to break. Luckily I haven’t broken it so far, but we keep trying out edge cases in the game to make sure a various outcomes are interesting and satisfying and tell a good story. I’ll get to last Thursday’s big session in another post.

This past Thursday I knocked on the door sometime before 5PM, it may have been closer to 4PM. I’m not certain. I had been in one of the public libraries, doing some research for what I wanted to accomplish in the session and to check out the Merril Sci-Fi collection, currently celebrating 100 years of Edgar Rice Burroughs. I looked at old covers of Tarzan and John Carter of Mars, as well as picking up rules for the game of Jetan, a chess derivative developed by Burroughs for his Barsoom stories.

When I left the library I glanced at my phone and Jack sent me a text message “Bring Cheese Puffs!” People don’t say no to Jack and if Jack craves some day-glo orange snack, I’m happy to swing by the Maple Leaf Garden Loblaws to pick her some up.

I rang the doorbell and waited for Jack to let me into her place. The door opened with Jack leaning slightly precariously forward when through the door like midnight fleeing the moon went Una, their black lab. Una decided it was Time For A Walk! And apparently I was taking her.

Which is fine, one of the best things about Brad and Jack’s crazy, cluttered place are Una and the three cats. I knew I had been accepted when the reclusive, elusive Taco slunk down to snaggle some petting from me.

Jack gave me Una’s leash, the keys and some doggy bags and off we went, I quickly had to return to get a ball. Una requires a ball, it is her sole diva demand. Una walked halfway down the paved path before stopping and searching for either of her owners. She doubled back, verified the door was closed and she was outside with me. We started off again, once we passed a certain point and she could the see the dog park and gate, that was all she needed.

Once the gate opened I counted seven or eight dogs off their leashes and socializing while their human owners did the same. There was a brief confusion as they looked around for Una’s owners, but once they realized I was with her and harmless everything was fine.

Toronto agrees with Una, she seems younger and more energetic than I remember her in Vancouver. At 11 or 12 she’s getting older for a lab, but you couldn’t tell it from the vigour with which she cases down balls. The funniest thing about Una, she wants to go to ANYone but the person who brings her to the park. I threw the ball once and then let her take her fetch toy to everybody else.

Until spending time with Una at this unofficial dog park, I never realized the power of a pet, especially a dog. As an icebreaker dogs are natural invitations to conversation, which amplifies when at a canine park. As the dogs run, dig, play and poop, the owners chat, laugh and discuss dogs.
It is a fascinating thing I have never really experienced before.

Finally, Una plunked down under a bench with her tongue lolling out and I knew it was time to head back to the condo. Una wasn’t so sure and I nearly pulled her collar off her head, but once the collar was back on and the gate opened, she contentedly trotted to Jack and Brad’s place.

It was the first time she’d ever decided I should take her for a walk and it was a great deal of fun for us both.

Dragons on the Soft Horizon

No gaming last week, but tomorrow we intend to revisit the planes. I’ve got some ideas in mind, but I’m keeping those under wraps because chances are Brad will undo my best laid plans regardless, but there is no point in giving him the information outĀ of hand.

I’ve been thinking over how easy it is to create creatures and NPCs, I’ve mentioned it before but the essential pair of hooks are the Apex skill and the Refusal. From there a bit of back and forth with the Player and things should sort themselves out. Pretty much both players should agree on the make-up of the creature or NPC, because one the roles are reversed, chances are the new GM might just use that newly created creature.

Much like plane creation, creature creation can be a collaborative affair. It is never wrong to ask what the Apex skill and Refusal skill happens to be of this new NPC.

One of the most iconic mythological creatures of D&D and culture happens to be the dragon. I decided to quickly mock up three of the more famous dragons of the past 65 years.

Smaug curled atop his hoard.

Smaug (The Hobbit)
Smaug will be coming soon to a movie theatre near you, the antagonist from JRR Tolkien’s The Hobbit, the embodiment of greed knows each and every piece of his accumulated treasure. Setting off the climatic scenes of the end of the book. For those few readers who haven’t read it, Smaug’s hide seems invulnerable due to hard scales covering his back while gold and jewels embed and protect his softer underbelly.

Apex: Violence (Smaug very much relishes engaging his opponent’s one on one)
Refusal: Warfare (Odd perhaps, but I chose this because Smaug is solo, he may raze a village but he does it alone)
Expertises: Domination and Knowledge (Centuries old with a legend and reputation that proceeds him)

Substance: OOOO (Centuries old and apparently invulnerable, there are rumours he can be hurt but that’s all they are)
Essence: OOO (Tolkien doesn’t really explore the spiritual side of Smaug but this seems right)
Influence: OOOO (The rumour of him can send humans, elves and dwarves fleeing for safety)
Territory: OOO (By choice mostly, he keeps to himself and his hoard in Erebor, but the surrounding lands fear his forays)

Tiamat; as 5 headed dragon and her Dark Queen avatar.

Tiamat (Of D&D and Dragonlance)
The Queen of Chaos in D&D and Dragonlance, two similar stories and RPGs, Dragonlance spun out of a D&D game with heavy house ruling. (If I’m wrong, just go with it, there’s lots of cross over) As the head of the evil dragons she has one of each traditionally evil dragon coloured heads (red, green, blue, black and white) and wanted to create chaos across the realms. Pretty much a classic big bad character if ever there was one.

Apex: Domination (Trying to sew chaos and keep good in check, a powerful goddess and five headed dragon)
Refusal: Diplomacy (Tiamat doesn’t negotiate with anyone less than a powerful god, so some trumped up non-dragon, non-diety doesn’t stand a chance)
Expertises: Violence and Subterfuge (It’s a FIVE headed dragon who likes to use minions and machinations to spread evil across the known planes)

Substance: OOOOO (Five headed dragon goddess of chaos)
Essence: OOOOO (She is a god, but she can be attacked since I believe she has a soul or spirit)
Influence: OOOO (Constantly at odds with the gods of good through her minions and believers)
Territory: OOOO (All those adventures we played as kids killing orcs, goblins, trolls and kobolds and taking their loot? They work for her)

Drogon, one of the three dragons in Game of Thrones.

Drogon, Viserion and Rhaegal (from Game of Thrones)
The three dragons of George RR Martin’s sprawling epic Game of Thrones (TV) or A Song of Ice and Fire (books) are the first new dragons in the known world in over 150 years. Their fiery birth ushers in a rekindling of magic throughout the world, boosting the powers of magicians, warlocks, seers and pyromancers.

Apex: Tenacity (From petrified eggs to newborn dragonlings, somehow they survive – this would change as they grow)
Refusal: Subterfuge (First three dragons in over 150 years, they aren’t hiding anywhere)
Expertises: Violence and Domination (From an early age they could spit fire and the Domination goes here to emphasis their association with magic)

Substance: OO (They are newly hatched dragons – this refers to the first two seasons of Game of Thrones on TV)
Essence: N/A (I don’t think they can be attacked here, they are unwavering loyal to Daenerys Targaryen)
Influence: OOOO (They reignited magic across the continents, that’s epic)
Territory: OO (Might seem high at first, but wings in a world that is land and sea bound means they have a lot of space)

That’s it. Three distinct dragons statted up with explanations. In fact, I did most of these in between the time I ordered dinner one night and it arrived at the pub.
The specifics might shift around a bit in play, but that would come from debate with the other Player.

It’s great to have ideas and plans, but when the Player undoes those plans, coming up with a conflict on the fly seems to be fairly straightforward and easy.