Deathless prose

I am informed by certain meddling Escondidan bloggers that today is Blog Poetry Day. Not wanting to miss out on a chance to share my favorite verses with you, my faithful readers, allow me to present the most sublime rhyming couplet in the history of poetry:

The end had come, and this was it;
He dropped her in the flaming pit.

That’s from Edward Gorey’s “The Disrespectful Summons.” I actually first encountered it in the InvisiClues hint book for Zork III, and it’s just stuck with me ever since.
If I were pressed to come up with a second-favorite bit of poetry, I might submit the lyrics to “I Hate My Generation” by the band Cracker:

I hate my generation
I offer no apologies
I hate my generation, yeah
I hate my generation
I pick it up and I threw it away
I hate my generation now (repeat a bunch of times)

Profound. Not that I really feel that way about my fellow Gen-Xers (am I a Gen-Xer? I never did figure that out)–and if I did, present company would of course be excluded.

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Requiem for a packrat; or, The day I lost 85 pounds on my lunch break

“Excuse me–could you help me, please?” I gasped. I clung desperately with quivering arms to the stack of books I was relocating from my car to the post office. I had managed to wedge my foot behind the glass front door, but dared not reassign a limb from the task of holding the books upright to the challenge of pulling the door open. The business-suited man on the other side of the glass must have heard the desperate edge in my voice; eyeing the monstrous stack of books warily, he pushed the door open for me.

I pushed through the door into the crowded post office interior; the stack of books caught the edge of the door as I entered and threatened to topple. A surprisingly agile torso twist kept a shelfworn copy of Promised Sands from sliding off the top of the stack and dragging Mage: the Ascension (the Revised version, of course) with it. A curious combination of fatigue and adrenaline rushed through my pasty-white and spindly arms; this was the probably the most strenuous activity to which they had been put all year.

I shambled towards the post office desk. Almost there… there. I let the stack of books fall onto the counter with a loud bang. The post office worker peered at me from around the stack as if she had never before seen such a sight.

“I need to mail these,” I managed, proudly indicating the stack of books.

The post office lady nodded. I watched as she divided the giant stack into four smaller piles, put them individually on the scale, and tallied up the weight.

“How much?” I asked. “How much do they weigh?”

“Let’s see… that would be eighty-five pounds.”

Eighty-five pounds! Somehow, I was getting rid of 85 pounds of game books. And they represented just one portion of my sprawling collection of books. How on Earth had I come to possess such a mass of game material? And why was I trimming it down now?

And these were just the ones I had set aside in the “I’m probably never going to play this” pile.

It felt strange–strange that I’d managed to accumulate so many books, strange that so many of them were passing to and then from my possession without ever having been played. Strange that my packrat, collector’s personality was actually excited at the prospect of a slimmed-down, trimmer game collection.

I loved some of those game books. I’d read through them all, adding the ideas within to the pool of roleplaying ideas in the back of my mind. I’d been proud of those games–perversely proud to have them taking up an entire shelf or two in the hallway. Proud that I’d tracked them down on the internet, in used bookstores, in foul-smelling, sanity-shattering comic-book stores.

But over time, that love had soured, and turned to something like hate. By the time I finally decided to expunge them from my collection, they’d become little more than a standing reminder that I wasn’t playing nearly as much as I used to play, nearly as much as I’d always hoped and assumed I’d be playing at this point in my life. The near-pristine books spines stared down at me from the bookshelf, accusing: How can you keep us all here when you’re not even going to play us?

It was time. I knew it. My collection was too big, and there was something just wrong about hording a giant stack of game books and never using them in an actual game. Somewhere out there, somebody was scouring Ebay and his local bookstore for copies of game books that I have and am not even using. They had to go. I had to set them free.

And so I found myself sweating beside my stack of game books, waiting quietly while the post office lady filled out the shipping form. (When she reached the “Contains dangerous materials?” question, she checked the “Yes” option. I decided not to ask.) Beside me sat dozens of books–eighty-five pounds of books, to be exact–filled with ideas that I hoped would find their way to somebody who’d really appreciate them. Books about wizards, elves, vampires, aliens, adventurers, and the myriad worlds they all inhabited. Books into which countless game writers had invested countless hours of their lives.

“Sign here, please.” I scribbled my name on the corner of the shipping form indicated by the post office lady’s pointing finger. I paid the shipping fee, started to leave, but hesitated for a moment.

“You’ll pack them up carefully? I’d like them to get there in good shape.”

“Yep, we’ll pack ’em up good.” The somewhat bored look in the post office lady’s eyes left me unconvinced, but I’d gone too far down this road to turn back now.

“If you need to split them into several smaller packages to keep them safe, go ahead,” I suggested. “That might keep them from sliding around and getting their corners banged up.”

“Hmmmm,” said the post office lady, and I knew my time was up. Besides, I had to get back to work–this little expedition had consumed most of my lunch hour.

“Thanks,” I said, feeling something like sadness, fighting a last-minute urge to leap over the counter, grab the books, and race them back to their spots on the hallway bookshelf. As I pushed my way out the glass door, I glanced back again and saw a small squad of post office workers descending on the strangely forlorn stack of books, bubble-wrap and cardboard freight boxes in hand. I stepped outside.

That was a few weeks ago. There’s still a gap in the bookshelf, an empty stretch of real estate where once Spycraft and Legend of the Five Rings stood proud. Proud, but unused. I thought I might regret my decision to trim down my collection, but I don’t. It feels good to ship my unloved children off to someplace where I think they’ll find a better life at somebody’s game table.

I don’t miss them, not all that much.

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Your Nemesis has arrived

Nemesis, a free horror RPG written by several industry veterans, is now available for free download in PDF format. I’ve been eagerly awaiting this one, ever since Dennis Detwiller first proposed it using the “ransom” (or “patronage”) publishing model. I’m pleased that enough funds came in to make it a reality, and I hope that this means we’ll be seeing more games released in this manner.

Aside from the economics behind its release, Nemesis is exciting because it makes use of two of the most interesting game mechanics in the game hobby. The basic rules use the fast-and-deadly One Roll Engine that first appeared in Godlike, combined with the sanity rules from Unknown Armies. The sanity system in UA quite impressed me when I first read it; it steps beyond Call of Cthulhu‘s rather basic “hit points for the mind” sanity system and offers a method for observing how different types of stress and trauma affect a character. I think it’s a perfect fit for a horror game like this.

And it’s always good to see a solid “generic” game freely available–here’s hoping that the authors (or others) will take Nemesis in some interesting directions this year.

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How I learned to live with the Wrath of the Dragon God

This week I had the distinct privilege of watching Dungeons and Dragons: Wrath of the Dragon God on DVD. Dragon God is the second recent movie to be based on the rules and setting of everybody’s favorite dice-rolling, kobold-slaughtering pastime. The culturally-oblivious among you may have missed the box-office sensation that was the first D&D movie, the cinematic wretchedness of which did not prevent me from finding it rather entertaining. Let’s just say I had no illusions about what I was getting into with Wrath of the Dragon God, and that I was curiously excited to find out what was in store.

So then, Wrath of the Dragon God. What can I say? I liked it, I’ll just go ahead and admit it. It’s a good, old-fashioned, low-budget, made-for-TV, brimming-with-enthusiasm fantasy adventure flick–the sort of film that’s trying so earnestly and cheerfully that you can’t really find it in your heart to get too worked up about its flaws. If, with its spotty CGI, one-dimensional characters, and mediocre storytelling, it never really gets within range of, say, Lord of the Rings, at least it manages to stay several notches ahead of, say, this.

But what really makes the film fun viewing for D&D players is the faithfulness with which it sticks to D&D canon, and the number of D&D Easter eggs scattered throughout. Unlike the first D&D film, which didn’t have very much to do with the actual D&D game, Dragon God goes out of its way to use characters, spells, locations, and magic items straight from the Player’s Handbook. References to classic D&D modules (Expedition to the Barrier Peaks, Shrine of the Kuo-toa, the Sunless Citadel, Nightfang Spire–to name just a few) abound; the main characters hew strictly to their class stereotypes (fighters, mage, barbarian, etc.); monsters, spells, and magic items are easily recognizable and faithfully portrayed (at one point, we even get a lecture about the difference between Divine and Arcane magic). Even the melodramatic plot and set-piece scenes look like they’ve been copied straight from a typical pass-the-Cheetos-and-Mountain-Dew dungeon-crawl. Faithfully basing your script on a game of dungeon exploration does not make for a great film, but it does make for a fun one.

The extra features on the DVD are in some cases more entertaining than the movie itself. There’s an interview with D&D creator Gary Gygax, and a “making of” video that shows the lengths to which the screenwriter (who seems to be an even bigger D&D geek than I am) went to faithfully reflect the game. (The DVD even comes with a PDF dungeon-crawl adventure based on one of the sequences in the movie. How geeky is that?) I had to grin at the enthusiasm with which the actors–mostly unknowns, as far as I can tell–got into the details of the game. The video shows many shots of film actors poring over copies of the Player’s Handbook and Dungeon Masters Guide, reading up on the game rules behind the spells and items their in-film characters are using. The film commentary–by three Wizards of the Coast staff members, playing the roles of iconic D&D characters–is not quite the Mystery Science Theater it wants to be, but is highly entertaining; if you’re interested in the film but don’t have the stomach for 1.5 hours of cheesy dialogue about dragon orbs, try watching the film with the commentary switched on.

But there’s one more important thing I realized while watching the D&D movie. To those of you who were in my high school gaming group, know that I love you dearly and cherish your friendship. But if the gaming scene in my high school had looked a bit more like this:

…and a little less like this:

…well, high school would’ve been a lot less awkward. (Or maybe it would’ve been even more awkward… but we’ll never know now, will we?)

So then, the D&D movie. You should watch it–you probably won’t enjoy it as much as I did, but you might find it entertaining.

[Extra credit: match those yearbook pictures with the corresponding links in my blogroll!]

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The most dangerous game

I think I’ve found the greatest Top Secret RPG campaign ever. (It beats my own experience with that game quite handily.) If this quote doesn’t sum up Top Secret, I don’t know what does:

Finally, a wino picked off the agents one by one. Not because he was after them, but because they kept going down into his corner of the sewers alone and messing with him…. the final confrontation with the wino was a really cool fight. By this point, the wino had given up on trying to be peaceful and instead ambushed the guy with the gun he’d gotten from killing the professional assassin.

Ah, the good old days of roleplaying.

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State of the PDF industry

2005 was a pretty eventful year for the RPG PDF industry–it saw quite a few traditional RPG publishers wading into the PDF waters, and also witnessed a big debate over the sale of rights-protected PDFs. If that sort of thing interests you, you’ll find this State of the PDF Industry 2005 report worth reading. Nothing too earth-shattering, but there’s some good info in there about the PDF market–including some input from the people behind RPGNow and DriveThruRPG, the two heavy-hitters in this particular corner of the RPG industry.

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For every genre, a game

Was there a massive public outcry for a roleplaying game based on the exploits of Mexican wrestlers, and I just missed it? From the HERO games 2007 release schedule:

Lucha Libre Hero: Hero roustabouts Darren Watts and Jason Walters put on their magical wrestling masks, get cranked on tequila, and create for you the ultimate gaming guide to monster-hunting, gangster-fighting Mexican wrestlers in Lucha Libre Hero! Dive right into the weird, fight-filled world of Mexican wrestling adventure movies as you and your masked cohorts save the villagers from werewolves, help the police round up vicious gangsters, and then head out for a night on the town with beautiful women!

I was initially tempted to say that sounds like the strangest RPG I’ve ever seen… but I quickly caught myself. This is, after all, a hobby with games that revolve around the zany adventures of bloodsucking undead monsters, dysfunctional postmodern urban wizards, and even stranger protagonists. I can’t say Luche Libre Hero is high on my list of must-have games–I didn’t even realize there was a Mexican Wrestlers genre, assuming that Three Amigos doesn’t count–but it does have “labor of love” written all over it, and sometimes those are the most entertaining games of all.

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How to kill a (video game) boss

The Guardian published a fun piece yesterday about end-of-level bosses in video games. The author lists five basic strategies for successfully beating a tough game boss (keep moving, watch for a pattern shift when the boss hits 25% health, etc.) Good tips.

Good bosses can really add to the fun of a game, just as mediocre bosses can detract from an otherwise excellent game. (I thought the lackluster final boss in Prince of Persia: Sands of Time, for instance, was a notable disappointment in an otherwise spectacular game.) But creating a good boss is a tricky thing. It’s not just a matter of giving the boss lots of health and powerful weapons–those bosses are the least satisfying to defeat, as they require no special strategizing to beat.

What makes a really memorable boss? In my mind, a good boss should have a pattern (and an accompanying vulnerability) that doesn’t become clear until you’ve done a fair amount of experimenting (and probably been killed a few times). A good boss doesn’t just sit there firing weapons at you–it should move or otherwise interact with the environment, and thus require you to do the same in order to beat it. You shouldn’t be able to kill a boss by sheer application of firepower–you should be forced to think a bit outside the box to take it down. On the other hand, a boss fight should give you a chance to use all those weapon skills you’ve been honing over the course of the game–a boss fight where you don’t get to actually put those high-power weapons you’ve been hoarding to good use is a let-down.

Looking at recent games, I’ve seen a fair share of both interesting and mediocre bosses. The Metroid Prime games both feature excellent boss monsters. In fact, the final boss in Metroid Prime is a textbook example of a good boss: it moves around a lot; it has a definite (and evolving) pattern that requires some experimentation to figure out; it forces the player to move quickly and tactically to stay alive; and it’s tough enough that finally beating it really feels like an accomplishment. The bosses in Alien Hominid are particularly good as well. Looking a bit further back, the Zelda and Castlevania franchises have both had their share of well-designed boss fights.

One thing the article doesn’t touch on is the buildup to the boss battle, which for me is often as fun as the actual boss fight itself. Who hasn’t been spooked by the eerily empty corridors or levels that immediately precede the boss fight? When the game pace abruptly slows, and the monsters disappear, and you’re suddenly finding all sorts of ammunition and health packs laying around… there’s a moment of fear and nervousness as you realize you’re being set up for a big battle with something truly nasty.

Of course, I’ve been mostly talking about bosses in first-person shooter and action games. Good bosses in a traditional RPG are a different sort of beast altogether, and probably should be the subject of a future post. But for now… keep moving, watch out for those pattern shifts, and good luck!

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