Friday, February 3, 2012

My Philosophy of Game Mastering

First, a general announcement that I'll no longer be blogging about my game sessions. The reason for this is two-fold. 1) It takes a lot of time and doesn't really encourage much of a readership, and 2) it has started to really dominate my blog posts. The game is continuing and I'll keep posting about it from time-to-time.

Now, I'd like to talk about some things I've learned and put into practice in this latest game I'm running.

Setting Immersion
I like to run immersive settings. That's why one of my all-time-favorite settings is The Forgotten Realms. Most of my players really enjoy the aspects of travel, visiting new places and locations, and seeing the sights. I've gotten positive feedback on the detail I try to inject into my games. This becomes a problem, however, when one or another player decides that he wants more focus on the narrative and the travel and interaction with the world detracts from the mission.

Currently, the PCs have just arrived in Highmoon, where they hope that they'll find clues to the location of the Giant's Craw, where Shraevyn's Tomb is located. The journey from the village of Shadowdale to Highmoon in Deepingdale has taken almost 20 days of game time and three full sessions of real time (that's three weeks). A lot has happened during those three weeks, though. Three weeks ago, the PCs had spent most of the session discussing strategy, buying provisions, planning, and commissioning weapons and armor with the loot they'd taken from the drow tunnels beneath the Twisted Tower. Two weeks ago, they'd enjoyed the festival of Greengrass in Ashabenford, Mistledale, where Drog and Baravis romanced a few locals and Drog nearly won a wrestling contest. Then, they hired an elven scout to guide them along the Dark Road through the Vale of Lost Voices to Essembra, where they were met with the ghosts of elven warriors. Lots of roleplaying ensued and Baravis learned his father was a dead evil god and his brother (whom he didn't even know about) is imprisoned beneath Zhentil Keep. Last session, Luke (Baravis' player) mentioned how he loved one of the details I'd thrown in from Volo's Guide to the Dales--the Riverman inn at Blackfeather Bridge, Featherdale, had signs posted saying "No Magic." They met a scholar in Tegel's Mark that told the PCs Shraevyn's Tomb was in some place called the Giant's Craw (but he didn't know where that was). Baravis bought a chess set and he and Sven started to play together. They fought off osquips and a cockatrice, practiced some archery in Arrowmark, Tassledale, and Baravis made everyone in town nervous with his eldritch blast.

But for some, all of those events could have been compressed. I understand that perfectly. There's a story going on--the quest for the Sword of the Dales--and I'm derailing it by focusing so much on travel and experiencing the Realms. How to handle my own (and many of my players') desire for detail and depth when it conflicts with the more narrativistic desires of other players who want to keep the story going and are getting bored with all of this wenching, shopping, camping, etc.?

Not sure exactly what to do except truncate some of these more bucolic moments. I'm working on creating balanced sessions where there's a little bit of action, a little bit of story, and a little bit of world immersion all rolled together.

Player Agency
I love it. The players create their own adventures. They tell me what they're doing, I prep the next session. Sometimes, it requires them to do a lot of planning ahead. I prep travel ahead of time because I like to know where the PCs are going and what they're going to run into ahead of time. That way, I know what random encounters they're going to have and I can prep them ahead of time. I like to know what towns they're going to visit so I can read up on them in Volo's Guide and other supplements and present it to them as real and vibrantly as possible, full of people, customs, and flavor.

The players are in control of their destinies, not me. Baravis is a great example. Luke had originally designed him to become a sort of information and influence broker--he's the guy everyone owes a favor. However, after making friends with Drog, realizing Drog trusted him, and having his prayers answered, Baravis has had a life-changing experience.

I was hoping Vlad would work out similarly but unfortunately Vlad's player felt that he couldn't roleplay Vlad effectively if things changed much, so he discontinued playing Vlad and rolled up a new character. That's fine.

But I digress. Baravis' destiny was altered by the choices Baravis made. Now Luke has plans for Baravis and is looking at The Book of Exalted Deeds and The Power of Faerun. Baravis has changed but also has the potential to change the world. As a prophet or saint of Marthammor Duin, he could spread worship of the god beyond dwarves and to other races as a god of wanderers, trails, and friendship between dwarves and all races. He's already planning to help the Iron House retake the Mines of Tethyamar--something that never happened in Realms canon.

There's some talk of Drog attempting to unite the Dales as well.

Who knows where the game will take the PCs? Who knows where the players will take the game?

What to Prep and What Not To
Does this require lots of prepping? Yes, but that's because I'm meticulous and thorough. I prep encounters, NPCs, and places but I never prep the plot. I try to map out the routes PCs will take overland, yes. That's because otherwise, travel would be a lot less descriptive and require a lot more time rolling on random encounter tables. If I know where the PCs are going (or will likely go) I can, like designing a dungeon, roll for encounter chances at specific locations, so when the PCs hit that location, they hit the encounter. I also roll for weather ahead of time and keep the effects on hand so we don't get bogged down looking it up. If you consider the campaign map one big dungeon, you can work out what the chances are of running into an encounter in a given hex. Then, similarly to designing a room in a dungeon, you can design the wilderness encounter (or even town encounter!). Don't use it this week? Recycle it! You planned it, you may as well use it elsewhere. Scaling it isn't so hard, either.

Also, create lists of ready-made stock NPCs. This is really good for baddies. I have lots of stock Zhentarim agents, Zhentilar soldiers, Zhentarim wizards, and priests of Cyric, that I can simply scale or plug into a location. I used to use index cards for stock NPCs. Now, with Maptool, I just have a bunch of templates.

So Who Makes the Story?
We all do. I gave the PCs a potential conflict in which to involve themselves in Session 1. After they chose to follow up on it, I stepped back and just worked on the NPCs and places. Like I said, I do that with meticulous care. But the PCs don't just pass through a town once, honestly. And a lot of the details already exist in printed supplements that I own, so the most challenging thing is pulling off roleplaying the NPCs they encounter and effectively describing what they see, hear, taste, and smell. (Yeah, those last two get neglected a LOT, but I try to remember to get some description in those two as well.)

I'm the referee? Alright. It's my job to adjudicate fairly. Yes, I have metaplot going on, but I have no control over how the PCs may react. Luke may decide to go free his brother or he may not. Heck, the PCs could have gone to Thay with Vlad to find out more about his deity, Jergal. Certain things can and will happen in the world. The PCs can derail those events, change them, help them, accelerate them, whatever.

Powergaming Much?
No, not really. The PCs are actually behind in how much gear they should have considering their character levels (mostly 5th). Besides, at their level, they're exceptional people and DESERVE to be able to wade through a few extras with nary a scratch or two. Most people in any game I run are 1st-3rd level. If you hit 5th level, you're noteworthy. If you hit 10th, you're a legend. If you go beyond 15th, you become viewed with awe--you're going down in history and myth whether you survive or not.

Its the old medieval knight vs. T-Rex thing I like to joke about. A medieval knight on his valiant steed charges A TYRANNOSAURUS REX. What happens? Most likely, the T-Rex crushes him in its jaws and spits him out (he's wearing not-so-tasty metal) and eats his horse (assuming it doesn't bolt out of sheer terror). How much bigger is a dragon than a T-Rex? And dragons can fly and breathe fire/lightning/acid/whatever you want?

If a knight can kill a T-Rex, we're going to think that knight is absolutely amazing. Superhuman. Or possessed of an incredible luck that is unfathomable. The stuff of legends is in there.

Adventure Paths
I like these, but I don't really run them. Rather, I use them as a basis for running a campaign. The problem with adventure paths is that they require a bit of railroading to pull off.

Knowing the players and the PCs helps a DM plan future events, though. For example, if the PCs are of good alignment and the players generally want to be heroes, when they find the Chalice of the Rising Sun, they're going to bring it back to King Everlund so that the Kingdom of Varia can be rejuvenated. They COULD take it to the Desert of Desolation and turn it into a garden instead and just say King Everlund is out-of-luck. But if you doubt they'll actually do that, it is fair to plan for their eventual return to Varia.

The thing is, taking the Chalice to the Varia as they were tasked has to be THEIR choice. And if they chose not to do it, there have to be consequences. And the consequences have to be realistic. Perhaps the god of morning gets angry at their misuse of his artifact (or perhaps he doesn't care). Perhaps King Everlund sends his best knights after the party to get the Chalice back. Perhaps the Kingdom of Varia succumbs to famine, collapses into civil war, King Everlund is slain and Lord Darkmoor takes over, beginning a new dynasty that rules through terror and oppression. Perhaps all three. Shit happens.

My job is not to tell a story. My job is to collaborate with the players to tell the story. In the above example, all three options (and the "all-of-the-above" option) result in a story... just not the happiest ending. Actually, they may be a springboard for further stories and adventures. What if the PCs realize they made a mistake and now try to rectify it? What if they DIDN'T make a mistake (in their opinion), their new kingdom becomes totally awesome, but the people of Varia become angry, hateful, and under Lord Darkmoor seek to invade it? What if the campaign eventually comes to a close, the PCs retire, and the players roll up new PCs that want to free Varia from Darkmoor and give the Chalice back to Varia?

Adventure paths are restrictive and constrictive. They're "paths" after all, not adventure flowcharts with nigh-infinite options. They're linear by their very nature. What to do with an adventure path, then?

Mine them. Ruthlessly. Mercilessly. Rip them into their constituent components. Break them down into:

Locations
Villains
Allies
Encounters

Once that is done, step back. Heck, maybe you can do this with index cards and get a nice visual. How does it all fit together? Do the PCs really HAVE to go to Location 12 after Location 11? Can Encounter 5 happen anywhere or JUST at Location 5? What are the bad guys' plans and what choices can the PCs make to thwart those plans?

So far, in my game, the PCs have thwarted the plans of Colderan Morn and Eragyn the Dark. But Colderan and Eragyn are still busy doing stuff. They're going to pop up again. Indeed, I could have them pop up anywhere the PCs go. Or, I could have them staying home and building power and influence, getting ready to strike again. Yes, I ran a module or two. But frankly, it was the PCs who decided to follow those adventure opportunities, not me. Indeed, this quest for the Sword of the Dales that the PCs have undertaken is completely their own decision. Depending on what happens, there may be deviation from the established canon timeline for the Realms. That's cool! That's the impact they're having on the setting.

If I was railroading them, yes, we'd have probably done a lot more adventures. But it would have been far more linear. Using a more node-based campaign design, the GM/DM avoids writing a railroad and the game is more rewarding for the players. Indeed, it takes less work this way. If the setting already exists in published format, that's half the work already done for you! You can focus on bringing it to life for the players.

Softie DM/GM?
All this talk of player agency may make me sound like a softie, especially since I don't mind the PCs having an easy time of it fighting NPCs 2 or 3 levels beneath them at this juncture.

Nothing could be further from the truth. There were several points in the previous sessions where they all could have died but they pulled themselves out of those situations, alive and kicking, on their own. That's incredibly rewarding and memorable. They triumphed in the face of adversity several times. They're 5th-level now. They've earned it. They took big risks, learned lessons, fought smart. They deserve everything they've achieved, including their strength and prowess.

They've also learned that actions have consequences. They know that the four of them could probably take eight 2nd-level drow fighters. But they also know that they couldn't take twenty. They are keenly aware that the dice could go against them. Even though they fought off the osquip nest successfully only losing about 25% of party total hp (including horses), they still got nervous and more than once a player remarked "we may just have to try and run away."

And run they have. They certainly fled the drider with a quickness, even though they were all 4th level and may have been able to take it. Still, in doing so, at least one of them would have certainly died, possibly all of them.

I'm not a softie. But I don't see any point in going out of my way to try and kill them just for the sake of challenging them. When they escape with their skins intact, that's cause to celebrate for them. At the climax of the adventure module Doom of Daggerdale, the PCs took a risk and rode down a swift underground stream in order to escape the Zhentilar. When it deposited them in the River Tesh not far from the Eagle's Eyrie, they stood up and cheered in triumph. Moments like that are why I run and play in role-playing games.

Conclusion
I'd rather be the GM for Darths & Droids as opposed to the DM of the Rings. In the former, the players have absolute freedom of agency and their actions have consequences. In the latter, the DM railroads the players and frustrates them a great deal. Their frustration in turn frustrates him and nobody really has any fun, nobody really learns from their mistakes.

Note
My cousin DJ (Drog's player) reminded me of something:
Not to mention your reactions. The priceless jaw-dropping of our last action hero stunts. The Dice love us when we do a John Woo escape or fight. Minus the doves of course.
The dropping jaw was mine, of course. In desperate situations, DJ and Shaun threw their dice at the wall and prayed. However the dice landed was the result. Both times the results were highly successful (at least one natural 20). They've been pretty darn lucky.

That's why the game is so much fun. The players. Desperate times call for desperate measures and I'm the DM that will let you pick up a chair and throw it at an opponent or overturn a table. And these players will do such. Which I love. They're not afraid to pull stunts and I'm not afraid to let them try.

Monday, January 16, 2012

Hungover Heroes Guild, Part Twelve

A dozen sessions and running strong! This latest session was mostly roleplaying. However, the PCs managed to finish the dungeon beneath the Twisted Tower of Ashaba, freeing nearly 40 dwarven slaves from the drow and chasing the overmage off. Their raid on the drow fortress resulted in a humongous haul. They emerged from the tunnels, gave a full report to Thurbal, and were given 20% of all loot as per the agreement, amounting to nearly 3,000 gp all told. Lord Mourngrym and Thurbal (captain of the Shadowdale guard) were so impressed that their payment was tripled, to 300 gp per person.

A lot of character development took place. Vlad discussed his secret god with Lhaeo, who dug up some information from old tomes and identified Vlad's benefactor as Jergal, an ancient deity of death and endings once worshiped in Netheril thousands of years ago before Bane, Bhaal, and Myrkul won most of his portfolio from him (allowing Jergal to retire to the position of seneschal of Myrkul's Bone Castle). With the death of Bane, Bhaal, and Myrkul during the Time of Troubles, Cyric usurped all of their portfolios and now Jergal is a very frustrated deity due to Cyric's chaotic and vengeful nature.

Sven discussed the death of his Harper parents with Storm Silverhand, resident of Shadowdale, one of the legendary Seven Sisters, Harper, and former Knight of Myth Drannor. Later, as the party traveled south toward Mistledale through the elven forest, Sven's felt a calling in his elven blood. He keenly felt the loss the forest has experienced since the Retreat of the elves from Cormanthor. This has made him a bit moody and introspective. We'll see how he deals with the mixing of human and elven blood in his veins as the adventures continue.

The PCs paid many of their commissions, bought horses, a wagon, an alchemist's lab for Vlad, and a chest with an amazing lock for their communal treasure, then set out along the Mistle Trail beneath the eaves of Cormanthor along the River Ashaba. After many days journey, they arrived at the town of Elven Crossing, where they spent the night, then arrived the next day in the town of Ashabenford. When we next meet, perhaps their journey will continue toward Deepingdale, where the sage Rhauntides and the Leaves of Learning (the Temple of Oghma) may harbor knowledge that will lead them to the home of the wizard Finott or the location of the Sword of the Dales.

Sessions like this are why I love the Realms. Through the PCs' explorations, I get to see the Forgotten Realms come to life. Having Vlad interact with Lhaeo, Elminster's apprentice, and discover his benefactor is an ancient Netherese deity was really cool, but so was all of the development Sven has been experiencing as well. I never would have thought that I'd get to portray one of Ed Greenwood's original PCs, Storm Silverhand--legendary Harper and Knight of Myth Drannor. There are a variety of paths the PCs could take to reach Deepingdale. I'm excited to see where they go and what happens to them along the way! Let the dice fall where they may!

Thursday, January 12, 2012

Hungover Heroes Guild, Part Eight, Nine, Ten, and Eleven

First, a quick recap of our characters (more details can be found here).

Baravis: Played by Luke. A tiefling from Sigil, currently a 3rd-level Favored Soul (of Marthammor Duin) and 2nd-level Warlock.

Sven Lackman: Played by Shaun. A half-elf Waterdhavian Urban Ranger 2/Rogue 3 who seeks vengeance against the Cult of the Dragon for the murder of his Harper parents.

Drog Fangblade: A Rashemar 5th-level barbarian on his dajemma.

Vlad: A Zhent 4th-level Dread Necromancer who is seeking for his hidden, secret god.

Our Story Thus Far: After solving the riddle of the Dream Fever in Dagger Falls, the PCs came to Shadowdale searching for answers to several more clues--Baravis for a way home, Vlad for the secret god he seeks, and everyone for the location of the Sword of the Dales. They commissioned several weapons and armors from the local businesses and took up a reconnaissance job with the Twisted Tower in hopes that it could help them solve the puzzle as to what sort of stampeding herds were trampling the farms north of the Old Skull hill. They were offered 100 gp each and 20% of all loot acquired beneath the Twisted Tower of Ashaba as payment for mapping the tunnels and clearing out all monsters. They descended beneath the tower, fought a few quaggoths, boogins (half-orc, half-quaggoth), and a half-orc.

Part Nine
After defeating a group of boogins, led by a half-orc, they discovered an emaciated dwarf who called himself Simon Stonebreaker. Simon had apparently escaped from a dark-elven slave pit deeper in the tunnels. He led the PCs to a large room with an exit. They gave him a weapon and sent him to the surface.

The pool of water in the room contained an aballin--aka a "living water," a magical ooze that tried to absorb and suffocate both Drog and Sven before Vlad, thinking quickly, threw an open vial of Drow poison into the creature. The diluted poison knocked Sven out, but also did the same to the aballin.

The PCs then began to crawl down a long, low, thin tunnel that extended for hundreds of feet. Baravis blasted a swarm of rats, but was forced to hide behind his shield when the cave badger that was chasing the rats attacked him. Sven managed to kill the badger and they continued.

Part Ten
They made their way to a huge cavern with many exits and determined to explore as much as they could after resting many hours. They were almost taken in by a huge illusory treasure hoard (Drog kept feeling uneasy and I let him make a second Will save to disbelieve, which he did). Excellent roleplaying ensued in which Drog convinced the other PCs to disbelieve the illusion as well. Continued scouting led the PCs into an ambush by Mongrelmen and a drow patrol, which they dispatched. They crossed a chasm, encountered a gelatinous cube, then fled back across and pelted the cube until it collapsed into a gooey mass. (This was quite funny, as only Luke knew what the cube was. When I revealed the cube to the PCs on MapTool, Luke freaked out, screaming "run!") But that wasn't all the running they did. They stumbled upon the lair of a drider, and spent several rounds fleeing that as well. Luke's spider walk enabled him to cross the chasm, but Sven and Drog managed to successfully jump across it like something from an action movie. They continued fleeing until they were certain the drider had given up pursuit. At the end of the session, they encountered Tirrendale Talltales, a dwarven cleric whose voicebox had been severely damaged by a drow slaver. He told the PCs that the dwarves had been sold to the drow by the Zhentarim and the drow overmage was turning them into a horde of gibberlings that he released into the tunnels. The gibberlings would then pour out of a cave in the northern face of the Old Skull, descend and rampage through the fields in dead of night to pour into the forests and hopefully begin to destabilize the area during planting season.

Part Eleven
Armed with new information, the PCs found the secret tunnel that led to the drow fortress. They fought their way past another guardpost of ambushing Mongrelmen and plundered their corpses. They equipped themselves with the most excellent drowcraft adamantine mesh armor, drowcraft enchanted short swords, drow poisons, and prepared to turn the drow's own weapons against them (this really upped the chances they'd survive the upcoming encounters--without doing this, I doubt they'd have been able to succeed so well). But first, they finished mapping the regular tunnels, slew a carrion crawler in a drow graveyard, dispatched four monstrous spiders in a vast lair, burned the webs, and amassed as much treasure as possible from the enormous room (which they knew wasn't everything, but time was pressing in).

They rested and returned to the secret passage. Baravis used his spider walk to cross the lake beyond the Mongrelmen outpost by sticking to the cavern walls. He commandeered a boat and soon the entire party was across. Baravis and Tirrendale (the dwarven cleric) found a set of secret doors, Sven discovered how to bypass the trap set there. Beyond lay a chasm full of lava and a raised stone drawbridge on the other side. Vlad blew the code they had found (on a scrap of paper in a Mongrelman's pocket) on the horn dangling on their side of the chasm. The drawbridge lowered and the PCs (with NPC Tirrendale) charged and overwhelmed the Mongrelmen beyond.

As they made their way into the drow fortress, they heard a female voice chanting eerily. (I played Kanno Yokko's "A Sai En" for the drow chanting.) Baravis lept to the ceiling and together with Drog, bellowed out a roaring challenge. Silence fell deeper in the fortress and the party charged around the corner (Baravis, with his satanic features was quite intimidating crawling on the ceiling and yelling curses in Infernal).

The following encounter could have killed the PCs. As it were, three things saved them. 1) The dice were on their side. They rolled well, their opponents failed most poison saves, while they passed almost all of theirs (save one). Only one critical hit struck them, nearly incapacitating Vlad. 2) They had Tirrendale to throw a couple of cure light wounds at them. 3) They had the drow adamantine armor and drow-poisoned weapons.

Four quaggoths and three drow fighters (2nd-level) charged them, while the drow priestess tried to hit Drog with hold person and the drow sorcerer slung Melf's acid arrow at them (missing every time). Drog muscled through the hold person. Sven's two-weapon fighting with drow-poisoned blades put many a quaggoth unconscious and swayed the battle in the party's favor decisively. Drog finally fell unconscious beneath a poisoned drow-blade but the tide had already turned. The unconscious quaggoths were dispatched, the drow fighters were slain, and the priestess cast meld into stone and the sorcerer simply vanished. The PCs and Tirrendale now stand in a vast cathedral-like cavern with an altar to Lolth on a dais. We'll find out what happens next on Friday.

Tuesday, January 3, 2012

Meditations on Disappointment: INDIANA JONES AND THE KINGDOM OF THE CRYSTAL SKULL

I'm not going to review the film, that's already been done by Mr. Plinkett at Red Letter Media. He did a fantastic job discussing why the film fails to deliver, from its refusal to depict violence to the hair-brained script choices Lucas peer-pressured Spielberg into accepting. What I want to talk about is what I like about the movie.

See, there's actually a lot to like. I know this is hard to explain or understand, but somewhere in there is a really good movie that wanted to be made. However, what came out was a sort of fetal-alchohol-syndrome-cum-crack-baby-film, to use a really politically incorrect metaphor. Indiana Jones and the Kingdom of the Crystal Skull had all the potential in the world but upon delivery what came out was horribly disfigured due to prenatal abuse by its parents. Nevertheless, you can still see the elements of a fantastic Indiana Jones movie in there somewhere.

This movie isn't like the Star Wars prequels, which just sucked. No, in some ways, Indiana Jones and the Kingdom of the Crystal Skull is worse because it actually had potential to be as good as its predecessors. By explaining what was actually good about the movie will illustrate what I mean.

1) 1950s: It seems Mr. Plinkett agrees with me about this--setting the film in the 50s was a great idea. Indiana is older and wiser, not as physically up-to-snuff. In my opinion, he should have made up for his age by being a bit more cunning. Although Plinkett disagrees, I think that having served as a spy for the Allies during World War II makes sense--it isn't too far-fetched that this adventuring World War I veteran would have found a way to be useful to the war effort. Indeed, this could have given him interesting and useful contacts and connections that he hadn't had before.

I have always liked the idea of seeing an older Indy since I first watched Young Indiana Jones and the Mystery of the Blues where the framing story involves Harrison Ford as Indy recounting how he learned to play the blues in Chicago in 1920. It indicated that the character still had fight in him, despite being middle-aged. However, that Indy was a far cry from the henpecked Indy in Kingdom of the Crystal Skull. I wanted to see more of that Indy.

2) McCarthyism: This some people thought was a heavy-handed politically driven soapbox vehicle for anti-right-wing sophistry to be injected into the film. I disagree. Check out Red Scare or Red Menace?, an interesting look into the era of McCarthyism. The existence of KGB-funded communist movements and subversive groups has become a very real part of historical study from that era, especially since a lot of stuff was declassified in Russia within the past twenty years. Yeah, the anti-communism rally was a bit over-the-top, but having Indy get sacked from his school and tailed by the FBI is great for plot development.

3) Mutt: Indy having a son isn't a bad idea. Maybe having Shia LeBouf play his son was, but I still like how he handled Mutt. Having Mutt be something of a hellraiser is also appropriate--he takes after his father. A rough-and-tumble greaser with a switchblade fits the 1950s well. Having him duel with a Soviet fencing champion, though, is ridiculous. Having him swing from vines is worse. Mutt started out great but ended up lame.

4) Aliens: Roswell. War of the Worlds. Area 51. Invasion of the Body Snatchers. The Day the Earth Stood Still. Forbidden Planet. This Island Earth. The 1950s and 1960s saw the height of science-fiction writing and film pushed further than ever before. Whereas the 1930s saw lots of pulp fiction featuring heroes modeled on Haggard's Alan Quartermain, with adventurers like Robert E. Howard's El Borak, the 1950s pulp was often about little green men from Mars. Having the Soviets chasing the secret of Roswell and Area 51 is actually a perfect idea for an Indy movie. It replaces the supernatural of the Grail, the Ark, and the Thuggi with the mysteries of conspiracy and alien artifacts. Handled well, it could have been awesome. Handled well... . It wasn't. That's the sad thing. I think aliens was a fantastic idea. But the aliens were revealed too soon and there was little or no mystery behind the entire thing. Consider--having the Soviets after some sort of alien technology isn't much different from having the Nazis chasing the Spear of Destiny, the Ark of the Covenant, or the Holy Grail. Having a set of ruins in the middle of nowhere turn into a flying saucer and disappear is over-the-top. Suspension of disbelief dissolves and the audience ends up feeling cheated.

5) Soviets: Yes, they're more morally ambiguous than the Nazis. At least, they were under Khruschev. Not under Stalin. Stalin was evil. Having a hardline Stalinist secret faction trying to get at alien tech to overthrow Khruschev and start World War III isn't so deeply complex for audiences to sit around going "huh?" especially after all the stuff they had to sit through about the Thuggi in Temple of Doom. Soviets and the KGB are great badguys. However, Spielberg (and Lucas) didn't establish these Soviets as villainous by having all of their killing take place off camera. If we watched the U.S. soldiers get graphically massacred at Area 51 in the opening sequence, our sense of violation and outrage would have provided enough dislike for there to be a good payoff when the badguys finally get their comeuppance.

All five of these elements are a recipe for a great (and slightly different, like Temple of Doom) kind of Indy film. It is risky, yes, but done right, it could have been awesome. That's why Kingdom of the Crystal Skull is such a disappointment. There's a good movie in there somewhere. It's just buried beneath bad decisions, poor plotting, and weak characterization.

Sunday, January 1, 2012

Hungover Heroes Guild, Part Eight

A summary and cast of PCs can be found here, at the beginning of Session 6's AAR.

The PCs decided to take a reconnaissance job for the Twisted Tower. After negotiating the agreement with Thurbal, captain of the guard for the Tower of Ashaba, the PCs commissioned a few new sets of armor and weapons with some of their spoils from Daggerdale.

At midday, they arrived at the Twisted Tower the following day and were escorted through the tower dungeons (where they made offerings at the shrine for Sylune, the Lady of Shadowdale and fallen hero). They were escorted through a few doors and given a key and a parchment with the password to the next door.

They crossed an underground stream via a stone bridge. Baravis used his new spider walk invocation to guide PCs across the bridge. At the next door, they spoke the magic word to unbar the door and the parchment fizzled to ash. They opened the door, avoided a descending ceiling trap, and were attacked by two shaggy humanoid creatures with bastard swords. They dispatched them with ease, then plunged deeper into the dark tunnels.

They unraveled an illusory dead-end, found a secret door, and eventually made their way into a twisted series of water-carved tunnels when they heard the sound of voices approaching. When they heard in orcish "We'll find the dwarven wretch, then it's mealtime for everyone!" Baravis cried in dwarven "Over here you coward!"

Around a bend, a half-orc and five shaggy creatures (that looked like a cross between orcs and those things they had fought earlier) came round the bend and a tremendous fight ensued. The PCs made short work of three of the shaggy beasts when the rest retreated. A running fight ensued during which Sven was cut down, but Baravis healed him. (Sven always gets put below 0 hp in battle, the poor guy!) The session ended after the fight and will resume next time in the twisted tunnels.

Thursday, December 29, 2011

Hungover Heroes Guild, Part Seven

A summary and cast of PCs can be found here, at the beginning of Session 6's AAR.

Our heroes thought they were safe at Eagles Eyrie, resting and preparing to set off southwards. However, a report from the dwarven lookouts from their concealed posts told of Zhentilar--not the standard town watch, but actual heavily armed and armored soldiers--approaching the Eyrie. They ran afoul of one of the dwarves' traps then withdrew.

A debate erupted in the Eyrie--should the dwarves leave their newly-liberated outpost to the Zhents or defend it to the death? A few blamed the PCs for leading the Zhents there, but Baravis' devilish charm convinced them that it wasn't their fault. The dwarves were convinced to depart and gathered up the bones of Elshar Kurl and Dorn the Grim. During their sojourn, the PCs learned the lore of the dwarves' flight from Eagles' Eyrie:
Sending their kinsfolk to the halls of their cousins in the Mines of Tethyamar, Elshar Kurl, the priest, and Dorn the Grim, the chieftain, remained behind to buy time for their clan, knowing that they would probably die. They kept up the appearance of an entire clan resisting Colderan forces and the rest of the clan escaped.

The two dwarves sought to destroy the upstart mage and his curse by forging a sword of cold iron. They made the blade of dark ironstar steel and chanted sorcery with every strike of the smith's hammer, but ultimately the blade failed them. Their bodies are only skeletons now, clothed in remnants of chain mail armor.
The bones were gathered up and were taken to be interred at Anathar's Dell in a temporary tomb until the Eyrie could be retaken. Baravis led the escape from the Eyrie. The dwarves set out south on the Tethyamar Trail, disguised as simple traveling tinkers. The PCs stuck to the countryside. After two days, they arrived at Castle Daggerdale, where they spent the night, where Sven fell ill with filth fever. The next two days were rough on the PCs as they struggled to keep away from Zhentilar patrols on the road and reach Anathar's Dell as Sven weakened. They made a litter that Drog dragged through the fields and meadows as they wandered south.

INTERLUDE
Eragyn, swathed in flowing black robes, stepped into the illuminated dome of Eagles' Eyrie. Constable Tren Noemfor followed sheepishly, clutching a few papers and trying to avoid the steely gaze of the priestess of Cyric.

A Zhentilar trooper stepped forward. "The forge has recently been in use, priestess. It is uncertain if our quarry was here, but someone was until very, very recently. The coals are still hot."

Eragyn grimaced and turned toward Constable Noemfor. "Their papers?"

"Copied and sent away, as you ordered." Eragyn stretched out a hand and he placed the parchment into her hands. She looked at them briefly.

"Sven Lackman of Waterdeep, passport. An identification paper from someplace called Sigil for a certain Baravis. And we know the one was a Zhent traitor named Vlad, from whose sentence you apparently allowed to escape." She thrust the papers at Noemfor. "Your superiors in Zhentil Keep will not be happy at your incompetence." She sneered. "You underestimated them. I will not make the same mistake. However, I know their weaknesses better than you."

She turned to a sergeant of the Zhentilar. "I want those adventurers found. Send a patrol down every road leading out of the Dale. Send scouting parties to every town and village from here to the Dagger River and beyond."

The sergeant swallowed thickly. "Beyond, priestess? Even the Dagger River vale isn't safe--Randal Morn's Freedom Riders are active and hold the allegiance of nearly every river settlement and the entirety of the Dale south of it!"

She shook her head. "I understand your concerns, but they must be found. I want them and I want Colderan. Find them both!" She turned back to Noemfor. "If they escape the Dale, it is no matter. Every agent and spy from here to Westgate will soon know of them and know of the bounty I've placed upon them. We'll have them soon enough." She smirked. "Or at least their ears."

BACK TO THE PCS
With the help of Baravis' Healing skill, Sven made a full recovery at Anathar's Dell. There, Baravis attempted to mend the breach between the Brightblade Clan and House Morn. An agent of the Freedom Riders met briefly with the PCs and took their concerns regarding an alliance between the two factions. He asked if the PCs knew anything about the whereabouts of the Sword of the Dales.

They departed, following the Tethyamar Trail to the crossroads with the Northride, where they spent the night with a patrol of Shadowdale guardsmen at the Shrine of Torm. Upon arriving in Shadowdale the next afternoon, they decided to investigate the mysterious trampling of fields in the northern village as well as question Lhaeo, Elminster's apprentice, regarding the whereabouts of the Sword of the Dales.

The PCs are at a crossroads--they can seek information on Finott, a wizard who disappeared before the Time of Troubles who was an expert on Shraevyn the Weapons-Mage (maker of the Sword of the Dales), or they can follow up on other adventuring opportunities in Shadowdale itself. We'll see what they decide to do this Friday.

The arms of Lord Mourngrym Amcathra
Lord of Shadowdale

Tuesday, December 27, 2011

Book Review--THE JEWEL IN THE SKULL by Michael Moorcock

EDIT: I'd like to thank Taran of One Last Sketch for the link to this most excellent review of The History of the Runestaff. Check it out. It addresses some of the reasons why I was so disappointed by this book--mainly Moorcock wrote it as a potboiler in the space of three days. Basically, he wrote it to pay the bills while the bulk of his time was spent on more serious projects. Apparently the 1990s omnibus editions were corrected of inconsistencies and such, but still remain very disappointing.

Anyway, on with the review... .

I'd like to start out with a few quotes:

Théoden King of the Mark had reached the road from the Gate to the River, and he turned towards the City that was now less than a mile distant. He slackened his speed a little, seeking new foes, and his knights came about him, and Dernhelm was with them. Ahead nearer the walls Elfhelm's men were among the siege-engines, hewing, slaying, driving their foes into the fire-pits. Well nigh all the northern half of the Pelennor was overrun, and there camps were blazing, orcs were flying towards the River like herds before the hunters; and the Rohirrim went hither and thither at their will. But they had not yet overthrown the siege, nor won the Gate. Many foes stood before it, and on the further half of the plain were other hosts still unfought. Southward beyond the road lay the main force of the Haradrim, and there their horsemen were gathered about the standard of their chieftain. And he looked out, and in the growing light he saw the banner of the king, and that it was far ahead of the battle with few men about it. Then he was filled with a red wrath and shouted aloud, and displaying his standard, black serpent upon scarlet, he came against the white horse and the green with a great press of men; and the drawing of the scimitars of the Southrons was like a glimmer of stars.

Then Théoden
was aware of him, and would not wait for his onset, but crying to Snowmane he charged headlong to greet him. Great was the clash of their meeting. But the white fury of the North-men burned the hotter, and more skilled was their knighthood with long spears and bitter. Fewer were they but they clove through the Southrons like a fire-bolt in a forest. Right through the press drove Théoden Thengel's son, and his spear was shivered as he threw down their chieftain. Out swept his sword, and he spurred to the standard, hewed staff and bearer; and the black serpent foundered. Then all that was left unslain of their cavalry turned and fled far away. --J.R.R. Tolkien, The Return of the King

How about another quote?
And then, as the horde writhed and coiled upon itself, Amalric's lancers, having cut through a cordon of horsemen encountered in the outer valley, swept around the extremity of the western ridge and smote the host in a steel-tipped wedge, splitting it asunder. His attack carried all the dazing demoralization of a surprise on the rear. Thinking themselves flanked by a superior force and frenzied at the fear of being cut off from the desert, swarms of nomads broke and stampeded, working havoc in the ranks of their more steadfast comrades. These staggered and the horsemen rode through them. Up on the ridges the desert fighters wavered, and the hillmen fell on them with renewed fury, driving them down the slopes. --Robert E. Howard, "The Black Colossus"
And for comparison, this final quote:
From the remaining ranks of infantry, arrows flew thickly toward them and flame-lances sent searing fire. Count Brass' archers retaliated, and his flame-lancers also returned the attack. Arrows clattered on their armour. Several men fell. Others were struck down by the flame-lances. Through the chaos of fire and flying arrows, the infantry of Granbretan steadily advanced, in spite of depleted numbers. They paused when they came to the swampy ground, choked as it was with the bodies of their horses, and their officers furiously urged them on. --Michael Moorcock, The Jewel in the Skull
One can see a vast difference between the first two and the last quote, both in temperament and quality of prose. I would expect much more from the man who would later pen the essay "Epic Pooh," blasting Tolkien for the "sentimental, slightly distanced, often wistful, a trifle retrospective" prose that "contains little wit and much whimsy."

Tolkien's description of the Battle of Pelennor Fields and Howard's description of the battle at the Escarpment are both written extremely well. Tolkien's description eschews the sleepy quality that Moorcock describes as reminding him of A.A. Milne:
There is an element of conspiratorial persuasion in his tone that a suspicious child can detect early in life. Let's all be cosy, it seems to say (children's books are, after all, written by conservative adults anxious to maintain an unreal attitude to childhood); let's forget about our troubles and go to sleep. At which I would find myself stirring to a sitting position in my little bed and responding with uncivilized bad taste. --Michael Moorcock, "Epic Pooh"
True, Moorcock provides quotes to compare portions of The Hobbit and The Lord of the Rings to back up his argument. But Tolkien does not maintain a consistent voice throughout the novels. Indeed, he alters his voice depending on the circumstances and the Battle of Pelennor Fields reads more like Beowulf or The Iliad than Winnie-the-Pooh. Granted, Moorcock deals with these shifts and injects a good deal of politics into his assessment of Tolkien's supposed anti-industrialism and anti-democratic romanticism.

But this review isn't about "Epic Pooh." If you want to read a full rebuttal to Moorcock's essay, check out "Knocking Some Stuffing Out of Moorcock's 'Epic Pooh'" by Brian Murphy of the Silver Key. It's about The Jewel in the Skull and how I was profoundly disappointed by this book by the man who wrote "Epic Pooh."

Now, I've read Elric of
Melniboné and remember enjoying it. However, I wasn't quite so profoundly moved or invigorated as I was by Tolkien's or Howard's prose. Indeed, the prose in The Jewel in the Skull is so weak that I had difficulty making it all the way through the book. I was profoundly disappointed by this work. Indeed, this book is weak in more than simply prose, but also in characterization and plot.

Firstly, let's discuss characterization. The main character, Dorian Hawkmoon, isn't introduced until fifty pages into the novel. This isn't bad in-and-of itself, however Moorcock fails to utilize it effectively by building a very compelling opening. Dorian could be easily played by Keanu Reeves as he's almost completely bereft of emotion for much of the middle of the novel. Granted, Moorcock was trying to use his strange emotionlessness as a vehicle, but he handles it so poorly that it fails completely. Our protagonist is absolutely unsympathetic and the reader is utterly incapable of identifying with him. Therefore, we don't really care if he lives, dies, wins, or loses.

The villains are cardboard cutouts, especially Baron Meliadus. The Dark Empire of Granbretan, which is uniting the continent of post-apocalyptic Europe, is evil... and engages in wanton slaughter and rapine of conquered territories... and that's about it. Oh, and it has an immortal god-emperor. Wow.

Moorcock establishes Baron Meliadus' villainy so clumsily that it comes off almost as a laughable parody of Robin Hood-type heels like the Sheriff of Nottingham. Of course he's going to try to abscond with the princess! Of course he's going to wound the aptly-named warrior-poet Bowgentle with villainous swordplay. Of course he's going to betray Count Brass' honorable hospitality. Of course he's going to swear vengeance and rant over every defeat like Skeletor, Cobra Commander, or Megatron.

Count Brass is likewise such an archetype of the honorable warrior-knight that he, also, becomes a laughable stereotype. Moorcock introduces him and develops his character but in so doing makes Count Brass so predictable and noble that he comes off as a flat caricature and not a character.

The plot is not much better, although it does have its moments. At least the opening sets the stage for the later conflict correctly enough. The Dark Empire wants the Kamarg--a portion of what used to be southern France--either with Count Brass' vassalage or through outright conquest. Count Brass, being honorable to a fault, refuses to become politically involved and thus cannot support Granbretan, although he feels that the unification of Europe under one banner and the ending of all the incessant warring (of which he's a renowned hero) would be a Good Thing, even if Granbretan is at the helm. This makes very little sense--he wants to see Europe unified, doesn't want to get involved, and yet is the ruler of a state that is a part of Europe and must eventually be incorporated into any unified whole. The entire time I'm reading, I feel that Count Brass is Lawful Stupid--noble and honorable at the expense of any real rationality. At least Ned Stark wasn't stupid--his honor and nobility got him a pretty rotten result, nevertheless.

Baron Meliadus, in comparison, behaves Retarded Evil. You'd think a Dark Empire ambassador would be much more subtle, but no, that would actually be interesting. Instead, Baron Meliadus tries to steal Count Brass' daughter and kill his best friends when Count Brass proves himself too stupid to live. He doesn't spend time scouting out the defenses or planting a spy network or finding ways to sabotage the forces of the Kamarg.

Enter Dorian Hawkmoon, a lord whose state was conquered by the Dark Empire of Granbretan and is now a prisoner. The defeat robbed him of his emotions and has left him a cold automaton who just doesn't give a damn. When Meliadus makes a deal with him ("sabotage the Kamarg and we'll give you your state back"), Dorian basically says, "meh."

Then comes the eponymous MacGuffin--a plot vehicle that is so weak and positively stupid that I nearly put the book in the trash. The black jewel implanted into Hawkwood's forehead is basically a magical camera that is connected to a machine in London that shows only what is in front of Dorian and provides no sound. The sorcerers of Granbretan assure Hawkwood that if he betrays them, the jewel will basically fry his brain. It's the tool they're going to use to blackmail him and ensure his loyalty. But it has immensely profound weaknesses. So, in the end, instead of Lawful Evil, the leaders of the Dark Empire of Granbretan has demonstrated how they, like their Baron Meliadus, are entirely Retarded Evil.

At least Count Brass and his friends aren't so stupid as to not see through Granbretan's ploy. They use their own technomagic to prevent the stone from frying Dorians brain, but it will only last a little while--the only place Dorian can go to get the jewel removed without killing him is somewhere out in Persia. But the armies of Granbretan are marching for the Kamarg. Now that Hawkmoon has met Count Brass' stereotypically hot daughter, he's starting to get his emotions back, but the presence of the jewel makes him feel hopeless enough that he refuses to allow himself to fall in love (although she has, predictably, fallen head-over-heels for him).

By this point, I want to bang my head against a wall.

The rest of the story consists of a couple of rather better chapters describing guerrilla raids on the Granbretan forces and a decent set-piece battle before descending into Hawkmoon's journey toward Persia, his gaining of a companion, and a very uninspired arrival in a Persian kingdom and his participation in a battle. I say "descend" because the rest of the book is just as uninspired as the beginning.

The problems with the plot are not the actual contents but in how they are handled by Moorcock. Coupled with his lackluster prose (which I will address below), Moorcock's storytelling is simply lacking. Other authors have written equally derivative works but did so with style and/or panache that Moorcock, as of 1967, did not seem to possess. Every opportunity he had to make the story more interesting he did not seize. As a result, the book reads like a dull attempt at parody. If parody it was, then Moorcock failed at this as well because there is no wit whatsoever in his writing. There are no moments where we realize that he's presenting these events to us tongue-in-cheek. It simply plays out dully, uninspired.

The prose simply serves to drive this point home:
Sparks scattered into the darkness of the hall as the two big men dueled, the broadswords rising and falling, swinging this way and that, every stroke parried with masterly skill. Sweat covered both faces as the swords swung; both chests heaved with the exertion as they fenced back and forth across the hall.
George Orwell said it best when comparing pulp boxing stories by British authors to those of American authors in "Boys' Weeklies:"
Notice how much more knowledgeable the American extracts sound. They are written for devotees of the prize-ring, the others are not.
An honest comparison of this to any combat scene by Robert E. Howard demonstrates this. The American writer wants the reader to experience the combat. I could also compare it to Zelazny's description of combat, which benefits heavily from his excessive knowledge of fencing. Moorcock's description is vague and frankly blasé. Obviously, Moorcock doesn't know anything about sword-fighting, but he doesn't even attempt to guess. Tolkien's description of combat is much more energetic for all his dreamy let's-all-go-to-sleep prose.

Moorcock also is guilty of the tell-not-show sin.
A conflict was beginning to develop in Hawkmoon's breast--perhaps a conflict between humanity and the lack of it, perhaps a conflict between conscience and the lack of conscience, if such conflicts were possible.
If such conflicts were possible? You tell us, you're the author! This is just clumsy writing, but it continues.
Whatever the exact nature of the conflict, there was no doubt that Hawkmoon's character was changing for a second time. It was not the character he had had on the battlefield at Köln, nor the strange apathetic mood into which he had fallen since the battle, but a new character altogether, as if Hawkmoon were being born again in a thoroughly different mold.
One of the advantages of writing a novel is the author can actually develop these changes through showing how the character behaves and actually describing a bit of their thought processes and feelings. George R.R. Martin does this very well with many of his characters, especially ones like Arya, Jon Snow, and Jaime Lannister. Moorcock is writing one of the very, very short SF novels that proliferated the discount bookracks of convenience stores (like my own antiquated DAW Books copy pictured below) and the like during the mid-twentieth century, so he has to deal with page limitations. However, I don't feel that is a legitimate excuse, especially since these problems are rife throughout the narrative and detract from the interest factor.

I could provide more examples of the disappointing writing, but I'll refrain. Suffice it to say, for the most part, The Jewel in the Skull reads like a rough draft or perhaps an extended summary of a story that could have really benefited from some greater detail and less derivative narration.

I don't know if I'm going to read any more of The History of the Runestaff, the four-volume series of which this novel was the first. Indeed, this makes me want to go back and reread Elric of Melniboné to see if it suffers from the same weaknesses in narration, characterization, and prose.

As I said, this book was a disappointment. I was very interested in reading it but when I finally did, it most certainly did not live up to expectations, especially considering the vocal criticisms its author leveled against other, noteworthy and accomplished, authors. There's a kernel of a good and exciting story here. However, in this volume at least, Moorcock doesn't deliver.

The Jewel in the Skull by Michael Moorcock Style: C
Substance: C-
Overall: C-