DM Imagination: Lacking

(Note: I haven’t forgotten about my previous plan to post about my finances and books! I’m just having trouble collecting the data. Should have something up here in a day or two. Meanwhile….)

While I was at GenCon, I went to a panel on higher-level adventure design. I noticed a disturbing trend: The DMs asking questions lacked a certain imagination.

They had great adventures. Neat stories. But they played the game completely by the book. If the book said that a good challenge for a party of X adventurers was Y monsters at Z level, they’d throw exactly Y monsters at exactly Z level at their players.

One person complained that one of his players claimed some way to defeat the most powerful creature in D&D 4th Edition, Orcus, with a 21st-level wizard (out of 30 levels) using a certain combination of abilities. And the D&D designers running the panel paused for a moment, then replied that the players aren’t going to face a demigod as a lone opponent in an empty room. Orcus will make sure they slog through half a dozen other tough enemies first, then halfway through the battle will teleport out for a bit, rest, and come back recharged with a new weapon.

The DMs in the audience spoke as though adding an extra monster halfway through a battle was an indication that the system was inadequate. Like a role-playing system has to spit out a precise number—size of enemy group, type of monster, whatever—for any given situation.

And, granted, there was a lot of self-selection going on there; confident DMs with no problems improvising a high-level situation probably didn’t attend that panel in the first place. But it was sad to see, in a fantasy game where everything’s made up anyway, people running it as though the rules are legally binding.

If the game’s not working, change it.

Humans Don’t Grow In The Dark

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I’ve been thinking a lot lately about throughput.

I think we all understand the concept: how much stuff can be forced through a particular channel at once. Humans have throughput limits, too.

I currently have a stack of books teetering next to the leather chair in my studio. This stack has towered over 2 feet high for months. When will I ever get through the pile? And what happens when I get a new book? How long will it take me to get to it?

Every week, I write a list of projects that I want to accomplish that week. I usually aim for 10 projects a week, but I rarely get through half of the list. From one perspective, that’s okay; at least I’m accomplishing things. But wouldn’t I be better off with more realistic estimates of my throughput?

Thanks to a few monetary gifts, I’ve had a lot of disposable income for the past few months. I, er, don’t any more. I need to be more responsible with my money, so I live within my means. How can I do so when I make those purchases privately?

So. I’m aiming to read one physical book a week, and will post a review of that book here when I’m done. Thus, you can expect a book review here every week (with a few exceptions; Saalon‘s gift of Neal Stephenson’s 960-page Anathem will take a few weeks). Next week’s book is Kazuo Ishiguro’s Never Let Me Go.

I’m going to limit my list of weekly projects to five.

And, I’m going to keep detailed records of how much money I spend each week, and post the numbers here every week. Not every single expenditure, but weekly totals, and analysis of expensive days and key purchases. (It’ll be revealing to fully account for the monetary cost of GenCon.)

I believe this is the best way to push me to change. What do you think?

The Perfect Light RPG? Dread.

 

Role-playing games exist in a problematic black hole. Existing role-players play RPGs, but the hobby isn’t attracting a lot of new players (though D&D 4th Edition appears to be changing that somewhat).

So how to attract new players to the hobby?

Well, last Sunday, I had the chance to run a game of Dread, and it was a revelatory experience. It might be the answer, or at least point the way towards the answer.

Dread contains a very simple system: each player gets a sheet filled with about 9 probing questions about the person they’re going to play in that evening’s entertainment. These questions are usually intrusive, like “Who forgave you just before he died?” and “What childhood toy do you still carry with you, and why?”

While the players are answering their questionnaires, the host (who runs the game) explains the situation in which the characters will be involved, and sets up a JengaTM tower. (For those unfamiliar, Jenga is a tower of wooden blocks, three blocks per level.) In our case, the characters were college students in the middle of a wilderness adventure in the Grand Canyon.

Once the players have filled out their questionnaires, they should have a good feel for the character they’re going to play, and the game begins. The host reveals the initial scene. In our case, the characters woke up in the middle of the night to the screams of their guide, and found him hauled several yards from his shredded tent, badly wounded and delirious.

The players then act out their characters. And here’s where the incredibly simple but remarkably effective system comes in. Whenever a character attempts something difficult–anything from leaping across joists in a burning building to staying calm in the face of a serial killer—the character must make a “pull,” by removing a block from the Jenga tower and placing it on the top of the tower. If a player knocks over the tower, then that player’s character dies.

As you can imagine, characters die a lot in this game.

After a character’s death, the tower is set back up, and three blocks are immediately pulled for every dead character. And the game continues.

So, it’s a game of psychological stress and horror. The three sample stories included in the book cover a werewolf attack during a camping trip (the one we played on Sunday), space marines exploring an alien-infested starship hulk, and a horny-teen slasher film, all perfect for this system.

The Jenga mechanic provides several interesting advantages:

  • You can explain the mechanic in about a minute, to anyone. Those who’ve never played an RPG in their life can get into it immediately.
  • It creates a literary-style wave of rising tension, release, then more tension. Because blocks are pulled after each death, the tension increases on every iteration.
  • The central tower, standing in the middle of the table, is a potent reminder of the deep trouble the players face. When a player makes a pull, conversation dies. Players hold their breath. There’s actual palpable tension.
  • Because there are no numbers, the host has fewer distractions and can focus on the story.

I’ve never had as much fun as I did hosting that game. Everyone enjoyed themselves.

FriendFeed Is Doomed, But It Always Was

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I read with interest and some amusement the news items today about Facebook buying FriendFeed. Robert Scoble is convinced this is great news, and he got the impact absolutely right, though I think he’s still blind to one important point.

What did he get right?

Scoble wrote: 1. This is Facebook firing a shot at Google, not at Twitter. [snip]

2. FriendFeed is dead.

FriendFeed the site will continue to operate independently for a while, but the engineers will get folded into Facebook and eventually FriendFeed will merge with Facebook and become an anemic side feature on that site. That’s what almost always happens during mergers: the smaller guy gets merged into the larger, becoming less efficient in the process or completely subsumed.

Even if that doesn’t happen, FriendFeed has a larger fundamental limitation. FriendFeed is too content-rich for most people. Early adopters love it. Geeks love it, because they’re used to dense streams of input. But for the vast majority of users, it’s too much.

Let’s compare it to Twitter. Now, Twitter is not exactly the same kind of service, nor am I suggesting it is. Bear with me.

I currently follow 218 users on Twitter. I can keep up with that much conversation throughout the day; I rarely miss any tweets.

When I signed up for FriendFeed, as soon as I subscribed to more than a handful of people, I had more content than I could reasonably read. Between comments, photo collections, embedded videos, and the messages themselves, FriendFeed was sending me so much stuff I couldn’t keep up with it.

And the solution, of course, is to read differently. One doesn’t read FriendFeed the way one reads a book; one skims rapidly.

But most people don’t do that.

Most people want to keep up. Most people want to be able to actually read what their friends are saying. Heck, there are two reasons I use TweetDeck, and one is the column I set up showing just tweets from my closest friends (the other is the ability to manage my OtakuNoVideo account simultaneously).

FriendFeed got a huge surge in initial popularity because it’s the perfect tool for techie early adopters who regularly and happily deal in large streams of information. But—and this is what I think Scoble doesn’t see—it’s not as useful for the rest of the population. Most folks see that huge stream of FriendFeed entries, feel exhausted, and go to YouTube.

Again, FriendFeed is a great service for a certain brand of person. But it’s not for everyone, and I don’t think it ever would have been.

Rorschach Hugging Pikachu – Otakon 2009 Pictures

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I’m back from Otakon, the second-largest anime convention in the Western Hemisphere. Feels like the largest, partly because folks are packed into small spaces. Not a compliment.

Here are the photos on Flickr. Represented: Silent Bob, Neo, Beetlejuice, Tiger from Kung-Fu Panda, Gambit, a Mind Flayer, several Gundams, Spider-Man, Billy Mays, Dr. Forrester, several Rorschachs, and a number of anime characters.

These things are always exhausting, but worth it. Every single time.

Witnessing a Civil War Battle

On Saturday, I interrupted a wonderfully productive morning to drove up to Frederick, Maryland. Clouds moved in to shelter an otherwise perfect day. I pulled in to Rose Hill Manor, parked my car in the big field, and ran towards the other side of the property, camera in hand.

“Rebels in the cornfield!” The cry came up around me. Men dressed in Union uniform ran up to the lone cannon, some passing it to take up positions around an ancient oak tree at the bottom of the hill. I heard the crack of rifle fire and saw occasional flashes of grey passing through the corn.

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Then the cannon fired, and I jumped. Not quite literally defeaning, it was nonetheless a shock every time it thundered. And still the rebels came, materializing out of the cornfield and leveling their rifles at us.

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It was a re-enactment, obviously. It suffered from a few problems. Because there were only a few dozen re-enactors, only a few “died,” despite the lines moving to within fifty yards of each other. Moreover, the re-enactors were having too good of a time to look scared or ferocious; many of them cracked easy smiles as they marched towards the rifles of their enemies.

But that added a relaxed atmosphere to the event. We all know the horror of that war; we could easily imagine the soldiers’ pain and terror. These were computer programmers and auto mechanics, dressing up and playing soldier for the afternoon.

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The entire grounds had been converted into a Civil War-era bivouac. Dozens of tents spotted the fields, most of them complete with low fires, kettles, lanterns, the vital bottles of whisky, and other accoutrements of the time. Quite a few non-soldiers wandered about wearing costumes of the era—how women didn’t sweat every drop of water out of their bodies in an hour fails me—and they were all more than happy to regale you with stories and facts of the period.

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It felt like a convention (then again, I have cons on the brain this summer). Vendors were selling food, books, fake rifles, real Civil War bullets, belt buckles, hats; just about anything one could imagine. A folk singer sang songs of the era. And all of this was occurring on the grounds of a beautiful manor house, with the flowers in full bloom.

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What better way to spend a summer afternoon?

Comparing Anime Expo and Otakon

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I’m just back from Anime Expo 2009, and despite the jet lag, I’m going to try to share the differences between Anime Expo and Otakon (at least, based on my experience with AX 2009 and Otakons 2001-2008):

  • AX’s L.A. Convention Center feels slightly larger than the Baltimore Convention Center. This means more walking, but also the crowds never got densely packed as they can be at Otakon.
  • The LACC isn’t as nicely situated in the city as the BCC is. At LACC, you have to walk a few blocks to get to any restaurants, and there’s really nothing scenic nearby. The BCC’s got restaurants across the street, and the Inner Harbor is just a couple of blocks away.
  • AX is more laid back, as befitting California. Folks walk a little slower, expressions aren’t as intense, and there’s little of that simmering frustration you see in folks stalking around the Baltimore Convention Center.
  • It’s rare for an Otakon panel to be completely full. Happened several times just for the panels I was interested in at AX.
  • AX has somewhat more Asians, and definitely more Asian guests than Otakon.
  • The AX dealer’s room has a slightly larger selection, but it’s ultimately like Otakon in terms of what you can buy. So, while an Otakon dealer might have 40 different Gundam model kits, an AX dealer might have 50. But there was nothing there I felt I couldn’t possibly buy at Otakon (and I could certainly get any of it online).
  • There was way less video gaming at AX than Otakon. Otakon has a huge room with literally dozens of consoles and video game machines running. AX’s video game room had two DDR machines, a Para Para Max machine, a few copies of Street Fighter 4 and a few other games, a wall of crane machines (?!), and an air hockey table (?!?!). The console game room had a grand total of four games running while I was there (Smash Brothers Brawl, Blaz Blue, a Japanese SNK vs. Capcom, and Guilty Gear). Both rooms were small.

Otherwise, the two cons felt the same. There was about the same number of events, the same kinds of panels and events (guest Q&A, a concert, an AMV contest, etc.), the same amount of cosplay as a percentage of guests, about the same quality of cosplay. Most panels started within about 10 minutes of the scheduled starting time. Everything went as smoothly as a fan-run con ever goes.

All in all, they’re more similar than different.

All I Ask Is A Tall Ship

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This will inevitably post to my blog several days after I actually write it, as I’m writing this in a hotel room in California at Anime Expo, and I refuse to spend $13 a day for the privilege of posting to my blog (and otherwise accessing the vast reaches of the internet).

I’m tired, but I feel fulfilled. Literally, filled full. I experienced a lot today, from cool interviews to fun Q&As to interesting anime.

In other words, it’s been an adventure.

Unrelated but related: I’ve had trouble sleeping for the past few months. Nothing serious; just an hour or two cut out from a full night’s sleep here and there. I’d catch up, then lose a few more hours’ sleep.

I won’t have that problem tonight. Which leads to an inevitable conclusion:

Adventures fulfill us.

Adventure can mean a lot of things, of course; from a trip halfway around the world to a new restaurant down the block. But I suspect that most people stay on the safer end of the spectrum than would be best for them.

Don’t folks complain about ennui? About depression? Feeling drab, a slave to work, a slave to routine? Unfulfilled?

Doesn’t that strike you as a serious spiritual illness? How can we perform to anywhere near our best when we’re depressed? And don’t we need to perform to our best these days?

Wouldn’t adventure solve this?

Now, I had an upset stomach for most of the flight here. I nearly threw up on the plane. I’m 95% sure this was directly caused by the stress of the trip. I just don’t like to travel.

That shouldn’t stop us. We need more adventure.

The Girl Who Leapt Through Time

The Girl who Leapt Through TimeIf you’re looking for a fun, touching summer movie, you can’t go wrong with The Girl Who Leapt Through Time.

It’s an anime film released two years ago, centering around a Japanese high school girl with two male friends, and the surprising summer she has as she stumbles upon an ability to (duh) jump through time.

It’s a high-quality production throughout. The animation’s fluid, characters are drawn consistently and realistically, the music fits, and the voices work well.

Even better, it avoids anime cliches. This is a light-hearted film that just happens to be animated.

It’s a perfect summer flick; fun, light, airy, but with just enough melodrama to remind one of lazy teen summers and the fleeting hearts of youth.

(Okay, I blush at the cheesiness of that last phrase. But it fits, somehow.)

What’s to Love about Gundam Wing

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Note: I’ve skipped two shows. After ZZ Gundam came Victory Gundam, which I’m less than a quarter of the way into. Gundam’s overall popularity waned when the ultra-depressing Victory was released, so toy company Bandai (a long-time commercial collaborator with Sunrise) bought out Sunrise and suggested new Gundam series set in separate universes. That resulted in G Gundam, which likewise I’m about a quarter of the way into. So I’m skipping ahead to the series after that: New Mobile Report Gundam Wing.

This is a spoiler-free review, as I won’t even attempt to describe the show’s plot.

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I cannot review this show objectively.

No review is ever truly objective, of course, but one can at least hold most shows to some kind of standards, and see what most would enjoy.

The reason for my subjectivity began with the Midnight Run on Toonami. They’d show uncut episodes of Gundam Wing and Dragonball Z from midnight to one in the morning every weeknight. It’s an odd time to watch an action show; the house is quiet and still while brightly-colored people scream and gun each other down on the flickering TV screen.

I’d watch Midnight Run in my room, running an IM conversation with Saalon (and occasionally Brennen) while watching. Unfortunately, the computer screen was directly opposite the TV, so I kept whipping my head around to catch action on the TV or a message from Saalon.

We came in about halfway into Gundam Wing (and a few episodes into DBZ‘s Frieza Saga). We had no idea what was going on. We couldn’t keep track of the pilots. Characters seemed to switch sides every episode. The mecha fights often re-used the same movement and explosion animation.

And yet, Saalon and I fell completely, head-over-heels in love with the show. We loved the complexity of the storyline. We loved the intensity of the characters. The Gundams looked cool.

We later re-watched the show, finally understood what the heck was going on, and we loved it even more. I’m sure Wing has all sorts of flaws, but I literally can’t see many of them because when I watch the show I instantly enjoy myself.

So, with that little ego boost out of the way, what exactly is Gundam Wing?

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It’s a politically complicated show about terrorists sent from space colonies to soften up the Earth’s militaries, in preparation for the colonies declaring independence. Each colony sends its own pilot, under separate orders, so the pilots don’t necessarily know (or even like) each other, despite working for the same overall goal. Indeed, the pilots often come into conflict with each other. A few of the pilots are certifiable nutjobs.

As the story progresses, the pilots begin to question their goals and develop more complex opinions of the growing conflict. And some of them go even more nuts.

Gundam Wing marked the second Gundam series told in its own timeline, after the intentionally cheesy G Gundam. Wing returned to a somewhat more serious tone for the franchise, though Wing is cheesy in its own way. Whereas G is cheesy like a 70’s super robot show, Wing is cheesy like an overly-serious opera.

The show is arguably the most politically complicated show I’ve ever seen. Alliances are made and collapse, characters switch sides; if you miss an episode or two you can be completely lost upon returning to the show to discover that one character’s dead, another’s fighting for a completely different group, and heck a new political alliance has formed.

Interestingly, the five main pilots are themselves the least politically motivated. They’re given orders, which they (initially) carry out completely and without question. It’s the folks around them that are constantly jockeying for advantage or the betterment of mankind, and trying to maneuver the pilots into acting for or against their own interests. It’s a revealing moment when, fairly early into the show, the viewer realizes that one pilot’s actions play completely into the plans of one of the villains, neatly accomplishing the villain’s goal. That’s the kind of show it is.

Every character has a distinctive personality. When reviewing Baccano! for Otaku, No Video, I described the characters as having “bold” personalities. I can think of no better adjective for the characters in Wing, though the boldness is more a melodramatic intensity and distinctiveness. There are very few shy, retiring characters here.

Opera is actually an apt comparison. Wing is big, brassy, over-the-top, and melodramatic in tackling an epic story with memorable (and often insane) characters. You have to accept it for what it is, and when you do, you’d better strap yourself in for a heck of a ride.

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