Showing posts with label characters. Show all posts
Showing posts with label characters. Show all posts

Monday, August 20, 2018

Constructing Family Trees

You know what’s a crazy project to work on? Fictional family trees. It’s extremely time-consuming, but also fascinating and educational. In many ways, it changes how you think about generations and time.

Take the tree I’m working on right now, for example. It’s for a character who is the 9th individual in their line of succession – although they are only the 7th of their name. So, I figured I needed at least 9 generations, and that it would be somewhere in the range of 400-500 year time-span. Boy was I wrong.

After building out the main family line – oh, and by the way, family trees just keep getting bigger and bigger as they branch off! – I started putting in the years, and tracking the line of succession, and I ran into a massive snag. If a parent lived a long and full life, their child wouldn’t be ruling until they were seniors! Not only that, but there was the potential that the seat of leadership could pass over an entire generation. On the flip-side, a shorter-lived ruler with no heir could result in their sibling inheriting – meaning that two people in the same generation could hold power, meaning that – unless I rebuilt the family tree – I had to steal that position from a whole other generation.

Well, I eventually sorted the whole mess out, balancing the leadership and generations, and was amazed to find that my 9 generations all fit snugly in a blanket of 200 years. Only 200! Through this, I learned that generations squeeze far closer together than I had ever anticipated – if only because I didn’t sit down to do the math ahead of time.

And remember how I said the family tree just grows and grows? I was erring on the side of keeping family sizes small, even going so far as to end entire branches. Yet, over the span of 200 years, a family that started with one couple grew to have 63 individuals in it (including spouses)!


So, naturally, now I’m off to finish naming 63 people, and giving them all birth and death dates. And all I can say is, thank goodness for noble households who like to pass on names through the family.





Check out my YouTube channel where I tell the stories of my D&D campaigns.

Click here to find the charity anthology containing a couple of my short stories.




Also, make sure you check out my wife's blog and her website.


If there's any subject you'd like to see me ramble on about, feel free to leave a comment asking me to do so.

Monday, July 02, 2018

Roondar Nackle

            Meet Roondar Nackle. He is a forest gnome with some magical talent who enjoys nothing more than watching corpses decay. It may seem like an odd hobby, but for someone who may live up to five hundred years, taking a year or so to observe the process of a body turning to dirt seems totally reasonable.

            It’s probably a good thing that he’s more interested in the dead than the living, because the living tend to have no idea how to deal with him. It would be better if he was morbid and morose, because his constant enthusiasm and excitement when talking about corpses is rather unsettling. He tends to get a lot of vacant and confused looks, though those that know him well have discovered that the best way to avoid his decomposition lectures is to point him in the direction of a dead animal they saw recently.



            Roondar is a character I made for playing in a D&D campaign that, sadly, didn’t last that long. However, I’ve recently joined another game that is allowing me to play him again – my hope is that this time, I’ll be able to explore him to his full potential. However, this isn’t really a blog about D&D; this is about that picture up there.

            About a year and a half ago, I decided to start working on several tasks every day to improve skills that I wanted to develop. One of said skills was drawing. I used to thoroughly enjoy drawing as a child, but at some point I felt my skills had reached a plateau and – that plateau not being particularly high, I stopped. However, I never stopped wishing I could draw – so, at last I decided that what I lacked in talent, I would try to make up for with practice and skill.

            I wasn’t certain I would get anywhere with it, but I knew I’d never find out if I didn’t try. So, I started working on drawing exercises. Every single day, I spent some time drawing, constantly moving on to the next task and training my hand to actually draw what I wanted it to. I very rarely attempted anything outside of the various drawing tutorials or exercises I found.

            When I resurrected Roondar for a new D&D campaign, I decided it was time to attempt an original piece – no model, no tutorial, just something straight from my imagination to paper. It took some work, and I still had to reference some of my earlier exercises for proportions and such, but I at last completed something that I was happy enough with that I was willing to share – and I was delighted to see that my efforts had finally paid off.


            Roondar here is the result of a year and a half of drawing daily – only spending between 10 and 45 minutes on each of those days. Looking at how little time that is in the grand scheme of things, I’m quite happy with how far my drawing skills have come. Soon I’ll have to stop claiming that I can’t draw.





Check out my YouTube channel where I tell the stories of my D&D campaigns.

Click here to find the charity anthology containing a couple of my short stories.




Also, make sure you check out my wife's blog and her website.


If there's any subject you'd like to see me ramble on about, feel free to leave a comment asking me to do so.

Monday, April 23, 2018

Building D&D Backgrounds

            I recently went through the process of helping someone completely new to Dungeons & Dragons create a character, and it got me thinking about writing up some guidelines for the part that’s not explicitly described in the books: giving the character a background and personality. There are loose guidelines and suggestions for this, but there’s only so much guiding that can be given to what is very much a personal creative process. Naturally, with no hard and fast method for doing this, certain stereotypes frequently find their ways into characters. So, here are a few guidelines (not rules) I’ve come up with – both from my own experiences and from observing others – about what types of characters to avoid making.

1.      Don’t make your character a dark and mysterious brooding hero.

This is a very popular character archetype that a lot of people want to play – I know I’ve made characters like this before, but there’s a big problem with them. D&D is an interactive, teamwork-based game. This type of character tends to remain silent and untrusting of others and, as a result, ends up lurking around, following the group of adventurers, and only engaging in the combat aspect of the game. When it comes to roleplaying, all they can do is sit in a corner and sulk, waiting for one of the other players to convince them to open up – which almost never happens, because the character is usually abrasive enough that others don’t want to interact with them. Now, if you want to just observe the game with minimal interaction, this type of character may be perfect for you – otherwise, I suggest making your character more interested in interacting with others.

2.      Don’t try to recreate your favourite hero from some other story.

It’s perfectly okay to steal various characteristics, but taking an entire character never works out. There are two main reasons for this: the first is that creating your character is limited by a set of rules, and, as a result, you will invariably end up disappointed when your character isn’t able to do everything the hero can. The second is that, however well you know this character, it is unlikely that you’ll be able to accurately represent them – leading to further disappointment. Borrow and steal, yes, but make the character your own.

3.      Make a character with energy levels you can play.

Playing a super high-energy character that is always chatting and bouncing off the wall is loads of fun – but how long can you keep it up for? You need to make a character that you can actually play the role of, otherwise they will morph into something else that you may not be happy with. Similarly, if you make a character who is incredibly witty, but no one laughs at your own jokes, well... perhaps that’s not a good character trait to have.

4.      Don’t make a character that’s too much like yourself.

Elements of yourself will always show up in your character – that’s how you relate to them. It may seem like a good idea to make a character that is basically you in a fantasy world, but this can cause all sorts of problems – the main one being that it becomes hard to not take things personally. D&D is a roleplaying game, and sometimes it can get pretty intense. If someone (either another character or an NPC) has a problem with your character, and the character is basically you, it’s pretty hard to not take that personally. Not to mention, how will you feel if your character dies? In D&D, that’s a very distinct possibility.

5.      Avoid making a reluctant hero.

Unless the specific D&D game forces your character into the role of the hero, you’ll end up just like the brooding hero. Reluctant heroes don’t want to go adventuring – and there is an assumption in D&D that adventuring is exactly what the players want to do. A reluctant hero is a lot of work – not just for you, but for the Dungeon Master, too. Make sure your character wants to be adventuring – or, at the very least, has a very compelling reason to adventure.

6.      Don’t make a character that is already a great hero.

Most D&D games start off with lower level heroes, which mean they can’t necessarily to all the great things you want them to do in their backstory. If you make a character who is famous dragon slayer, you could very well be bringing them into a story where a baby dragon could kill them. Make sure that what your character accomplishes in their backstory fits what they are capable of doing when the game starts – otherwise there will be a lot of uncomfortable questions about why you can’t perform these great deeds anymore.



            And that’s all I can think of for now. Again, these are guidelines, not rules – one of the great things about D&D is that you can play the role of whoever you like. However, following these guidelines will help you ensure that the role is one that you’ll actually enjoy playing.





Check out my YouTube channel where I tell the stories of my D&D campaigns.

Click here to find the charity anthology containing a couple of my short stories.



Also, make sure you check out my wife's blog and her website.


If there's any subject you'd like to see me ramble on about, feel free to leave a comment asking me to do so.

Monday, February 26, 2018

Spoiler Free Black Panther Review

            So, I just got back from watching Black Panther and I’ve got to say I was blown away – and I don’t say that much. While I do enjoy the Marvel series, they often lack the deeper meanings and plots I most enjoy – not so this time.

            Since not everyone has seen it yet, I’ll keep this as spoiler free as possible. The plot, for the story lovers out there, was very enjoyable – the movie did a good job of keeping the audience guessing, with the perfect balance of foreshadowing. The jokes came at the right time, and none of them were overplayed.

            The characters were fantastic, with each and every one given a complex personality that drove their actions. I feel like I should say more than one sentence, but, honestly, that covers everything.

            However, what is truly great about this movie is the underlying messages – these are there throughout the story, yet they remain firmly in the subtext without preaching, exactly as they should. There was social commentary on sensitive subjects, yet they were presented so flawlessly that they came across as just another part of the entertainment. They even showed various perspectives, in a manner that made them all relatable.

            On the whole, the Marvel movies are action movies. While Black Panther did have that aspect to it, it didn’t take up nearly as much screen time as we’ve come to expect. Instead we were treated to a journey through myriad cultures, political struggles, and character growths that, while fictional, also have their roots in reality.


            If you haven’t seen this movie yet, you really should. Not only is it excellent entertainment; it’s a mind-opening experience.





Check out my YouTube channel where I tell the stories of my D&D campaigns.

Click here to find the charity anthology containing a couple of my short stories.



Also, make sure you check out my wife's blog and her website.


If there's any subject you'd like to see me ramble on about, feel free to leave a comment asking me to do so.

Monday, February 19, 2018

Kenku

            After staying up too late playing a D&D game my wife is running, I’m quite tired and having trouble coming up with something to blog about, so I’m gonna tell you a bit about the character I’m playing in this game. I apparently have a knack for making fairly unique characters, so you may hear about some others in the future.

            I try to build characters suited to the game I’m playing, and the unique situation surrounding this game forced me to be more creative than usual. You see, I originally wasn’t going to be playing in this game due to a scheduling conflict, and so I started off helping Colleen brainstorm and flesh out her ideas for the story. That meant that when the situation changed and I was invited to be a player, I already knew far too much.

            Now, this in and of itself isn’t too much of a problem. I could simply pretend that I had no idea what was going on – but that makes it complicated when it comes to having my character help figure out mysteries and such. If a situation arrived where I knew what was happening, I’d have to carefully navigate around the treacherous waters of guessing what I would figure out without my prior knowledge. It would be better, I thought, to have a character that was generally unable to help with such matter. And so I set to work.

            At first, I considered simply having a stupid character, but instead I landed upon the idea of playing a kenku. A kenku is a race of humanoid crows that were cursed long ago, having their wings removed, the “spark of creativity torn from their souls”, and, most importantly, their ability to speak removed – they can mimic sounds they hear, like a bird, but they have no ability to actually speak. For someone who knew too much about the plot of the game, it was perfect.

            And so I put together my kenku rogue whose name was the sound of a bird’s wings fluttering. He was a strange creature raised in a life of crime, situated perfectly for being dragged into any adventurous situation. And then the fun began.

            Because of the kenku’s ability to mimic sounds he heard, I began listening to the other players very carefully. Any time they said a sentence I felt might be useful in the future, I wrote it down in a way that would indicate the inflection – with a note of who said it. With these carefully selected phrases, I began my rudimentary form of communication.

            At first the other characters were somewhat confused at hearing their own words mimicked back to them, and a little annoyed, but the strange bird-man proved useful in battle (even if he did have a tendency to steal eyeballs) and he kept following them around. Eventually they were able to figure out that he could actually understand them and think for himself, and even that the strange fluttering-wings sound was the name he was calling himself.


            However, lacking the ability to mimic the sound, the more “normal” characters decided to give him a name they could pronounce. Thus he was fully accepted into the group with his new name: Rustle Crow.





Check out my YouTube channel where I tell the stories of my D&D campaigns.

Click here to find the charity anthology containing a couple of my short stories.



Also, make sure you check out my wife's blog and her website.


If there's any subject you'd like to see me ramble on about, feel free to leave a comment asking me to do so.

Monday, October 23, 2017

Endings

            Last Wednesday brought a close to the Dungeons & Dragons campaign Colleen and I have been playing weekly for most of the year. Other games I’ve played in have ended, but this one truly rounded out the story and gave us an ending that was incredibly satisfying.

            Because he knew this game was coming to an end – and that many of the players wouldn’t be returning for future games due to work or other reasons – our Dungeon Master, Jeremy, wanted to make this a night to remember. It’s extremely difficult to arrange a situation like that, especially when other people determine how it plays out in the end, but he certainly pulled it off.

            The game was a high stakes game with a high mortality rate. The beginning of the adventure started off with our heroes finding an item that place them all under a curse. They had two choices: go insane, or assemble an object that would bring about an end to the world. The characters were all willing to accept the insanity, but they learned that if they didn’t complete this task, someone else would. So they decided to assemble the object in the hopes that they could defeat whatever doom they summoned. Bonded together by their common goal, they called themselves the Onyx Order and made their heraldry the likeness of Manny, the mammoth they had pooled together to purchase.


            Their adventures took them far and wide, leaving a swathe of destruction in their wake – usually unintentionally. They were pursued by a cult that, for their own reasons, wanted the item assembled.

            After many months, during which a town, a city, and the village one of the characters came from were destroyed – not to mention the deaths of three of the original Order members and two of the replacements – the item was finally assembled, and the curse lifted.

            Yet, though the curse was gone, the heroes felt obligated to complete their task. They had seen the enormous egg fall from the sky and knew it would hatch into giant worms that would eat the world away into nothing. They had to prevent it from hatching.

            Luckily, the egg had fallen onto a glacier and would need heat to hatch. Unfortunately, the cult had arrived first and had brought fire magic to hatch the egg. This was where the final night began.

            It was an epic battle that lasted nearly the full three hours we played for. The magical cultists were channeling magic into a crystal that was superheating the egg while their backs were guarded by a large number of minions. In the skies, two evil denizens lurked.

The Onyx Order’s druid (played by myself) turned himself into a giant eagle and carried the barbarian into the midst of the spell casters – where he wreaked havoc – then spent the rest of the battle using his speed and size to move his allies into favorable positions while calling down lightning to smite the cultists. The bard opened up with a powerful spell that did massive damage to the cultists’ rear guard, then fought on as best he could – nearly dying. The fighter (played by Colleen) hacked her way through the minions and took down one of the denizens. The rogue stealthily picked off more of the minions, and finished off the other denizen. The wizard helped where he could, then truly proved his worth by trapping the leader of the cultists in a magical sphere she couldn’t escape from.

            With the lesser enemies destroyed, and the fire removed from the egg, it seemed the day was saved. They escorted the cultists as far as they could from the egg before the magical bubble dissipated, healing what wounds they could. The barbarian stayed behind at the egg, packing ice into the hole drilled by the cultists’ fire to prevent further damage to the egg.

            The rest of the party prepared to strike down the cultist leader and released her from her prison, but as they did so, the egg shattered, becoming a portal from which a giant worm sprang to attack the barbarian. The rogue ran to help while the others finished the battle with the cult leader – a battle that took longer than expected. The cult leader did finally fall, and not long after the heavily injured barbarian rent the worm in two.

            But there were more worms swirling in the portal. A book found on the body of the cult leader revealed that only extreme cold could seal the portal. In that instant, the barbarian knew what he had to do. This quest had claimed many of his friends, destroyed his village, and turned his beloved grandmother into a vampire he’d been forced to slay. Failure wasn’t an option.

            Taking a magical ice crystal he had, he leapt into the portal and swung his axe. When the axe struck the crystal, there was an astounding blast of icy magic, and the egg was sealed over the portal – with the barbarian inside.

            The Order was devastated, but they respected his sacrifice. Their long journey over, it was now time for them to return to the world. Each player gave an epilogue for what became of their character.

            The rogue, one of the two remaining members of the original Order, took to roaming the world – reuniting with old friends when she felt like it, sometimes reliving old memories.

            The other original member, the fighter, returned to the city she knew best. Suffering from PTSD that she’d had even before the beginning of this adventure, she took to drinking and fighting until she was banned from all the bars. One night, alone in an alley, she died of liver cancer.

            The wizard built himself a tower of ice on top of the sealed portal, defending it from intruders for the rest of his long elven life.

            The druid returned to the wilderness with Manny the mammoth and Balto the wolf (the former companion of a fallen ally). Together they roamed the boarders of the glacier where the egg resided, slowly collecting more mammoths and forming a herd.

            The bard roamed the world, singing tales of the Onyx Order, with particular emphasis on a great barbarian who had sacrificed himself.

            Jeremy made one addition to these epilogues.

            In the dark alley, where the fighter lay dying, a figure appeared – the same person who had led the adventurers to find the cursed item that set them on this quest. She knelt by the fighter and whispered:


            “Not yet.”




Click here to find the charity anthology containing a couple of my short stories.




Also, make sure you check out my wife's blog and her website.


If there's any subject you'd like to see me ramble on about, feel free to leave a comment asking me to do so.

Monday, May 15, 2017

Tales from D&D for CF

            When Jeremy first mentioned he was planning to run a 12 hour Dungeons and Dragons marathon, I loved the idea. I mean, who doesn’t want to play D&D for 12 hours straight? Plus, it was to raise money for Cystic Fibrosis, making it a very fun way to support a cause.

            For those of you who haven’t been following the saga, Jeremy is the DM (Dungeon Master – the person who controls the monsters and storyline of the game) of the weekly Dungeons and Dragons game Colleen and I play. He has a 3-year-old daughter, Avril, who was born with Cystic Fibrosis.
            I will admit that, as much as I loved the idea of a 12 hour D&D marathon, I wasn’t sure how successful it would be. I gladly volunteered to be one of the DMs, but with 4 tables there was room for 24 players and I wasn’t sure we would get that many.

            Every seat was filled within 3 days of registration, and my doubts faded. By the time last Saturday came, I was confident we would be raising at least $1500, maybe even $2000. When laying his plans, Jeremy had been hoping to raise $700.

            Saturday came, the donations were collected... and we had raised far more than anyone had anticipated. $4000! We were amazed.

            The event, itself, was great fun. I couldn’t possibly relate to you all that occurred, but I’ll try to touch on some of the highlights.

            Before we got to playing, the first of the door prizes were raffled off – there were a whole lot of them, donated by a bunch of gaming publishers and, of course, some chainmaille from myself. The first draw was supposed to be done by Avril, but sadly she had been rushed to the hospital that morning with problems caused by her Cystic Fibrosis. As sad as that was, it seemed oddly appropriate to me that, as Avril was in the hospital fighting her illness, we had a room full of people fighting to raise money to cure that illness.

            Before I get into the game itself, I need to point out a couple things we had that aren’t present during normal D&D games. The first was a brilliant idea from the board game cafe that hosted us – they printed off and sold (with all the money going to the donations) cards with special abilities and items to use in the game – from potions to restore health all the way up to a card that let the players take over for the DM for 10 seconds (which basically means they could do whatever they want). The other added element was that the more money players raise, the more in-game benefits they gained. This came in the form of magic items, resurrections for the first (and, for more, second) time their character died and, most notably, Cry Havoc.

Cry Havoc was the ability for a player who had raised $130 to, at any time they pleased, send some random monsters to one of the other tables. If a player raised $200, Cry Havoc was upgraded to Total Havoc, allowing the player to send the monsters to all three of the other tables.

            We raised $4000. There was a lot of Havoc in that room.

            The following is only an account of my own table – the adventure played out very differently on each of the tables – and there are some minor details (such as all the available routes they didn’t take) for the sake of brevity and to avoid confusion. The characters started off waking up in the morning after camping outside some jungle-overgrown Aztec-like ruins, wherein it was rumoured there was a secret shrine to a vampire god of the underworld. As they set out towards the giant stepped pyramid they could see, the ground gave way beneath the adventurer’s feet and they slid a very long way down underground, coming to a stop in a crumbling chamber – the way they came in completely blocked by rubble. Once their cleric cast a light spell so they could all see, they discovered there was a yellowish haze in the air – which turned out to be a poison gas that dealt them damage every hour and cause the torches they later lit to splutter and cast less light than they should.

            While most of the party set about examining the various dioramas depicting Olman (the nation who had built this place) culture and life, the Warlock (one of the people I regularly play with) decided to attack the locked stone doors at the far end of the hall. In doing so, he inadvertently damaged one of the door’s hinges. Seeing this, the barbarian came along and bashed off the hinge – causing the door to fall on top of him.

            But, the party was free of the room! So, they picked up their things and headed out. After triggering a trap that injured four more of them, they came to a muddy room where they saw a giant crayfish standing in front of a giant boulder. Naturally, the warlock attacked the crayfish, causing it to scuttle back to the rock and, in the Olman language (which none of the characters could understand), woke up the boulder – which unfolded itself to reveal it was an enormous crab.

            The crab tried to speak to them in Olman, but, not understanding it, the Party attacked and killed the two beasts. The barbarian proceeded to eat them. Then, after some exploring (during which the Warlock almost got himself caught in a cave-in), they decided on a path that took them to another room, where there was something green and slimy above the far exit. The ranger found herself a small silver pyramid that she took as a treasure while the rogue determined that the green stuff, ominous as it was, was only algae and almost certainly harmless. After poking the algae, the barbarian ate some of it – taking a bit of damage from the residue of the caustic lime on the wall beneath the algae. It burned on the way down, kinda like the hottest hot sauce he’d ever eaten.

            They continued on down a hall until they found a 12 foot tall statue holding a tray. It had gems for eyes and a sword sticking out over its shoulder. The barbarian came up to the statue, wanting the sword. The fighter came up to the statue and set up her dragon chess game on the tray, just in case the statue wanted to play. The warlock, wanting the gems from the statue’s eyes, climbed up onto the statue’s tray, causing the statue to fall down onto the three of them. While it hurt them, this also revealed a secret passageway. They took their treasures and travelled through this and came out in another hall – and this was when the first Total Havoc was called. A pair of hook horrors came lumbering down the hall. The party fought them off, and continued on their way after the barbarian had taken a few bites of them.

            As they approached the door at the end of the hall, they heard a melodic sound – it may have been singing, or just dripping. The rogue tried singing back. They heard a surprised squeal and a splash from the other side of the door. So, they entered to room – which looked more like a crystal-ceilinged cavern, filled with a pale light. The far half of the room had a deep pool of water, with only a narrow, slippery ledge leading to the door on the far side. They saw no signs of life.

            For reasons known only to him, the warlock dove into the water and started swimming. Suddenly, the head of a beautiful woman emerged from the water with a silvery giggle. Most of the party on the shore, uncertain of her intentions, readied their weapons to attack at the first sign of aggression. The warlock continued swimming toward the woman, who, giggling, swam up to him, grabbed him, and kissed him. A moment later, the warlock was gasping for breath that seemed to have been sucked from his lungs. Knowing something was wrong, the party attacked, managing to slay the woman-like creature before she could do anything else (which was lucky, because she had a giant electric eel friend she was going to call in to help). The barbarian hadn’t managed to help kill her, so she remained uneaten.

            Once the warlock got his breath back, they progressed through the next door and into a stairwell. This was the first of five checkpoints the DMs had agreed upon to mark progress through the dungeon. I announced this to the room and, naturally, since my party was the first to get this far, another table Cried Havoc on them. They were beset by two displacer beasts. They killed them, the barbarian ate some of them and made an improvised belt from their tentacle-tails, the ranger skinned one and the warlock skinned the other, each getting a good pelt.

            The party took a brief rest to recover some health, during which the barbarian identified his new sword as having magical properties. Then they headed up the stairs to a large hall with a fresco along one side – and someone called for a Total Havoc. An umber hulk appeared up the stairs. It was tough to pierce its tough hide, but the party prevailed and killed it. The barbarian took a few bites.

            Up until now, the party hadn’t done much in the way of searching around – this was why they were so far ahead of everyone else (they’d missed two rooms and quite a lot of treasure, even from the rooms they’d passed through). However, the traps they’d sprung had made them cautious, so they started searching around. The cleric found a part of the fresco that opened a secret door. Without exploring the hallway further, they crawled through into a hallway with several branches and with several stone statue heads projecting from the wall.

            At the far end of the hall, in the beak of an eagle statue, something gold glinted. Amid protests from her companions, the ranger grabbed it – and the eagle’s beak snapped down on her wrist. The party set to bashing apart the beak, causing her some damage in the process. Meanwhile... the warlock wandered off alone.

            He went down a side passage, saw an alcove with a silver coffer in it, and went straight for the treasure. The rest of the party caught up with him just in time to see the floor tilting on a steep angle, trapping the warlock in and them out. They spotted a lock holding the floor-trap in place on the outside. The rogue picked the lock, and the party used their combined weight to return the floor to its proper place. They discovered the warlock sitting at the far end, hugging the silver coffer to his chest.

            The ranger demanded that the warlock agree to splitting the profits from his treasure once it was sold, as he had been rescued by the rest of them. Before they could discuss it further, though, another Total Havoc brought two trolls lumbering around the corner. The warlock opened the battle by collapsing part of the ceiling on top of the trolls, but it still proved to be a tough fight. The first troll they killed came back to life before they realised that they needed fire to keep the trolls dead. After they achieved victory, the barbarian’s player used a purchased item that restored the whole party to full health. Then the warlock took his treasure and ran.

            The rest of the party gave chase, though they slowed down once they got into new territory. The warlock found an open pit beside a strange triangular wall that made the hall look like a dead-end, but which he surmised was a type of revolving door. He climbed into the pit with a bunch of skeletons, cast an illusion to make it look like the pit was filled with water, and pretended to be dead.

            The rest of the party arrived, saw through his pretence, but were fed up with him, so they decided to leave him be and jumped over the pit, continuing past the revolving door. Along the hall on the far side, they discovered a bar of copper in the ceiling that looked like it could drop down. Unable to discern a triggering mechanism, the barbarian charged forward alone – causing two heavy doors to drop down on both in front of and behind him, leaving him very trapped just in time for the dinner break, during which more prizes were raffled.

            When we returned to the game, the barbarian and the fighter managed to pry the door partway open. The warlock surprised everyone by showing up, drinking a strength potion, and lifting the door high enough for the barbarian to get out. However, instead of coming out, the barbarian insisted that he wanted to know what was beyond the door on the far end. The rest of the party were against it, except for the warlock, who dived under the door and letting it drop, sealing the two inside just as sand started pouring in from holes in the walls.

            The rest of the party, amazed that anyone would go into a trap they had just escaped, gave up on the two. They turned around and started backtracking to an area they hadn’t been to before.

            Meanwhile, between the two doors, the sand continued to trickle out, piling on the floor as the barbarian and warlock struggled to get the other door open. Them a will-o’-the-wisp attacked them materialised through the door and started attacking them. A lucky hit brought the monster down and they managed to lift the door and escape just as the sand started to really gush into the trap. The two were safe for now.

            But what of their companions? They found themselves walking down a hall lined with corpses. They proceeded cautiously, suspicious of the dead bodies, and rightly so. As they got halfway down the hall, the fifteen zombies came to life and attacked.

            The warlock and the barbarian, continuing their exploration, came across a room with a pair of perfectly preserved bodies. The barbarian, hearing the sounds of battle beyond a door, went to investigate and discovered his friends fighting zombies. He rushed in to help, while the warlock stayed behind to loot the room.

            The zombies were vanquished. Of those who had been injured by the zombies, only the ranger contracted sewer plague. However, after eating some of the zombies, the barbarian also caught the disease. They wouldn’t know until an hour later when they started feeling fatigued and having painful cramps.

            No sooner had the zombies gone down than a Total Havoc brought a zombie beholder upon them! Luckily they managed to bring down this dangerous foe before it had a chance to attack them – even the warlock rushed in to help.

            Safe again – at least temporarily – they returned to the room with the perfectly preserved bodies. The barbarian went to the slab between the two bodies where there were two crystal goblets, and a flask containing some kind of powder. He carefully poured the powder evenly into the two goblets and waited patiently for something to happen. Nothing happened.

            The cleric went to take a look through the open door – the one the warlock and barbarian had first entered the room through – while the fighter, ranger and rogue went to examine the one unopened door and, finding it to be safe, opened it.

            And the warlock? He backtracked down the hall with the zombies, leaving his companions behind. At this time, another Total Havoc called in another zombie beholder. This one came around a corner in front of the warlock – my intent being to drive him back to the rest of the party. Did he run or call for help? No, of course not. He decided to cast an illusion that would make it look like there had been a cave-in between him and his companions and go toe-to-toe with a monster that had the potential to kill and disintegrate him in one move (this happened to two characters on the table Colleen was playing at). I was now perfectly happy to kill him off (he had a resurrection scroll and would come right back to life, anyway).

            His companions regrouped by the barbarian and the goblets, unaware of the new threat. The fighter, noting is absence, went to look for him, but turned back at the sight of the rubble blocking the way. The cleric determined that the powder in the goblets was some kind of dried potion and poured water into one of the goblets, mixing the contents. The ranger tasted the potion to determine what it did and discovered it to be a very powerful sleeping potion – she barely shook off the effects that would have put her to sleep for 5000 years. She pocketed the powder from the other goblet.

            The barbarian then disturbed the preserved bodies, which awoke and were very angry about their rest being disturbed. They demanded payment from the adventurers and threatened to kill them if they didn’t cough up. The rogue offered them a healing potion, which they declined as not being good enough. The cleric then demanded of them how they would dare threaten a holy man, filled with the power and glory of his god. The formerly-sleeping monks were sufficiently cowed to accept the potion in payment. However, when asked about this temple, they could give no information on it.

            At this point, someone mentioned the absent warlock. The fighter informed them of the cave-in, but the cleric pointed out that they hadn’t heard any noise that would accompany a collapse. So they went to investigate, and discovered the illusion for what it was (I was both disappointed, because they were going to rescue the warlock, and proud that they had decided to save him in spite of all the trouble he’d caused). They passed through it, though the barbarian had trouble believing the illusion wasn’t real even after seeing his companions pass through. He charged into it, nearly knocking over the Ranger on the other side and crashing into the wall.

            The battle could have been going a lot worse for the warlock. He had started off well, but then the zombie beholder had magically paralyzed him. He shook off the effects only for it to happen again (I swear, I was trying to kill him). With the arrival of the rest of the party, the zombie beholder went down quickly. Then they continued on through the monks’ room and into the new corridor.

            Down a branch off this corridor, the warlock went and opened a set of doors. Inside, a bunch of giant fire beetles were trundling around peacefully. The warlock saw something shiny in a pile of rubbish, so (for some reason) cast a spell at it. Their nest disturbed, the fire beetles attacked in force. They weren’t strong enemies, but it took some time to whittle them down. When there were only two left, a banshee came upon the party from behind – sent by a Cry Havoc from Colleen, whose table had taken the lead (having reached checkpoint 3) and didn’t want us catching up.

            The quick-thinking cleric cast a protective spell on the barbarian who, with his magic sword, finished off the enemy with little help from the others. Once all the enemies were dead, the party decided to take a short rest.

            During the rest, the ranger identified the golden bracelet she had retrieved from the stone eagle as having magical properties and putting it on (unknowingly placing a curse on herself, but not a very bad one) and the cleric found that a rusty dagger he’d found in the fire beetle nest was magical, in spite of its poor condition. The warlock examined a bronze fish-ship figurine from inside his silver coffer, accidentally activating its magic. It took to the air and flew away. Before the party could go after it, a troll from yet another Total Havoc came through the door it had just flown out.

            They knew how to deal with trolls now, but it still did some heavy damage. The long hours of fighting in the poison were taking their toll, so at last they decided to take a long rest – something very dangerous to do with the poison in the air. The cleric used the last of his spells to heal everyone as much as he could so they could survive the night, he cured the ranger’s sewer plague, and raised a skeleton to guard them while they slept.

            Some fire beetles attacked in the night, but were quickly fought off. In the morning, the cleric healed as much of the poison damage taken over the night as he could. The barbarian had managed to recover from his sewer plague. All was looking well.

            The party wanted to go hunting after the flying figurine, but the wise cleric forestalled them and cast a spell to determine how that would go. The divine answer was woe, meaning it would not go well – for the ship-fish had already been wandering randomly through the dungeon for eight hours and could be anywhere and was impossible to catch once activated.

            So, instead, they went through the unopened door off the room and found themselves at a very long flight of stairs leading up. Well, except for the warlock, who, of course, went off on his own to seek the figurine.

            The silly party forgot to search for traps on their way up the stairs. As they neared the top, a huge millstone broke through a wall and started rolling down the stairs. The ranger was fast enough to get to the top of the stairs and rush around the corner before the millstone whooshed past. The rogue ran a little ways down the stairs and prepared herself to heroicly leap over the millstone. The barbarian ran as fast as he could for the bottom of the stairs.

            The millstone crashed through all but the barbarian, who managed to reach the room at the bottom and get out of the way. The rogue failed in her jump, but managed to squeak by with minor injuries. The fighter pressed herself up against the wall and took a chunk of damage, but survived. The cleric, though, got hit full on by the millstone. He fell to the floor, unconscious and close to death, and his mace and holy symbol (which he needed to cast most of his spells) were destroyed. His companions rushed to his side, reviving him with a healing potion. They then continued to the top of the stairs.

            During all this, the warlock had found the corridor he had chosen to take blocked by a giant sandstone block – something quite out of place. He had responded, as per usual, by attacking it. When he got no results, the player used a purchased card that essentially gave him an instant success (natural 20, for those in the know) on anything he tried... and punched the sandstone block. Now, this block was enormous, impossible to destroy with a punch. He did, however, knock a chunk out of a corner, revealing there was a corridor off to the side. Since the block was too big for him to move alone, he kept attacking it.

            Up at the top of the stairs, the rest of the party looked into a new room and were horrified to see another zombie beholder off in the shadows! They acted quickly, wanting to kill it before it noticed them. They hashed together a plan and...! The first arrow the ranger shot killed it. It exploded in a puff of spores that, had they been close enough, may have seeded the party with fungal growths – for this had been a gas spore, which merely looked like a beholder.

            After they had determined the spores were no longer a danger to them, they continued on into the corridor beyond. When the passage branched they turned off and took a twisty corridor that led them to the top of a ramp with a bunch of rollers set into the floor. The barbarian slid down to the bottom, where he found a great sandstone block with a hole in it and, through the hold, the warlock who was nursing his hand from hurting it while punching the block again. The two of them alone weren’t enough to shift the block – and the rest of the party weren’t coming to help – so the barbarian convinced the warlock to take the stairs and rejoin everyone else.

            They all came together and regrouped in the hall, coming to checkpoint two just in time for the end of the night.

            The last of the door prizes were raffled out, Jeremy said his thanks to everyone, announcing that we’d raised at least $3000, and said we were hoping to do this again next year. One of the players at my table lamented that it would be a whole year before she got to do this again.

            It was a fantastic day, and I will happily participate if we do it again next year, in spite of how exhausting it was. And, on top of all that fun, we’re $4000 closer to a cure for Cystic Fibrosis! A huge thank-you to everyone who participated, spread the word, and donated.


            If you want to know anything more about the event, feel free to ask!





Click here to find the charity anthology containing a couple of my short stories.




Also, make sure you check out my wife's blog and her website.


If there's any subject you'd like to see me ramble on about, feel free to leave a comment asking me to do so.

Monday, February 13, 2017

The Death Slime

            This is the story of how I (may have) gotten my entire Dungeons and Dragons party killed in two sessions. It’s a bit of a cliff-hanger, as I won’t know the actual end result until the game session next Wednesday, but the journey is more important than the ending.

            A new campaign recently started at our local board game cafe and Colleen and I were probably the first to sign up for it. The setting for the game is called Primeval Thule – it’s a world that mixes a Cohen the Barbarian type environment with H.P. Lovecraft elements like Cthulhu. That alone should have told me that this campaign would be more intense than any game I’ve played before.

            It started out with our group of adventurers being sent on a mission to an ancient dungeon (surprise, surprise) to find a specific gem. During the first session, we arrived at the location only to find it crawling with zombie-like creatures being controlled by strange plants. It was a tough battle, but we made it through with only one near-fatality – my character (also the only healer in the group), who was almost turned into one of the plant-zombies.

            My character was saved just in time, but not before receiving severe brain damage (caused by vines). Our group then rested and healed up, and that was the end of our first session.

            When we continued on last Wednesday, we delved down into the ruins. While my character’s brain injuries would slowly heal, for now my intelligence points were well below what is generally considered the minimum for a character being able to speak properly. So, I decided I had to play it properly.

            While the rest of my group carefully explored the ruins, mine started ambling around aimlessly. My character was eventually tied to another with a length of rope in the hopes of avoiding catastrophe. Well... it worked for a while – right up until everyone else was distracted and my character wandered straight into a trap, getting covered with a clinging acid.

            My character was (barely) saved, but in the process another character was severely injured and I used up all of my healing spells. That’s why, when a spider dropped on Colleen’s character and knocked her unconscious and paralyzed her with poison, there was no way to heal her.

            Now, if our group had decided to take a rest at this point, allowing the poison to wear off Colleen’s character and for her (and a couple other injured characters) to heal a little, things may have gone slightly differently. But the group had just solved a riddle that had opened a secret door somewhere and, in our eagerness to find it, we ran straight into a group of animated skeletons.

            Now, to start with, there were eight of them and six of us. We had one person down and three injured (two severely injured). Our tough barbarian (injured from saving my character) charged right into battle while everyone else fought from a distance. He went down, but not before taking half of the skeletons with him.

            One by one, each of my companions fell to the skeletons (unconscious and with a chance of dying – it would take too long to explain the game mechanics) save for my character and one other – and that’s where the session ended. My character fighting one uninjured skeleton, and a companion fighting two (one uninjured, one almost dead). If either of our characters gets hit one more time, they’ll be down.

            And I can’t help thinking how much differently this battle would have gone if my character hadn’t stupidly wandered into that trap. Some healing spells would have saved us all.


            Yet, at the same time, it was the most intense and fun night of D&D I’ve ever had – and that’s saying something. Who knew that having your character mess everything else up for the entire group could be so fun?





Click here to find the charity anthology containing a couple of my short stories.



Also, make sure you check out my wife's blog and her life coaching website.


If there's any subject you'd like to see me ramble on about, feel free to leave a comment asking me to do so.

Monday, January 09, 2017

Writers and their Characters

            Writers, by necessity, must have a very complicated relationship with their characters. It’s not as simple as creating them and then throwing them in the story. No, you have to care about them and hate them at the same time.

            You see, it’s essential for a writer to care about their characters. If the writer doesn’t care about the character, neither will the reader. It shows in the writing. Oh, there are ways to make it look like you care about a character when you don’t, but they are contrived and lessen the reader’s connection to the story. Actually caring is the only way to organically transfer the feeling into the writing.

            That said, if the writer cares too much, it creates another problem. It makes the plot fall short, because the writer isn’t willing to have (as) bad things happen to their characters. The character also tends to have less flaws. The result is that the character strolls through their trials with ease, never truly losing anything, never being forced to make a difficult decision.

            The solution is that the writer must hate their character with a fiery burning passion. Feeding on that hatred, the writer can throw obstacle after obstacle at their character, laughing maniacally all the way. The character will make mistakes and lose friends, precious possessions, limbs, or even their lives. And the story will be interesting.

            However, if the writer hates the character too much, then the character will lose their depth and the reader won’t be able to connect. If the character becomes nothing more than a bland punching bag, waiting for the next blow to fall, the reader will lose interest and likely walk away. So, the writer must care deeply about the character.

            It’s all about balance. You need to be able to care about the character so much that is shows through in the writing, while hating them so much that you can put them through the worst ordeals of their lives. You must be able to cry as their souls are crushed, even as you’re squeezing tighter.


            A writer must have a relationship with their characters worthy of writing a story about.





Click here to find the charity anthology containing a couple of my short stories.



Also, make sure you check out my wife's blog and her life coaching website.


If there's any subject you'd like to see me ramble on about, feel free to leave a comment asking me to do so.

Monday, September 12, 2016

Overuse of Suspense

            Lately I’ve been seeing a trend in a lot the shows I’ve been watching. It is the overuse of suspense.

            Suspense is an incredible tool for any form of entertainment. It’s what keeps the audience on the edge of their seats, engaged, and coming back for more. However, like all tools, it must be used in moderation.

            Unfortunately, the TV world is run on ratings – to get those ratings, as many people as possible need to be watching the show. What’s the easiest way to get people watching? Suspense. Putting a cliff-hanger at the end of every episode is a sure-fire way to keep the audience interested – and talking about – the show until the following week or season.

            But then the suspense begins to lose its effectiveness. The audience starts to expect it and not only does it stop compelling them to come back as much, it becomes... well, boring. Predictable. The moment everything is seeming to work out, the audience already knows that something terrible is about to happen. The urgent desire to find out what happens next is replaced by an exhausted, “What, this again?”

            When I was learning about suspense for my writing, I picked up one very important tip: give the audience a break sometimes. It is essential when working with suspense, because otherwise the suspense has the opposite effect from what was intended. I good tip for making a plot interesting is to chase your character up a tree and then throw rocks at them, but there’s one very important thing to remember: sometimes, the character has to succeed. If there are no victories, there’s no hope – and hope in impossible situations is what really keeps the audience engaged.

            The other thing to remember is that suspense can be subtle. Everything can turn out well at the end of an episode or chapter and the audience will still come back for more if there are questions left unanswered. There doesn’t always have to be a cataclysmic, plot-wrenching disaster.


            So, use suspense, but use it in all of its forms. Apply it with a brush, not a roller.





Click here to find the charity anthology containing a couple of my short stories.



Also, make sure you check out my wife's blog and her life coaching website.


If there's any subject you'd like to see me ramble on about, feel free to leave a comment asking me to do so.

Monday, February 29, 2016

We Need Diversity

            Something I see talked about a lot in the online writing community is getting accurate diverse characters written into books (people of different ethnicities, LGBTQ, people with disabilities, etc). Why? To ensure that everyone from every background and belief has characters they can relate to and, more importantly (in my opinion), to show people how much variety there is in the world and make them more accepting of people different than themselves.

            This is actually something that is very challenging to, for several reasons. The biggest challenge is fighting the social conditioning we have that leads to us simply using stereotypes – we’re exposed to them through all the media that’s out there already. Many of the books that inspire current authors are written either with an absence of diverse characters, or with them represented in stereotypical ways. It’s far too easy to follow the well-trodden paths.

            Then there is fighting the comfort zone. We are brought up with many taboos, and some can be very uncomfortable to push past. How do we write about people with different colours of skin when we’ve been told all our lives that pointing out someone’s skin colour is racist? How do we write about a disability or a gender identity we haven’t experienced ourselves?

            That leads into the third challenge: research. Research takes a lot of time and energy. It’s so much easier to run with the stereotypes, or just avoid unfamiliar topics altogether.

            Yet, we live in a diverse world, and therefore we must push past all out boundaries to include everyone in our writing. Once we do that, we need to choose how to present this diversity: do we highlight it, by making the story about modern issues related to it, or do we blend them in and treat them like we would any other character?

            While there is a need for the first, I feel that the latter option is the most important for the future. There are many parts of society that have been characterized in certain ways, marginalized or outright abused throughout history. This had been built into our media – movies, shows, games, books – and many of them will last for generations to come. We’ve become aware of the problem, and it’s getting talked about more and more – but it won’t be solved until we stop talking about it and make it normal.

            What really needs to happen is for diverse characters to be added into the media, but without them being treated any differently than anyone else. By doing so, we normalize them, and by extension show future generations that not only is it normal for people to be different – but it’s perfectly okay.

            Gone are the days when everyone needed to be made with the same cookie cutter. As a society, we are moving closer and closer to accepting people for who they are. By allowing people to be true to themselves the world becomes a happier place. But we can never achieve complete acceptance until our sources of entertainment – which shape us and our ideas in more ways than we realize – represent diversity as normal. Diversity in media starts here and now, by making the extra effort to put it in and make sure it’s accurately represented.


            The world is a diverse place. We need to celebrate it, not stifle it, and make it perfectly normal to be whoever we are.





Click here to find the charity anthology containing a couple of my short stories.





If there's any subject you'd like to see me ramble on about, feel free to leave a comment asking me to do so.

Monday, February 22, 2016

Deadpool

            This week, my wife and I went to see the Deadpool movie. I mean, last year we made a Deadpool costume out of chainmaille, so how could we not?





            I have to say, the movie was great – although definitely not for children (there are a multitude of posts circulating the internet saying this, yet there are still some people who don’t listen). I like to think that says a lot coming from me as I tend towards the refined side of things while Deadpool is the crudest and most vulgar super(anti)hero I’m aware of.

            Yet, the character is fascinating and fun – frequently breaking the fourth wall – and, in his own way, charming and almost honorable.

            More than that, the movie carries a strong message about how it’s okay to be yourself, even if that self is kinda messed up. No matter how strange (or disfigured) someone is, there is still a place for them in this world.

            And yes, it is a love story, as advertised. Just one of the strangest love stories you’ve seen.


            So, if you’re not easily offended, it’s a movie worth seeing. If you are easily offended, well... if you think you can get past that, you’ll probably enjoy it. If you’re somewhere in the middle, you get the point. Go see Deadpool, it’s a fun movie.




Click here to find the charity anthology containing a couple of my short stories.






If there's any subject you'd like to see me ramble on about, feel free to leave a comment asking me to do so.

Monday, March 23, 2015

Fickle Crowds

Today I shall impart to you a pet peeve of a scenario I feel appears far too often in stories – be it books, movies or, as was the case with what inspired this post, video games.

            The scenario of which I speak is the one where the hero of our story has a secret that becomes public knowledge and, suddenly, everyone turns against them. Even their closest friends. This happens all the time and I find it to be completely unrealistic.

            Admittedly, it is a good ploy for garnering sympathy for the character and making their situation more desperate, but when it comes down to it, people aren't that fickle. If you were to take a sampling of the people in your life, you would always find at least a few who would stand by you no matter what your secret was. Some people would be driven away, some might think a little less of you, but there is no way everyone would turn against you.

            There are times when this technique does work, but it always involves the character not knowing anyone particularly well – because the better you know someone, the more likely you are to accept their flaws. I suppose if the character was disliked by everyone in the first place it might work, too.

            The specific situation in the game, Arc the Lad (an otherwise fantastic game), has a character who was raised in a small town where everyone knows everyone extremely well. More than that, he was the most popular person in town. Yet, the moment they find out he’s only half human, they turn on him and run him out of town. All I could think was “I know what my blog will be about today”.

            Now, I may be mistaken, but I find that when people know each other well and then a secret comes out, the judgement of the person will be heavily weighted towards their past actions. In the very worst case scenario, the closest friends will find out the truth before making a decision. Mob mentality is strong, but not that strong.


            Perhaps I'm just an idealist who takes laid-back approach to everything. I can’t believe enough people are that fickle. There will always be at least one friend left.





Click here to find the charity anthology containing a couple of my short stories.






If there's any subject you'd like to see me ramble on about, feel free to leave a comment asking me to do so.