Saturday, April 2, 2022

GTA5 - not love at first sight, but love did come


 

At some point after getting the newest model XBOX the other year, I picked up Grand Theft Auto 5. I had seen game play at friends' houses for years and knew I would try it sooner or later. I mean, I was long used to being years behind on my games.  But had gotten into playing with others online in other games, especially with my old friend "T." She had been a Skyrim nut for a handful of years, and I had suggested we try Elder Scrolls Online as a thing to do together, since I had been playing ES since the original Morrowind. Though we could still play together, little dungeon delves and fishing and such, she had been putting much more time into it on her own. She is now in guilds and in far off lands, while I sort of futz around when I play alone. Since she is playing ONLY ESO, and I like to diversify, we will never be anywhere near equals in that game. 


Imagine her as Valeria from the Conan movie. 
Now imagine this is me..


As I was trying to keep up with T for several months, GTA5 only got a little play here and there. Maybe an hour every weekend or so. Though much of it is intuitive, it is also hard at times for a noob. Driving was bad enough, but driving and shooting? Yeesh. Fairly early on there was a mission for main character Michael that had you chasing crooks on a big rig that had stolen his yacht (don't ask), and you drove your sports car on the equivalent of the 405 Freeway, shooting at dudes on the yacht who were trying to kill your buddy Franklin who had climbed aboard. Man, it was hard. Must have played out that mission a dozen times before being successful. 




I figured that even harder missions would follow, and that was intimidating. It may have kept me from playing it as much as ESO. But man, this game setting did appeal to me. So much of it was not just based on Los Angeles, but even parts of my home town Venice Beach (Vespucci Beach in the game), the side streets and alleyways, was spot on. Buildings I had been in and neighborhoods I grew up around were recreated, often in loving detail. My favorite was the Venice Canals, my birth place. Having a gunfight in my childhood neighborhood was mind blowing. 




And this familiarity with Los Santos/Angeles was super appealing to me. But what else to keep me involved? I mean, every time I got in a car to drive I ended up rear ending other cars, and accidentally running over pedestrians. You see, if you don't drive crazy, you are pretty much just stuck in traffic. The main reason I actually Left Los Sant...uh, left Los Angeles. So even just tooling around you are blowing street lights and driving on sidewalks. Otherwise its an LA traffic simulator. Yeah, fuck that mess. Then the cops chase you, and you crash and get out to run as bullets blast into your body. 

Yeah, a bit disappointing at first. But in the last couple of weekends I suddenly went from "meh" to "omigawd I love this shit". Here are some reasons why:

Maybe some 10 or 12 hours into it, I get it. Understanding has come to me. You see, you spend 10's of hours putzing around, driving and walking around nice areas, getting into occasional fist fights and gunfights and wondering what the hell is the point. Well, it finally dawned on me. As I started getting better at driving and other activities, I realized that the game has a grand plan. It is training you for what is to come. Basically, this is the prelude for you putting together your gang of bank robbers. The game is letting you fuck around so you can get familiar with just being alive. The physics of your world. It knows you will be a bad driver at first. It knows you will be bad at shooting people. And it wants you to get better by just plain experiencing the school of hard knocks in Los Santos. It knows that no setback is permanent. You die or get caught by cops, the just try again. 

When I turn the game off and go to bed I imagine
myself as that Mayhem insurance guy walking
away leaving this behind..


I started regularly going to the shooting range to be a better gunman. I started driving at high speeds around the city to be a better driver. I stopped worrying about being a better driver, and just drove at high speeds through the city. And suddenly I was exponentially better at that.  School of hard knocks.


 

Suddenly I could feel the improvement. Not just in my personal skill, but the game engine itself eases up on you, steadies you. A sort of smoothness starts setting in. 

The other night I was playing the main character, Michael. I decided to go down to "Santa Monica Beach" at the California Incline (his psychologist lives down there), and ran into a jogger lady. You know, one of those older, cut, kinda pretty but hard jogger ladies you see who are way serious about it. She challenged me to a race down the incline stairs to the beach, and though I was wearing a suit and dress shoes, I took her up on it. I was doing OK for a middle-aged guy dressed up, but I kept faltering. I clearly did not have the stamina to keep up. So another activity goal; do some jogging to get better at running. I'll probably need that for bigger missions later anyway. And to eventually beat that lady. Oh, sensible shoes probably don't hurt.




The boy from the hood character, Franklin, gets in a street race. All the other racers seem so much better than me. I try and try but just can't win it.  I keep crashing into poles or houses on tight corners. Then around the 6th try I remember that Franklin has a special ability to go into "slow time" when driving. Boom, I win that race. Again, this will likely be important skills during a heist. The game is prepping you. School of hard knocks. 

OK, also, for whatever reason playing Tennis was unlocked. Michael's big Sunset Blvd house, surrounded by office buildings, has a tennis court. Wandering over to it, the choice to play is activated. Michael's alcoholic, cheating wife shows up to play. I quickly get my ass handed to me, while she chides me and insults my manhood. Ugh. My vow to get better at tennis happens. And there are other tennis courts around the city where I can play other people to get better on the side. And this isn't for nothing. I looked it up, and playing tennis makes your character all around stronger. Hell yeah. School of (kinda) hard knocks. 

Now that's my kind of hard knock school 😍


As an aside, an encounter happened to me playing Michael last week that just blew my mind. I was tooling around downtown, and saw a question mark in the courtyard of some big office building. I got out the car and walked over to see what was up, and some guy had a marijuana legalization table set up by the fountains. After his speech he gave me a doobie. And when I hit it I realized it was clearly sprinkled with some stronger drug, because ugly aliens suddenly appeared in the area. A ray gatling gun appeared in my hands. Suddenly here I am, in the heart of downtown, being charged by weird aliens as I gunned them down one by one with my Buck Rogers blaster. It blew my mind. This was truly when I knew I loved this game. Anything can happen. School of hard knocks.

They have mental powers. I have a Sci Fi
gatling gun. I like my odds.


But yeah, the improvement of mechanics and physics as you go along is something I always loved in games.  The Elder Scrolls seems to have lost that, but I remember loving it when it was present in Morrowind and Oblivion. But it is so obvious in GTA5. I can actually feel myself getting better as I do things. Yeah, the feeling has won me over. 

So Michael's old geek buddy Lester has a jewelry store heist in mind. We staked out the Rodeo Drive jewelry store and everything so far. But before the mission I think I need to maybe put a few more hours into practice to get prepared for the big time. More driving around the city. More time in the shooting range. And of course, more tennis and jogging. For the job. And of course to be able to beat my nagging, ball busting adulterous wife at tennis, and to win a race against that mouthy jogging bitch down by the beach. School of hard...well, you get the point. 

I predict I will be playing the campaign mode for a long time to come. Hell, I'll probably mostly be jogging and playing tennis around the city for the next month. Just driving around there are always nice things to look at as you level up your skill set..

And testosterone level



Cheers

Sunday, March 27, 2022

Nazi's of Tekumel

 


Hardly a subtle title for a post about an obscure game/setting that after several decades is getting more chatter than it ever did, though not for reasons (most) of its fan base is happy about. 



A focal point of the sudden controversy is over at the blog Grognardia, where blogger (often pejoratively referred to as "The Pope of the OSR") James Maliszewski has, since his return from his abandoned Kickstarter debacle years ago, been making the occasional post about his long running Empire of the Petal Throne campaign online. Though the setting has its fans, the posts about his gameplay seem not as welcome as his posts on old gaming magazines and Dungeon Master Guide snippets such as hit point generation and henchmen concepts. 

Maliszewski even did a post not too long ago seeming to lament the lack of comments on these entries and threatened to stop posting them. "Oh no!" cried his faithful. "Please don't!" OK, maybe not so much. But this campaign he does, along with posting long (quite dry IMHO - I rarely could get past a couple paragraphs when I tried to follow them) entries about the gameplay, seems of prime importance to him. But now his heart is broken. Sundered. He is bewildered and lost. Naw, after the weeping and gnashing of teeth he started posting again chop chop. Will he continue his campaign? Perhaps, but I might hazard a guess he'll stop posting about it. At least one of his posts following the wake seem Tekumel related. 

FYI this post seems to be about Grognadia only because the blog kind of seemed to have more Tekumel stuff going on than other places. Though I didn't look too hard. I'm not real in touch with what is going on in Grognard circles these days.  Tenkar's Tavern seemed to have a video post about it, and no beef with The Tavern, but I can't get past a minute or two of most OSR related videos anywhere on the net. His are no exception.

OK, enough potatoes and on to the meat. Apparently, MAR Barker, creator of Tekumel, is an unabashed Nazi sympathizer and anti-Semite, as evidenced by some Sci Fi book he wrote while still living, extolling the virtues of Nazi ideals (and perhaps even ripping off decades old Marvel Comics Captain America plotlines regarding a "4th Reich").

The big takeaway for this image is
Jane Weidlin from The Go Go's
has a blog about comic books



 Ouch. Not just that, but that the Tekumel Society, (Made up of his fans? Family members? I dunno), has known about it for a long time. 

I don't know about Nazi, but Barker
could have a Blofeld/Goldfinger
 thing going on here...


Maliszewski is shaken. His readership pop up in the comments to offer support/unsupport. 

My heart breaks for you. May you find peace with your relationship to Tekumel and all the joy and belonging that it has helped you find.

This really must be the utter worst for fans of Tékumel. It's bad enough when a favorite author turns out to be a bit of a prat, but in the RPG setting you feel like you've been walking around inside the mind of the author. I'm sure people in online fora will be debating and relitigating for years over whether Tékumel is "tainted" by its author's views. Just a sad situation all around.

I refuse to join in with an outrage mob of barbarians seeking to destroy all art and civilization.

It's really awful, and I sympathize with your situation as a "name" in the fan-community. 


OK, I'm not here to make fun, though acting like a family member died over finding out some fairly unknown game/setting/fictional language designer turned out to be a skinhead at heart is.. I dunno. Nothing I can say in that regard won't sound bad. Sure, James at Grognardia was in love with this stuff, and even had a fanzine going, so I guess you can feel bad for him. But, you know, campaigns end. You stop liking some stuff. I read LOTR 3 times growing up, and loved the films. But if I found out Tolkien ran around secretly setting homeless people on fire it would Surprise me. But overall, my reaction would probably amount to "...ah well. That sucks. But I was probably never going to read the Trilogy again anyway." Sure, if I did I would look at it differently. But it wouldn't ruin having hobbits in D&D for me. Oh well, there but for the grace of God go I.

Though I suppose if I was running some long campaign in Middle-Earth it would give me more cause to think. But getting all verklempt over it? Naw. Life is too short. If you can move on from a lost loved one, you can move on from an RPG to another. There are plenty of setting and genres to love (shit, there are guys like Erik Tenkar who appears to love and play them all). Many not put together by a modern Nazi. That we know of, anyway. 

 I have my own history with Empire of the Petal Throne. Not deep in experience, but deep in time. You see, as a youngster I hung out at Aero Hobbies in Santa Monica (famous in OSR circles for its mention in Playing at The World), and here I was exposed to early RPG's at around the time they came out. When I started playing there the owner Gary and his crew were pretty much past playing D&D. They were playing Bushido, Runequest, Traveller, and even a bit of Chivalry and Sorcery. And also some Empire of The Petal Throne. I think I only played a couple of sessions. It had a dungeon crawl element, which made it a lot like D&D. But other than that it was very different. I appreciated that in a way. Its even possible I tried a session or two with my friends, though If I did it clearly did not stick. 

Big time EOTPT fan. I get the feeling this
guy isn't too worried about the 
nazi stuff


In Tekumel, Culture and such were very different. There were oddball aliens races. And it had a very complex history involved that I found fascinating at first. An advanced resort planet out of Star Trek or Dr. Who or something. Indigenous races rounded up into reservations so visitors from outer space could enjoy Space-Disneyworld.  The whole shebang getting lost in a dimensional vortex and smooshed together on one interdimensional planet devoid of stars. And THEN the apocalypse begins. Flash forward ANOTHER 60,000 years and hey presto Sci Fi world is now a fantasy world. Hmm..Ok, that all does sound pretty cool. Assuming I got it right. 


Like I said, fascinating at first. But these concepts did not hold my interest for long. I was far more interested in other batshit and perhaps more lowbrow stuff like Arduin or Wilderlands of High Fantasy. City State of The Invincible Overlord. This stuff was not the type of setting implied in early D&D. But I could grasp what it was. More or less easily described to players, if needing described at all. I don't remember my first time as a player in Empire of The Petal Throne. In fact, the older dudes briefly all wrapped up in it at Aero probably didn't even bother to describe the background to a young teen. But I can imagine there was something like "Your fighter of the single Gammahydron, "Umaoprah", arrives on the shores of Whatasnozz, and exits the boat. A large Sar'to'nack approaches you and hands you a moldy purple plum. This is your invitation to fight in the labyrinth of Gr'in'zel'mort for prestige, honor, and a shot at becoming a fighter of the second Gammahydron.."

Ok, it's been over 20 years since I read the book. But I'm sure a lot of names were all Ch'alty. 

 Arduin and Wilderlands were far more accessible. And they were full of variety. They were chaos really, and as a very young person I did not need more explanation than that. And I don't think it was less serious than some far flung, mushed together pocket dimension, high tech as magic setting such as Tekumel. Now, decades later I learn more and more about Wilderlands and Glorantha, that makes me wish I appreciated those even more back in the day. Wilderlands was a setting at the end of its days, a land made up of layer upon layer of civilizations that lay under our sandaled feet in the form of endless ruins, and a place still reflecting the remainders of ancient interstellar war. That was at least as awesome to me as what EOTPT had going in terms of background IMO.  And Glorious Glorantha, which I loved perhaps most for its divided map of "in Column A you get ancient Ireland/Germany and in Column B you get ancient Middle East...with a topping of ancient Greece." Great stuff, mostly just lacking made-up languages. Unless somebody did that. I'd like to know what Praxian sounds like. But again, more accessible. 

I suppose many consider Empire of The Petal Throne is more for the "intellectually" inclined. If you are like James at Grognardia and say "indeed" a lot, then I guess that's for you. 

So back in the day during its brief run at Aero, I got a copy of the game. I don't know when the boxed edition was available, but mine was pretty much the rules and a map in a plastic bag. For decades it was in my collection, occasionally pulled out to look at and wonder if I should try to run a campaign, or just stare at it like the oddity it was.  But I usually ended with a "nope," and playing something else. So many good things to play. 

Around 2000 I put up a lot of my old unused game stuff on Ebay. Bunnies and Burrows, early White Dwarf issues. And EOTPT went as well. Don't even recall what I got for it. But while I regret not holding on to that adorable old copy of Bunnies, I never missed Empire of The Petal Throne. Thought to be honest I'd like to look at it now. 

Would I run it? I guess. Maybe not. I dunno. If I did it would be as a museum piece. I don't really tend to hold up classic game designers on pedestals. Gygax, Perrin, Peterson. I loved the games but most of the time don't think much of the men behind them besides basic historical context. For the most part these guys despite often being the catalysts were just part of the ultimate stews they made, especially as time went by. But Barker was the sole dude behind EOTPT. It makes a difference. Yeah, I'm not Nazi, but I'd maybe run a short campaign of it if give the opportunity. Mostly if I didn't have to study the ins and outs of the backdrop. And I guess I would have to. And that combined with the Nazi stuff would probably make me "nope" and save the (probably pirated) PDF onto one of my old external drives. 

YMMV, as they say. 

Tuesday, March 15, 2022

Hey yo, say goodbye to "The Bad guy"

 

Wrestler Scott Hall died this week at the age of 63.

Being surprised that a wrestler died seems kind of odd. They drop like flies, to this day. This post won't mean much to somebody who never really followed wrestling. But if they at least saw the movie "The Wrestler," they have a good idea of what the life is like for the performers. It should be no Suprise.

A grueling life on the road, with no off seasons. Getting to a town after a several hours drive. Hitting the gym. Then hitting the bar. Maybe some legal and not so legal substances consumed. Iffy women cavorted with. Maybe a violent encounter in that bar.  ("hey, aren't you one of those fake wrestlers?"). Get up the next morning and go to the arena.  Do a show that night. Hit the road. Rinse repeat. 

Scott Hall experienced the classic progression of a self-destructive wrestler. He started out clean enough, working in the smaller promotions before moving on to fame in the WWE. Becoming popular ("over") with the fans. Becoming part of a group of hard partying travelling friends. More and more fame. Dealing with the fame, the injuries, the pain in the body and often the heart. 

Scott had his demons. Prior to his career he was a young man working as a bouncer (like many wresters do before the big time). He was confronted in a strip club parking lot by a jealous boyfriend of some girl or another, and had a gun pulled on him. He ended up getting the gun and killing the guy. The court declared it self-defense. 

But Scott Hall was left with demons. For the rest of his life he was haunted by demons of that fateful night. Tortured in his dreams; never being able to get over taking a life and almost losing his. Classic PTSD. So the substance abuse began, and often ran rampant. 

Didn't stop him from becoming a star though. In WWE he rose to fame, got "over," by creating what I think is an amazing character, or "gimmick" as they say. A fan of the movie Scarface, he imagined a muscle-bound, six and a half foot Tony Montana. His original promos, videos showing the character doing gimmick things prior to debuting in the ring, were awesome. Fans ate it up. They were over like Rover. 

So Scotts career as an endless bad guy was born. 



I was in and out of wrestling fandom. I first bought into it with the "Rock and Wrestling" connection. Appearances of celebs like Mr. T and Cyndi Lauper brought big media attention. I would watch for a year or two, get bored, and come back with peaked interest at some point. Many gimmicks sucked. Wrestling clowns, garbage men, and even dentists were common. It was for kids. But the coming of Razor Ramon was a new angle. Something for the adults. Out of my teens, I finally discovered the movie, Scarface, loved it; and I loved Razor Ramon. 

In his early time in WWE, Scott became part of the Kliq. A name his road buddies were given. They were made up of new wrestlers who would one day go on to be huge stars. Shawn Michaels, Kevin Nash, Triple H, Sean "1 2 3 Kid" Waltman. They rode for hours talking business.  Each supporting the other in the cutthroat business, in the meeting room and the locker rooms. The Kliq grew in power as time marched on, gaining the ear of owner Vince McMahon. The locker room boys hated them for their loyalty to each other. But they were becoming huge stars, and that is all that mattered. 


Scott Hall was an agitator. He loved to rile up the locker room. By all accounts he liked to "stir it up" in not always nice or even fair ways. But he was also said to be a help to lesser non-Kliq guys. Guys struggling to make it he barely knew. He was clearly a man of two sides, as those with demons often are. 

Scott Hall eventually ended up going to WCW, Ted Turners rival promotion, with his best friend Kevin Nash.



They teamed up with a newly bad guy Hulk Hogun for the NWO (New World Order) and took the promotion by storm, while Shawn Michaels and Triple H got huge in WWE. The Kliq was mastering two promotions, become more hated by others in the back as they grew and grew in power. They were practically running the business.  They were literally changing the business. Thing unheard of in wrestling, like guaranteed contracts and creative control, were becoming reality thanks to them.


Scott's abuse of substances grew as well. In and out of rehab, he was often a mess, even wrestling drunk. 


When WCW lost the "Monday Night Wars" and was bought out by Vince McMahon around 2000 or so, Scott and his buddy Kevin Nash more or less retired from the ring outside the occasional appearance. But free time let the demons in more, and Scott did what he did to fight them more and more. His life was going down the tubes chop chop. 

But Scott was saved. Daimond Dallas Page, a former wrestler and now life coach who was most famous for saving Jake the Snake Roberts from the demons eating his body and soul. Scott cleaned up (mostly), devoting himself to staying alive. He got into holistic living. Organic food. He sometimes fell. But that is part of the process of those with demons who go on living. Tumbling down and getting back up is part of the process. 

Scott and Page

Scott apparently had multiple hip replacements, and in his latest one a blood clot got the better of him.

Fame is a bitch, but it may well have been what saved Scott from his demons. If he had just continued as a bouncer, would that work have occupied him enough to keep him from swift self-destruction?   It can be said that the busy life of a popular wrestler, long hours travelling and many drinks in bars, is not conducive to living clean. But many do it clean. Kliq member Triple H was asked to join the group of hard partyers because he didn't drink, and they needed a designated driver while they pounded the drinks and the drugs. But for someone like Scott it probably had two sides of a coin. Partying with your pals, but also needing to get up for a big show the next day. Wreslemania's and Survivor Series. Moving moving moving. A non-stop roller coaster. You need to kind of have your shit together. Sometimes, anyway. 

The life or a wrestler can be hard on those who choose it. But to come out of the life Scott Hall was living, to reach the age of 63 with all the damage he caused himself; The chair shots, the body slams, the pain killers, the harder drugs, the booze, the wild women, the likely steroids. 

You can look down on that life. But there is cause for admiration there. Scott lived longer than many who lived like him. Hell, I only have a few drinks on the weekend, and I wonder if I'll manage to hit that age. But if I do, then and beyond, I will always be a Scott Hall fan. As the NWO liked to say...


Note: Scott did many "shoot" interviews over the year where he talks a lot about the old times and great stories. Go to youtube and search "scott hall shoot interview"

Sunday, March 13, 2022

Player Appreciation and Beyond

 


(note: for most of my gaming life my groups were made up of friends I already had. This post is about experiences with mostly strangers that made up a new group)

I've probably mentioned in a lot of my posts over the years that my main pet peeve as a GM was to feel like running a game was a job that didn't pay. It has been a few years since I actually felt that way. But during my 10 years run for a group in Santa Monica (my first group that was mostly made up of strangers) from around 2008 to 2018 I felt like that fairly often. Now, it's not a TOTAL buzzkill. Sometimes it was even fun. At first. Kind of "pretend player vs. DM." One of the long-time players was a guy we called The Power Game man. A big white South African guy, he would create a character that seemed interesting and layered, and you would soon realize he was just min-maxing. Using stats, race, and class in combination to create especially powerful characters. 

Now on the face of it that isn't so bad. That is kind of baked into current D&D.  Lots of players do it, and it's part of their process. It's part of their fun. But where I get frustrated is when that kind of play treads on not just the other players fun, but especially mine. A couple of these "power game types" came along during that group's existence. And don't get me started on our long-time host then, who was not just a min maxer to a degree, but also one of these guys who liked to live vicariously through his characters getting laid and seemed to think I was his PC's pimp. So while Power Game Man was busy treating every NPC as an enemy (a power gamer trait I have always noticed), the host was always trying to fuck them. 


Look Andy, I'm not going to role-play the
process out for you; just roll your charisma
and we'll leave it at that...


As a DM you are in a unique situation where you have the power to pretty much come up with a sneaky way to kill any character that bothers you. But I was never like that. I was never an "enemy" DM who was out to get characters. Quite the opposite. I was fair to a fault, even in my earliest childhood games. And the worst players, like Power Game Man and some others, could tell that and use it as an advantage. And Therin is where the worst of my frustrations come in. I don't usually have some well-crafted story written up, or a way things have to go in game in order for me to have fun with it. I just try to make it a fair and interesting setting for the characters to romp around in and look for hooks. If I get into a players vs. DM situation, its because I got dragged into it. I'm not really into that mess and I resent it when I feel I've been put in that situation. I just want us to all have fun together.



I may complain (a lot), but I can see silver linings on any cloud. In the case of our old host, though in a lot of ways he was a pain, he was very supportive of my desire to run things other than D&D. It was in large part due to his support that I had successful campaigns of Champions, Runequest, Call of Cthulhu, and even Metamorphosis Alpha. I will always be grateful for that.  Power Game man? Naw, I have nothing to be grateful for there. Just an ass in a seat at best. 



But hell, for any player at my table who isn't a total annoying wack job, I'm grateful for them giving their time and putting their gaming fun in my hands. But every now and again I have to appreciate the players who, without even trying, seem to value what you are doing as a DM, and in turn are valuable themselves. 

So I'll mention two "points of light" in my player pools. First is my old Friend "T." She has been in a majority of my gaming groups since the early 90's. She doesn't exactly go out of her way to make my experience better. But her mellow and consistent play style jibes well with my styles. She just...plays her characters. There isn't a power gamer bone in her body. Oh sure, she wants strong characters. But its usually just enjoying the life path that unfolds for her many characters in my campaigns that motivates her. She accepts the good and the bad that happens in the game. She is patient as hell. She gets along with other players. She quietly and steadily just role plays her characters. Even the very infrequent evil character she runs isn't a pain in the ass. But she is the anti-power gamer. In my Night Below campaign years ago her fighter character got a wish from a Deck of Many Things. Of all the things she could have wished for, she wished for an NPC her character fancied to propose marriage to her! Some would call that a wasted wish, but that was her just role-playing her character. Outstanding. T still lives in my old town, but we get to play here and there through Roll20, and she remains reliable and dependable player. 

In most recent times there is "B and L," who I mention a lot in my board game postings. Its thanks to them I got my first group together in my new town. L had no experience with gaming, but B played 1st Ed. in the service (D&D in Afghanistan, ya'll!). They were looking for a DM through the local shops Facebook page, and we hit it off right away. They are not the most outgoing players, they certainly are not there for community theater. But I specialize in somewhat introverted players, and they have come out of that shell pretty well. Quiet players much like "T," but they come up with some interesting moments. L, a woman straight as the day is long, had her female half orc fighter end up in a same sex relationship with an NPC. It was a situation that I certainly did not push, but the fact that it happened organically in the course of the games points very much to a role-playing frame of mind. 

Anyway, not just getting me as a DM and putting a group together, B and L would bring me a six pack of expensive beer or ale every damn game just for me. Even now, a couple of years later when we have a board game day, they bring me the same. Even during the times they are on health kicks and not drinking. I'd be like "look guys, if you aren't even drinking its not right to being me drinks." But deaf ears. Any time they come over they bring it to me. And me being raised on not showing up at a house with empty hands means I very much appreciate it. Its not the main reason we became so close so quickly (I'd take a bullet for them, meanwhile my oldest friends I've known for decades can go take their own bullets). That is mainly because this younger couple sort of adopted me at a time I didn't know anybody in my new town. Had me over for Xmas day only knowing me a brief time, when I would otherwise probably have spent it watching TV and eating Jack in the Box tacos (or maybe in a casino). I have been in a couple of relationships (with non-gamers) since coming to town, but most of my time with B and L is just me and them (and sometimes with some of their local pals). Dinner, drinks, local theater..I love being a third wheel with them. 

Now, you aren't always going to get close to people you met through gaming. As a matter of fact, they are the only case where it happened to me. We are already like brothers and sister. I appreciate the hell out of them in games or otherwise. They are my besties. And as I get older, in gaming or otherwise, I try more and more to focus away from the pain-in-the-ass players (or whoever) of the past, and put more of it, more positivity, into those who truly deserve it. People being positive towards you should make you want to be a better person. For them and for yourself. 

But we should all go through life doing that.



 


Tuesday, March 1, 2022

Voices and sound FX part 2 - Sci Fi etc.

 In the last post I bleeped and blooped about occasional amateur voice "acting" in D&D games. I wanted to follow-up with a short post on my somewhat minimal experience with Roll20 and its Jukebox function. But because a comment was left mentioning Sci Fi games I thought I'd touch on that a bit (who would have thought I'd get multiple posts out of this daffy subject).

"Going to the well one too many times"
as a wise man (probably) once said. 


I think there is something about D&D, no matter how you approach it as a DM, that lends itself to be a bit silly with the sounds of things happening in game (see the Don Martin examples that I have cherished for most of my life in my last post). As I've mentioned before I'm sure most of the anti-community theater in games folk have at least done a "thunk" as an arrow hits a body, and a "splurt" as it's pulled out.


 I mean, in most games but especially D&D there is a certain humorous irony that lurks around every corner. Behind every door. The whimsical nature of the game along with the various actions of players and the consequences of such as dictated by random number generation leads to a certain amount of suspense mixed with surprise, a great recipe for laughs. So the "spladaps" and "sizafitz's" just kind of grooves along with that. How often do we enter a session with a mind towards seriousness, and it devolves into slapstick? 

Don't even ask me to bring up that one Toon session so long ago. The voices. We all...did...voices. 😬



I ran Champions (or very early on Superhero 2044 and Supergame as a literal kid) on and off for decades, and you know the deal there. With superpowers it's kind of a no brainer; fire blast ("swoosh"), lasers ("zark!), explosions ("booosh!"). But Nothing all that silly. Uh, unless you aren't a comic book nerd, and do consider those examples silly.  Where it got real dorky was when characters with powers similar to famous characters described their stuff with those familiar sounds. Hence "snikt," "bamf" and "thwip." But hey, if it made them enjoy things more I would not complain (out loud). 


Call of Cthulhu? Ran great, long campaigns (and one or two short ones) on and off for decades. I probably voiced some scary moan, the rattling around of a skeleton in a basement before the party sees it, maybe a gurgling sound for any number of things. But really, I was pretty much about the verbal description of the dark goings-on. Trying to give voice to, say, Wilbur Watley's brother would probably just elicit laughs, which is great for D&D but not so much for CoC. 

 I laugh so I won't cry.


Let's see. What else? Well, I did a classic Traveller campaign a few short years ago, dipping into the original rules set. Not a lot of meat on that bone to go all Michael Winslow from Spaceballs. 


Ship to ship combat was silent, though somebody probably imitated various guns during firefights. But since they weren't "blasters" it would be your basic rifle or machine gun thing. "Pow pow" is so just banal. But I relied on appropriate music cue's more than anything (with CD's, so I was slapping them in and out of the player like a Free Trader computer operator would be slapping computer "tapes" in and out of the computer tower). Classical music, the 1984 Dune movie soundtrack, The Sci Fi Channel Children of Dune soundtrack, etc. 

I mean, have the right music on for a ship battle, or a Free Trader bravely skimming a gas giant, and you don't need to make cutesy sounds. 

This is Free Trader Beowulf...
mayday, mayday...iiiiiiieeeeee!!! Skidooooosh!!!



The moral of this tale is that in D&D you can't really go wrong going overboard in D&D with this stuff, but in many other games it's like wasabi. A little goes a long way.