Category Archives: Dungeons and Dragons

NPC’s (Non-Player Characters)

In Dungeons and Dragons games you are trying to bring characters to imaginary life by getting into their deformed, powerful, or magic-filled heads and walking around in a very dangerous imaginary world.  You have to be them.  You have to think like them and talk like them.  You have to love what they love, decide what they do, and live and die for them.  They become real people to you.  Well… as real as imaginary people can ever become.

But there are actually two distinct types of characters.

These, remember, are the Player Characters.  My two sons and my daughter provide them with their persona, personality, and personhood.   They are the primary actors in the stage play in the theater of the mind which is D & D.

But there are other characters too.  In fact, a whole complex magical world full of other characters.  And as the Dungeon Master, I am the one who steps into their weird and wacky imaginary skins to walk around and be them at least until the Player Characters decide to fireball them, abandon them to hungry trolls, or bonk them on the top of their little horned heads.  I get to inhabit an entire zoo of strange and wonderful creatures and people.

Besides the fact that these Non-Player Characters can easily lead you to develop multiple personality disorder, they are useful in telling the story in many different ways.  Some are friendly characters that may even become trusted travel companions for the Player Characters.

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D & D has a battle system based on controlling the outcomes of the roll of the dice with complex math and gained experience.  In simpler terms, there is a lot of bloody whacking with swords and axes that has to take place.  You need characters like that both to help you whack your enemies and to be the enemies you get to whack.  There is a certain joy to solving your problems with mindless whacking with a sword.  And yet, the story is helped when the sword-whackers begin to develop personalities.

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Crazy Mervin, for example, began life as a whackable monster that could easily have been murdered by the Player Characters in passing while they were battling the evil shape-changing Emerald Claw leader, Brother Garrow.

But Gandy befriended him and turned him from the evil side by feeding him and sparing him when it really counted.  He became a massively powerful ax-whacker for good because Gandy got on his good side.  And stupid creatures like Mervin possess simple loyalties.  He helped the players escape the Dark Continent of Xendrick with their lives and is now relied upon heavily to help with combat.  He was one of the leaders of the charge on the gate when the Players conquered the enthralled Castle Evernight.

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Not every NPC is a whackable monster, however.  In the early stages of the campaign the Players needed a magic-user who could read magic writing, use detection spells and shielding spells and magic missiles, and eventually lob fireballs on the bigger problems… like dragons.

Druaelia was the wizard I chose to give the group of heroes to fulfill these magical tasks.  Every D & D campaign requires wizarding somewhere along the way.  And Dru was a complex character from the start.  Her fire spells often went awry.  When Fate used a magic flaming crossbow bolt to sink a ship he was defending, killing the good guys right along with the bad guys, it was with a magic crossbow bolt crafted by Druaelia.  Her fire spells went nuclear-bad more than once.  She had to learn along the way that her magical abilities tended more towards ice and snow than fire.  She learned to become a powerful wielder of cold powers.  And while she was comfortable in a bikini-like dress that drove the boys wild because she grew to love the cold, she didn’t particularly like the attentions of men and male creatures that went along with that.  More than one random bandit or bad guy learned the hard way not leer at Dru.  There are just certain parts of the anatomy you really don’t want frozen.

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The Player Characters will need all sorts of help along the way, through travels and adventures and dangerous situations.  They will meet and need to make use of many different people and creatures.  And as Dungeon Master I try hard to make the stories lean more towards solving the problems of the story with means other than mere whacking with swords.   Sometimes that need for help from others can even lead you into more trouble.

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But as I am now nearing the 800 word mark on a 500 word essay, I  will have to draw it all to a close.  There is a lot more to say about NPC’s from our game.  They are all me and probably are proof of impending insanity.  But maybe I will tell you about that the next time we sit down together at the D & D table.

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Dramatis Personae D&D Style

One of the most fascinating things about Dungeons and Dragons, the story-telling adventure game with sword battles controlled by dice rolls, is the characters.  They are a creation by committee.  You take a blank character sheet, roll six basic numbers by complex rules on dice, and then decide who that character is; paladin, rogue, magician, archer, swordsman, etc… what that character is; human, elf, dwarf, hobbit… I mean halfling, orc, gnome, or Minotaur… and then do the complicated math that those choices entail.  But then you have to do the real work and give that character life in the form of hopes and dreams, likes and dislikes, personality quirks, and goals.  They have to become collaborative characters for a play that won’t actually be written until the players perform it.

These, you may recall if you are nutty enough to read Mickian regular features, are my children’s player characters.

Adventure1Ditty Bytcha who prefers to be called Fate is my number one son’s original character.  He is a fighter wearing magic armor who loves to make things as an artificer (one who builds devices with magic).  He eventually wants to cut his own arms off and replace them with mechanical ones.  He is also quick to leap into the fray and is fairly deadly with his chosen weapons.  He once made a crossbow that had explosive power enough to blast apart a ship and kill everyone on board, including the people he was trying to save.  He is also a good leader and is always ready with a joke that can even make the Dungeon Master laugh.

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And number two son’s character, Gandy Rumspot, is a food-loving halfling that also likes making ships.  No kidding, he likes being a shipwright and designing sailing vessels… and flying airships powered by captured air and fire elementals.  He likes riding pteradactyl-back and firing crossbows at the evil enemies from the air.  And he is good at making fun of other characters, even to the point of making some of them angry to the point of tantrums… especially his sister’s character.

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And, of course, my daughter the Princess’s character, Mira Mirkestasia is a telekinetic Kalashtar who floats everywhere instead of walking.  She possesses an intelligent throwing knife that not only comes back to her hand after every throw, but seriously wants to kill Gandy for his sister-jokes.  She protects the whole group from those like the evil Dr. Zorgo who threaten to take over your mind and put your brain inside a stone golem.

And, of course, three people is probably not enough to actually survive in magic-rich and dragon-filled Eberron.  So additional characters are required to go on and actually survive dungeon-crawling adventures.  These are known as NPC’s, Non-Player Characters.  I will tell you more about them in another post, but here are the two most important ones;

Druaelia is a female wizard whose familiar is the owl Temper.  She was there for the very first level-one adventure killing rats and gnolls who were particularly weak and stupid.  She started as a magic user looking to be the fireball expert.  But her fire magic kept going astray (rolling a 2 or a 1 on a 20-sided dice is catastrophic failure and not a good thing to roll when fire is involved).  And she eventually learned she was much better with ice and snow magic.  She is naturally immune to cold and can wear bikinis in winter, a useful thing when more than half of your team is made up of adolescent boys.

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Elytharra, more commonly referred to as El, is the cleric and healer of the group.  She is much more modest and devout, being a worshipper of the blue dragon Aureon, god of wisdom and magical knowledge.  She is the one charged with learning how to heal boo-boos (and re-attach heads and raise the dead) because hunting for treasure in dragon caves is a dangerous business and dice rolls can make really bad things happen.  She was also part of the very first adventure, and the rats almost ate her.

So the main reason we have enjoyed D&D adventures so much is the fact that the characters are so surprisingly real.  We learn to care deeply what happens to them, and want them to prosper in the face of evil, no matter what comes.  And the real secret behind them is… in truth they are really us.

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Saturday Night D&D

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“The party now rushes through the front gate of Castle Evernight.  Gandy swings down from the room where he operated the pulleys that opened the drawbridge and barbican doors to rejoin his fellow fighters.”

Princess Mira the Kalashtar- “Do we see any more golems or other fighters to stop us?”

“You do not.  Since you took away Dr. Zorgo’s wand of golem control and Zorgo himself died in the plunge from the tower, there no longer seems to be anyone to keep you out of the castle.”

Gandy the hafling rogue- “Then the castle is now ours!”

“Perhaps the Duke’s daughter would dispute that.”

“Sien, I’m sorry.  But the Duke and all his servants are now dead.  We liberated the castle and have a right to claim it.”

“Sien Evernight looks at you sadly.  She says, “I do not dispute your right to the castle.  But my father, remember, had been changed into a gold  golem.  And even though he grabbed Dr. Zorgo and pulled him over the tower’s rail, he may have survived the fall.  Of course, that doesn’t make him actually alive.  But with no one controlling him, we may be able to talk to him once again.  You can have the castle for all I care, but I want to know what my father thinks.” …and I think you need to be reminded by the DM that your leader committed to replacing the Duke and ruling the city. “

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Yes, I have been playing Dungeons and Dragons with my own kids, and the pencil and paper characters we use for the silly story-telling game have become, over time, real people to us.  But the game has slowed way down since number one son left to be a Marine and number two son got a weekend part-time job.

So, the conquest of Castle Evernight might end up being the last adventure actually conducted around the D & D table in the upstairs library.

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So I created a Facebook page for the family game and intend to post stuff on there that may keep the game at least a little bit alive outside my own stupid head.

I intend to post stuff there to update everyone on what is happening in Eberron to the members of the ongoing quest.

Just as a reminder, I will show you the player characters again;

Number one son’s character is retiring to be the new Duke of Evernight, married to Duchess Sien Evernight.

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Number two son’s character is the irrepressible halfling, Gandy Rumspot.

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My daughter, the Princess’s character is Mira the Kalashtar.

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My intention is to use Saturdays, the traditional game night, to post more D&D stuff to this page and the Facebook page.  I need more creative ideas to keep filling this blog daily, and I have done considerable work setting up the game as Dungeon Master.  I don’t want it all to go to waste.  You will be welcome to come anytime and take a look.  But I am just too immature and set in my ways to totally give up D&D.

 

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…In the Eye of the Beholder

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Meet Xandu, the Beholder… I can’t say he’s a bad guy, but only because he’s a giant floating head full of eyes, and doesn’t have the proper parts to be considered a guy.

Those of us who were nutty about playing Dungeons and Dragons in the 1980’s hear the phrase, “Beauty is in the eye of the Beholder” and we’re automatically thinking weird thoughts about Xandu, and maybe even questioning, “Which eye do you mean?”

Beholders have one big eye, and a lot of little ones equipped with death lasers, gazes of perpetual sleep, nausea looks, and fear-eyes that make you run away in terror.  With that kind of surreal right-brain crapola going on in my stupid old dungeon master’s head, it’s no wonder I might go into this discussion of the Beholder with monsters on the brain when I really intended to talk all along about this particular beholder;

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Tomi Lahren is the darling of the right wing media, broadcasting her loud, angry racist-Barbie rants for Glen Beck’s lovely fear and hate smorgasbord known as The Blaze.  You can tell just by looking that she is a genetically German/Norwegian Midwesterner who could be an Iowegian if only she had had the good sense to be born in Iowa instead of the big bowl of blah that is Rapid City, South Dakota.  I know that may sound like some kind of reverse racism to say I can tell those things “just by looking”, but it isn’t, because I meant you can just look those things up on Wikipedia like I did.   To hear her shout her opinions on immigration in her closing segment called “Final Thoughts” you could swear she was channeling Donald Trump and lulling you into a stupor with her gaze of perpetual sleep power.    She is also known for giving San Francisco quarterback Colin Kaepernick the nausea look for silently protesting racism and social injustice by taking a knee during the playing of the national anthem.  And she reserves both the fear eye and the laser death eye for Black Lives Matter activists, calling them the equivalent of the KKK because…  Well, I can’t read minds, especially hard little white power minds that say “all lives matter” because they really want to say “black lives DON’T matter”.

But, honestly, I don’t dislike this blond beholder who is more than just a floating head full of evil eyes.  She was cute on The Daily Show talking to Trevor Noah.  And she used her indoor voice even when saying slightly racist things.  The two of them seemed almost friendly, though ideologically they are worlds apart.

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And this is what we really need to see more of, the two sides of an issue actually being able to talk about issues acknowledging that each side has a right and a reason for the views they personally hold, and you can’t get the bugs out of the batter before you bake the cake if you don’t work together.  Lahren was even willing to be brave and appear on the liberal comedy talk show Real Time with Bill Maher where conservatives are often chewed up and spit out in front of a distinctly liberal audience.

But she is still a beholder.  She views the world through one big eye, one point of view, with little room for opposing viewpoints.  You will definitely have to decide for yourself as you enter the next dungeon room and come face to face with the beholder, which one is worth the roll of the dice to defeat, and which one you should run away from screaming like a little liberal snowflake girl.

 

 

 

 

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There Are No Stranger Things Than Kids

I am planning to re-watch all eight hours of Netflix’s Stranger Things.  I can’t help it.  I really seriously love that show.  And the reason is the kids in the series.  Yes, it was set in the 80’s, a decade I long to return to, but I wasn’t a kid myself in the 80’s.  That was my first decade as a teacher.  The thing is… I taught each and every one of the kids in that series.  I admit, they had different names and lived in different bodies, but they were the same faces, the same personalities.

And it is not so much the characters the kids inhabit in the show, though they were obviously cast as themselves.  It is the real-life screwiness that Jimmy Fallon brings out with the silly string that I recognize.

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Finn Wolfhard’s character, Michael, is basically me.  The dreamer determined to make the fantastic become true.  And when they played Dungeons and Dragons in the basement, he was the Dungeon Master.  That was me.  The teller of the stories, the maker of the meaning.  He’s the one that creates the Demogorgon adventure that eerily comes to life.  He is also the one that finds and befriends the mysterious Eleven.  He is the driving that leads them all to the inevitable conclusion of the adventure.

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And while I never met anyone quite like the mysterious Eleven, Millie Bobby Brown is definitely no stranger to me.  She is bubbly, outgoing, and utterly charming.  She can channel Nikki Minaj.  I must’ve taught at least five different versions of Millie in three different schools when I was a teacher.

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She makes the weird and otherworldly character of Eleven become believable through the sheer force of a natural talent for empathy and understanding.  She is a highly intelligent girl with a knack for making things work.

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I have also taught about four different incarnations of the Dustin character’s actor, Gaten Matarazzo.  The goofy but courageous kid with a broad sense of humor and a focus on food is a very common type of junior high kid.  And while he isn’t usually a leader in the classroom, he’s the one you turn to when you need help getting the group to choose the right path.

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I swear to you, I know all these kids, even though I have never met them.  You see, when you are a teacher for long enough, everyone in the world comes in through your door.  You have to get to know them and learn to at least like them if not love them.  You do the thing for long enough, and you learn that there are a limited number of different faces and personalities that God distributes over time and circumstance to many different people.  It is possible to get to know nearly all of them.  And there are no Stranger Things than kids.

 

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The Family That Slays Trolls Together…

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As a family, we play Dungeons and Dragons.  Well, all of us, that is, except Mom.  It’s basically against her religion and means the Jehovah’s Witness version of Hell for us. (Which is a spiritual condition where God refuses to talk to you, and play checkers with you, and then you die.)  But let’s not discuss that here.  I don’t need her to start thinking about reasons to divorce me.  She accepts that it is a thing we do and like and keep mostly to ourselves.  (I just rolled a 15 on a twenty-sided dice to succeed in that charm-enemy spell and avert disaster.)

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As a family we have chosen to use the Eberron campaign available from Wizards of the Coast, the company that now publishes all official D&D stuff.  It is a medieval/Renaissance sort of setting where magic is every-day common and takes the place of science in the real world.

I get to be game master and creator of the basic plots and stories.  My three kids, Dorin, Henry, and the Princess are the player characters who interact with the world and determine the outcomes of the adventures through the rolling of Dungeon Dice.

I want to assure you at this point that my eldest son does not actually have a watermelon for a head.  Maybe metaphorically, but he is easily the smartest and most likely to be a leader of my three kids.  His character routinely pursues ideas like replacing his arms with magical metal arms, or grafting additional arms on his body.  He has chosen the phoenix to be the symbol on his personal flag and coat of arms, but his artifice roll to create the magical ship’s flag turned out to make it look more like a pigeon that someone set on fire.  (You have to watch out for those rolls of “1” on a 20-sided dice.)

Henry, my middle child, likes to play a halfling.  The little hobbit-like character is the one called upon to disarm all the tiger traps and poison-arrow traps that line the dungeon tunnels ahead.  He is a problem-solver in real life.  And he wants to be an architect.  In D&D games, he is often the first one to run up to danger and look it in the blood-shot eye.

Every D&D group needs a wizard or some other magic-user.  Ours has Mira, the Kalashtar mind- wizard.  My daughter’s character can use mind powers to float in the air, pick up and throw things with her mind alone, and figure out ways to do things using as little physical effort as possible.  Oh, and she loves to eat chocolate.  (The character, I mean… or is it actually the daughter?  I don’t know.  It is sometimes hard to tell them apart.)

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In our last adventure, we went to investigate the evil doings going in Evernight Keep, a castle in the country of Aundair.  We were able to not only defeat the evil mind-flayer, Dr. Zorgo, who had turned everyone into golems in the castle, but also to win the castle and the title of the Duke of Passage.  Now that they own a castle, my little band of adventurers will have to defend it, and I know of one old game master who will definitely throw all kinds of evil challenges at them.

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Player Characters

One of the best things about Dungeons and Dragons is that, in order to play the game, you have to play “let’s pretend” a lot.  You start with the notion that you have to pretend to be somebody else besides who you really are.  Possibly you can pretend to be someone who is impossible and could never be real.  You can be an elf, or an orc, or a dwarf… but if you decide to be a hobbit, you can’t call yourself a hobbit because that name is the intellectual property of the Tolkein family… but you can be a halfling… and somehow that gets you by.  And if you are, like me, the “Dungeon Master”, it becomes your responsibility to become the voices for all the NPC’s or non-player characters.  You get to be a multitude of people who are really not you.  And you get to do things that the real-life you would never do… either because it is simply not possible, or you haven’t finished studying magic in the real world, or because you are really not such a terrible person in real life… or not such a good and wonderful person in real life as the elf paladin you play in D&D.

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My eldest son’s character, the leader of the adventuring party.

Ditty Bytcha was my son’s first D&D character, rolled up with dice to be a human fighter and an artificer (a maker of useful mechanical and magical devices).  His name was a bit of a joke.  His back story included a father named Willy Bytcha and a mother who was a paladin of the god Aureon (the blue dragon god of wisdom and knowledge) named Gunna Bytcha.  His grandpa was named Gummy Bytcha.  But as time went on, he acquired a sword named Stormgaar.  It was a magic sword, imbued with the intelligence and memories of the secret agent from Breland that gave the sword to him.  It served as his conscience.  It kept him from stealing from the poor and murdering women and children.  It guided him through moral dilemmas like what to do with a captured enemy.  And it gave him a way to add to his power to defeat evil.  By playing this game of goblins and dire wolves, dragons and surly dwarves, my son learned to negotiate his problems.  He learned that every problem does not lend itself to being solved by hitting it with something heavy or something sharp.  It gave him leadership skills that I truly believe have influenced him as a present day U.S. Marine, and may have led to the leadership responsibilities he has taken on there.

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My number two son’s character is Gandy Rumspot, the halfling rogue and builder of sailing ships.

My number two son decided to take over an existing character, the halfling rogue Gandy Rumspot.  This character was a hard-drinking, charismatic, and thoroughly outgoing little hobbit… er, I mean halfling.  He was really the opposite of my son in almost every way.  My son is shy and over-cautious to a fault.  Gandy, however, took to the sea and took to the air.  He turned himself into a designer and builder of ocean-going ships.  And when they encountered other halflings who rode on trained pterodactyls, he had to have one.  They captured and tamed one, and he learned to glide through the air on the saddled back of a pterosaur.  He has learned to take risks and try the things that might seem scary.  When he wanted to get a job, without prompting, he went up to the manager of a tea-seller’s booth in the H-Mart Asian market and asked for an application.  They immediately gave him an interview and hired him.  He has already earned enough money to buy himself an electric guitar which he has taught himself to play very, very well.

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My daughter the Princess chose as her character Mira Mirkestasia, a soul-gem wearing Kalashtar (a form of mind-reading sorceress).

Mira is my daughter’s character.  It took a while to convince the other two that their icky little sister should be allowed to play the game too.  They were worried that she wouldn’t be smart enough to keep up with what they wanted to do, wouldn’t be resourceful enough to help them overcome evil, and would be too squeamish to kill stuff and kill guys when it needed to happen.  So, she became a cerebral Kalashtar, one of those ESP brainiac characters who can do mind-reading and telekinesis because they share their body and soul with a bizarre creature who fled oppression in another dimension entirely.   In one adventure, she took possession of a mystically powered intelligent throwing knife named Xulo-Mira that would always hit the target (assuming she could make the dice roll) and would always return to her hand.  She became a reader of magic scrolls, a lover of magic books, and, in real life, she fell in love with reading, particularly the Percy Jackson novels of Rick Riordan.  Her grades in school improved.  She has become inventive, creative, and artistic… enough so that she was accepted into the special METSA program for high school next year where she will be able to get college engineering credits and do the things she loves to do while getting her high school diploma.

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The clay dragon the Princess made in art class and wowed the art teacher into blubbering incoherence with.

I cannot claim with a straight face that playing the D&D role-playing game allowed me to train my three kids into wonderful people.  That is just an opinion from a doting father who gets off on playing god in an imaginary universe.  But I have found role-playing to be a useful way to teach things.  Over the years I played a lot of RPG’s in the classroom and at home.  I used role-playing exercises on kids whose behavior needed a lot of molding and modeling.  It can be done in real life, and I am not merely a D&D nerd who only lives in a fantasy world of his own making.  I am a D&D nerd teacher who teaches through a fantasy world of my own making.

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Nerds and Dragons

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I have been a D&D nerd since the early 1980’s.  I have played the game with  brothers and sisters, kids I taught from middle school and high school, and my own three kids.  It was a chance to be a story-teller as the game master, the plotter of plots, the maker of tales.  It gave me a focus for things to draw and books to buy.  Then, I got old, and my kids grew up and didn’t have time to play any more.  So, I end up a sad old nerd with a vast collection of game books and D&D drawings.  So what do I do?  I use them for posts on my blog, naturally.

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Talislanta

In the 1980’s when I was a Dungeons and Dragons nut, I found a role-playing game that was sort of unique.  It was called Talislanta.  Created by Stephan Michael Sechi, it was a game like D&D, but totally without elves and dwarves and orcs and even humans.  It was set on the world of Talislanta with many weird and wonderful races that didn’t exist anywhere else in literature.  I used it to play RPG games with South Texas kids, and the Baptists preached against the demons and devils in D & D.  The only way I could get away with D & D games was by playing Talislanta, where the Baptists couldn’t preach against me because they didn’t know what the heck it was.  So, I created stories and art from Talislanta, inspired by the work of the game’s lead artist, P. D. Breeding Black.

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Kastur, hero and adventurer

Hal Vas was a Jaka wilderness scout, while Xeribeth was a Zandir Sorceress who specialized in spells of flight and levitation.

Orrin, the headless snow wizard, and Teveron, the Tanasian pyromancer were both bad guys who tried to defeat the heroes at every turn.

Magnolia and Willowleaf were both Muses, the butterfly-winged people who used magic mostly for the purposes of entertaining others.  They were attended by the tiny butterfly-winged people called Wisps.

Talislantans were many different colorful races.  There were green ones like the Cymrillians, the Tanasians, and the Oceanians.  There were blue ones like the Mirin.

Sunnyjias was a Cymrillian enchantress while Zoran-Viktor was a Mirin alchemist.

Spooky was a Man-ra Shapechanger who could alter his body shape drastically.  Harun was a Phantasian astromancer who could fly using sailing ships powered by anti-gravity wind crystals.

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And Tazian Thralls were warriors who had elaborate colorful tattoos over every inch of their bodies.

It was a fun world to play in.  Magic and mystery and wacky wizards abounded.  And it wasn’t all about throwing fireballs and whacking stuff with swords… although there was a lot of that too.

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World Building

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As a novelist I am very aware of the importance of setting.  It is an essential part of of telling a story, to be able to set the stage upon which the characters will act out the plot.  The setting pictured here is one created for my family’s on-going D&D Role-playing set in the campaign world of Eberron, here on the continent of Xendrick which was long ago ruled by magical giants.  It is built around details.  There are in this picture three elements that are actually aquarium decorations (the two jewel-eyed skulls and the Egyptian ruin construct in the background).  The silver skull and the Princess Jasmine figure come from gumball vending machines (Jasmine comes from a vending machine in the hotel lobby in Anaheim when we took the kids to Disneyland).  The thatch-roofed house in the background is from my manic urge to create cardboard castles.  The skeleton-faced statue came out of a box of cheap plastic toys from Dollar Tree that Grandpa bought for my eldest son back in 1998.  If there is any kind of point to this paragraph, it is that this detail-rich setting photo is created with unusual parts, parts that lots of people would not think to include in the world-building process.

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If I have any claim at all to a talent for creating a good setting, it comes from my creative juxtaposition of widely disparate objects.  (In English, it means I like to stick weird stuff together in the same place.)  That, of course, is the very definition of surrealism.  Making the bizarre seem natural and right.  It is how you create a science fiction setting, a fantasy novel setting, and even a setting for a hometown novel set in the little Iowa town I grew up in during the 60’s and 70’s.  (You might not fully believe me yet, as I have not published more than one of my hometown novels, but I do have a hometown setting made of a hidden fairy kingdom, a haunted house, a mad scientist’s laboratory, a witch’s hovel, a mysterious sea captain’s house, a house haunted by rumors of werewolves, and a connection to the dream lands that often lets other-worldly clowns wander our streets.)  (That last now holds the record as the second-longest parenthetic expression I have ever used in my writing.)

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Of course, setting by itself is meaningless.  It must be interactive with the characters that inhabit it.  As the dragon crashes through the castle wall behind them, Princess Aurora and her little mechanical body guard, Clockwerky, are not even facing it.  Are they ignoring it because they are actually quite stupid?  Or since it seems to be heading out of the scene to stage left, are they simply assuming it has to be somebody else’s problem?  Either way the setting and the characters don’t mesh in a way that furthers the actual story… at least, not without a lot of additional explanation.

So, can I explain in any sort of a simple fashion how this 500 word treatise on setting is to be understood?  Yes.  Very simply, settings are built of details… lots of details.  And settings and characters have to work together.  Here endeth the lesson.

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Mervin the Minotaur and Barrabas the Half-Ogre each roll a natural 20 to double-slay the dire elephant that was threatening princess Jasmine, while in the background, Oneorb the Cyclops rolls a 1 and bashes himself in the head.

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Filed under Dungeons and Dragons, humor, NOVEL WRITING, Paffooney, playing with toys, setting, surrealism