Friday, February 7, 2014

Challenging Influences

According to Dyvers, the legend goes that waaay back in 2008 (one year before I began this blog) James Raggi*, of Lamentations of the Flame Princess fame (or infamy, depending upon your perspective), suggested RPG bloggers ". . . name the primary influences in your personal game, so we get a flavor not of what set of rules you decide to use, but what kind of game people can expect to play with you! Minimum five. No maximum. Plus include what people might assume influences you that you actually reject . . ." (Media Influences). 

Honestly this sounds fun but it also gives me this strong feeling of deja vu. Since Raggi posted the original challenge prior to the existence of Barking Alien, I couldn't have completed this challenge already. Could I?

Cue Twilight Zone music...

Before I get started, I want to make one unclear thing perfectly clear...

Raggi calls the post 'Media Influences' and than goes on to say in his post:


"So much has been said about the literary influences of D&D.

Now that's all great for the theorists, historians, pundits, and commentators.

But what about the influences of the individual campaign?"


OK...do these individual campaign influences not include literary ones? 'Cause among those listed by Mr. Raggi are Edgar Allen Poe, HP Lovecraft, Jules Verne, and HG Wells. I believe those gentlemen, and correct me if I am wrong, are writers.
 
Perhaps what he means to say is, "What are the influences on your individual campaigns, and not the game systems used to run them, literary or otherwise."
 
Perhaps.
 
Since the whole 'Media Influences' phrase just weirds me the hell out I'm going to go with those individuals who influence my gaming style and aren't novelists. Influences from non-written media if you will, even if some of these gentlemen were writers to some degree or other.

Hmmm...something of note:

I was an avid reader, even at the age of 8, when I first began playing RPGs. I was extremely advanced in my reading level and by 6th grade could easily read books meant for high school students. I read The Hobbit at 8 or 9, Lord of the Rings by 10 or 11 and Dune, Ringworld, and Foundation all before I was 14.

That said, I think one of the reasons I differ so much in my thinking from most of my gaming hobby brethren is that none of the written works I have processed and enjoyed have as much to do with the way I game as what I learned from the people I am about to mention.

OK, whew...On to my list!
 
Mel Brooks and P. T. Barum

I pride myself on my timing and ability to not just weave a tale, but to entertain. I like to keep the players guessing, their minds (and mine) moving and the whole thing flowing like the best movies, plays and TV shows.

Aside from being a comedic genius, Mel Brooks in a great director in a technical sense, in my opinion. He paces his movies well, and he gives each of the characters moments to shine, even if they're inept, or rather minor to the story. The audience (that's us), are never distracted by this. It is simply woven into the whole of the film. We enjoy taking a breather for a moment here, and there. We have some laughs, and then get back to the meat of things a few beats later. I've not just watched Mel Brooks' films, I've studied them. Comedy or serious business, you can learn a lot about timing and atmosphere watching Blazing Saddles, Young Frankenstein and the Producers.

P.T. Barnum was a master in the arts of business, entertainment and distraction. I look to him as a major influence on how to use preconceptions, confusion and general mayhem to my advantage. It is from Barnum that I developed my practice of giving players a lot of information, though certainly not everything they need, and not all of it true. Fascinating fellow, and far more talented than most people realize. He was a writer, a politician, a salesman, an actor, a teacher and an architect. Did you know he designed the graveyard where he was finally buried at the age of 81?

Gene Roddenberry and George Lucas

I started gaming with D&D at the age of 8 in 1977. While I instantly fell in love with the game, as I have mentioned many times in the past, traditional Medieval Fantasy and Sword & Sorcery were far from my favorite genres.

By the Summer of '77 I was already a both a Trekkie and a Star Wars fanatic. I loved both and my naturally nerdy noodle absorbed as much information on the ships, aliens, planets, items and what-have-you as I could. It was through this that I learned about world-building. The kind of world building I do is directly related to the type of world building these two men did. Key element; don't try to build a world, let one happen, but don't let it happen by mistake.

Fans of all sorts will tell you that Lucas had written parts of the episodes 1-3 and perhaps even 7-9 a long while before he filmed Star Wars: A New Hope. Poppycock and rubbish. He may have jotted down some notes and he may have had some ideas, but he did not map out his universe the way we like to think he did (or the way we the fans and those professionals who work on the expanded universe have). No, he added as he went, tried to be true to what he said already, unless he thought his new idea was better, and if he felt it was, came up with a reason the previous info was incorrect.

"Did I say killed your father? I did? I meant 'is'. 'Is' your father. I mean, he did metaphorically 'die' and a new persona took over who wasn't like his old self so I guess 'killed' does make sense. So, yeah, if you look at it that way I told you the truth from the very beginning."

-Obi Wan Kenobi, paraphrased by your truly.

A certain point of view indeed.

Roddenberry's universe worked much the same way, but he had to deal with different writers adding their own material in and a network that wanted to see certain things in order to justify the budget. Still and all, Roddenberry did an amazing job of keeping it all together. As time marched forward and the Next Generation was built on top of the foundation that the Original Series laid down, Gene tried very hard to maintain the continuity as best they could. He understood that there were fans already out there and that they cared about that sort of thing.

So do I. So do my players. The end result is that I try to follow a combination of the approaches above. Have a basic idea of what you're doing and what you want to do,  always add new material, a little at a time preferably, and always leave enough room for error. Should error occur, don't hide it and don't apologize for it. Come up with a reason for it to be a misconception, not an error.

Jim Henson

What do I even say about Jim Henson's influence? How do I put it into words? So many of the things I do, from the voices of NPCs to the way I see scenes unfold can be attributed back to this man and his incredible mind, heart and vision. For me he is the source of my 'controlled chaos' skills. Split the party? No problem. Crazy scheme to escape? No problem. Player character dogs, pigs, chickens and liquid life forms from the planet Koozbane? No problem. It's all good, thanks to Jim.

Other major influences I should mention but don't really have time to fully go into detail on include:

Comic Book Artists John Byrne, Adam Hughes, George Perez, Alex Ross, Adam Warren and the late Mike Wieringo.

Comic Book Writers Paul Dini, Paul Levitz, Dennis O'Neil, Roy Thomas and Marv Wolfman.

Directors Francis Ford Coppola, Blake Edwards, Terry Gilliam, Martin Scorsese and Steven Spielberg.

Actors and Comedians Dan Aykroyd, William 'Bud' Abbott and Lou Costello, Lucille Ball, Carol Burnett, Steve Martin, The Marx Brothers, Steve McQueen, Bill Murray, Leonard Nimoy, Christopher Reeve, Burt Reynolds, Peter Sellers, Lily Tomlin, Gene Wilder and Robin Williams.

Musicians and Singers America, The Beatles, David Bowie, Jimi Hendrix, Janice Joplin, Jethro Tull, Billy Joel, Elton John, Freddie Mercury and Queen, The Monkees, Procol Harum, Three Dog Night and many others.
 
I could go on and on, but suffice to say, these are the major ones and those less prominent ones that popped into my head without having to think on them.

And not a one specifically a writer of genre fiction in book form.

Challenge Completed.

AD
Barking Alien
 
*James Raggi is not a name you'll see a lot on this blog. I do not know him personally and have only crossed his path once or twice while commenting on some other blog. His products are well done and he certainly knows his stuff. That 'stuff' being a certain style and subject of story and gaming that I don't care for all that much. To each their own of course.

The only product of his I read through in its entirety was the module 'Death Frost Doom'. I found it to be largely unmemorable. Just could not get into it.





Monday, February 3, 2014

Coming Online

I seemed to be all over the place last month.

Traps, Superheroes, Dungeons & Dragons and Pathfinder. There's a random encounter table if I've ever seen one. I still haven't fully recapped my Star Trek games, updated you on our Traveller campaign (which is going awesomely, thank you for asking) or told you how Pathfinder actually went. Yikes.

Well, later for all of that. Seriously. I've got other things on my mind.

I am planning on starting a campaign online using Google Hangouts in the very near future. Very near. Soon even.

So here is my question:

Having read this blog and hearing me babble about various subjects, what would like to see me run? Assuming you could be in a Barking Alien GMed game, what system, genre or both would make say, "Adam is going to run X online? I'll be there!" or "I'd play that in a heartbeat!".

Just curious.

AD
Barking Alien





Friday, January 31, 2014

High Horse

Happy New Year, The Year of The Horse, to all my friends and their families who celebrate it.




Gong Hei Fat Choy!*
 
*The phonetic spelling and pronunciation I use to wish you all a Happy New Year is based on Hong Kong Chinese/Cantonese and not Mandarin. This is because most, if not all, of my Chinese friends are from either Hong Kong, Canton or one of the Canton region's close neighbors.
 
AD
Barking Alien
 
 


Tuesday, January 28, 2014

Anniversary Present



So I thought this was interesting.

Yeah, I am not sure why I thought so either, but it could be because I am reminiscing about D&D thanks to it celebrating it's 40th birthday AND the fact that I am now in a (*shudder*) Pathfinder game. Honestly, it's making me miss some of my favorite old campaigns. I sure hope I get to run Champions and Star Wars D6 again soon.

Ah-hah! See what I did there? Heh.

Anyway, I figure I'll give this list a shot. Supposed to do it in February and in thirty days but I figure with my, er, love of D&D I should be able to crank it out in an evening.

***

Day 1:

The first person to introduce me to D&D was my friend Tom Zizzo. He was one year younger than me (I was 8, he was 7) and his older brother taught him. It was the edition of Basic which had the book cover with an illustration of a dragon on a treasure hoard in blue. All blue. Like a hundred shades of blue. My first character was Gobo Pepperthorn, a Halfling.

Day 2:

This is harder. Most of the people I played with all discovered it around the same time. Hmmm. Wait! My friend Joseph Cangelosi. We were best buddies growing up. My Mom used to say, "This is my son Adam and my other son Joseph. Only, he's not related." Joe's first character was an Elven Fighter/Magic User in the version of Basic with the Erol Otus cover.

I can only remember Basic D&D by the cover art.

Day 3.

Both of these have the same answer. We made up our own.

As a player, my first dungeon wasn't until our third session I think. In the first session I walked through an abandoned medieval village that was really a Western ghost town, complete with swinging door saloon. This is because in our 7 and 8 year old minds, a lack of guns and the presence of knights in armor were the only things that separated the Dark Ages from the Old West.

As a GM my first dungeon wasn't really a dungeon either but the ruin of an old castle. It was my own creation based on a picture in an old book my parents had.

Day 4:

My first character jumped in front of a dragon's breath attack to save a fellow PC who I had discovered was secretly the long lost prince of the Elves. He didn't know it himself, but I managed to tell him with my character's dying breath.

I've never slayed a dragon as a PC in D&D.

I helped slay some giants in D&D, or as I like to call them, 'very bigs'. We played the G series of modules and we fought and killed stone very bigs, frost very bigs and fire very bigs.

D&D giants are too damn small.

My buddy Joe and I were the only two survivors and the victors of a convention run through of The Tomb of Horrors. He defeated the Lich.

Day 5:

My highest level character was Redsand Thickstone, a Dwarf Cleric/Fighter in our homebrewed variant of Advanced D&D 1st Edition (the basis for my current D&D AD or D&D-But-Not system). I think he was 13/12 when we last saw him. I forget. I could be wrong as he was converted into an NPC and appeared in one of our later 3.0-variant campaigns.

Day 6:

My first character death was my first character ever who perished in a heroic blaze (literally) of glory as mentioned above. I took it fine. To be honest, I killed him off with that crazy maneuver because I was tired of him and was thinking of trying something different.

I am not wired to be a player.

Day 7:

This one is kind of funny.

I can't tell you what the first D&D product I bought was. I don't know or remember. I received the Erol Otus cover Basic Boxed Set from my aunt for Hanukkah. I got some additional modules and books over the next couple of years as birthday, Hanukkah or other types of presents. My grandparents got me the AD&D 1st Edition rulebooks, I recall that distinctly.

An issue of Dragon magazine might have been the first D&D item I bought myself.

Day 8:

My first set of dice were whichever ones came with the Basic Set. No, I don't still have them.

Day 9:

Homebrewed by the GM, as a player.

As a GM, my first campaign setting was a kitbashed mess of World of Greyhawk mixed with my own, original ideas, places, etc. I eventually phased out the Greyhawk parts and replaced them with my own locations and background stories.

Day 10:

Dragon. Definitely Dragon.

Day 11:

Not applicable. I was nearly always the GM and we didn't really use 'splatbooks' back then.

Day 12:

The first store I ever bought gaming stuff from is long gone.

It was called The Hobby Hut and was located on Nostrand Ave. in Brooklyn, NY.

Day 13:

Don't remember exactly what they were but I think they were made by Grenadier. We only used minis off and on and then mostly off.

Day 14:

No significant other at the time of this writing.

I am divorced, quite a number of years now, and I taught my ex-wife how to play. She was great at it and is still very much a fan and advocate of RPGs. We are still good friends and though we don't get to game together often, she runs the learning center where I teach and run RPGs for students in Brooklyn on Sundays.

Very much open to meeting someone who loves to game. Fingers crossed.

Day 15:

Ooh. Tough. Loaded question in a way.

I first became disillusioned with D&D all the way back with Advanced D&D 1st Edition. This new and expanded version, somehow better than my Basic version, seemed to talk all about creativity and than show nothing but limits. Limits to Race/Class combinations, limits to how high you could advance in those classes, a whole page on 'No Monsters As Player Characters', etc.

By the time 2nd Edition came around I was hardly ever playing or running D&D any more. Always more of a Science Fiction and Superheroes fan than a Fantasy one, I had given up D&D for Star Trek, Space Opera, Star Frontiers, Villains & Vigilantes, Champions, DC Heroes, Star Wars D6, Mekton, Teenagers From Outer Space, Ghostbusters, Paranoia, Toon, Ars Magica and a whole host of other games.

I don't think I purchased more than a handful of products from 2nd Edition. I didn't hate it, I just didn't like it or care about it any more.

I actively dislike 4th Edition. Terrible design. I am not much of a fan of Pathfinder either but trying to keep an open mind.

Day 16:

Fifth is coming out and Fourth had the shortest life span of any edition so I'd say I am on the winning side.

Truth is though, I was more of an observer than a participant in this war. I don't care for D&D in any edition any more.

Day 17:

Vaguely remember news reports in the late 80's.

I've actually appeared on TV no less than twice (possibly three times) being interviewed on the subject while I was at my FLGS or my old job at a comic book and game shop.

Humans are not the brightest of creatures.

Day 18:

While I attended comic book, Star Trek and Science Fiction conventions before attending my first game con, I believe my first one was either a Gen Con or a local one by the name of CrusaderCon. It was a blast and a great story all its own. My first Gen Con was also quite awesome.

Day 19:

I think his name was Josh or Joshua. He was...remember the Cavalier from the Dungeons and Dragons cartoon series? That was Josh. Looked like him, sounded like him and wanted to be a Cavalier. He died a lot as I recall.

Day 20:

Not sure. It was either Gangbusters or Boot Hill. I played both but can never recall which I played first. We only did a one shot of Gangbusters but I ran a really fun Boot Hill campaign mixed with D&D rules that lasted a whole Summer.

Day 21:

Early-to-mid 90's. I sold some of the non-essential books to purchase stuff for games I was playing more regularly.

Day 22:

Dragonlance. Had to be. I haven't read very many D&D based novels.

Day 23:

Viva La Vida by Coldplay.

Day 24:

For D&D? Star Wars maybe? I don't know that there has ever been a D&D movie. Even the D&D movie isn't a D&D movie, although it comes pretty close.
 
Nah, not Star Wars. I like that movie too much. Hmmm. One of the prequels?

Day 25:

The longest game I was ever in as a player was a campaign of Champions that lasted nearly 10 years, though I was only in it for 2 1/2 to 3 I think. Actually maybe 2-2 1/2.

I ran a campaign of my homebrewed variant Advanced D&D that last 3 1/2 to 4 years of real time. That group remained together for all that time roughly unchanged.

I've run two other long standing campaigns, one of Star Trek and another of Star Wars, but none quite as long as the aforementioned AD&D AD game.

Day 26:

LOL, no. That was over 36 years ago. People move.

Day 27:

Game my favorite games more and D&D less.

Day 28:

The single most important lesson I've learned from D&D is to be flexible in your thinking. Think on the fly. Don't get bogged down or stuck by minutiae.

Onward...

AD
Barking Alien




Relative Experience

As with all things in life, experience is relative.

The person who has spent the past 30 years of his or her life hammering in nails is very likely to be better at this particular skill than someone who has been doing it for only 10.

Of course, if the latter person, with only 10 years of hammer and nail experience, also spent those 10 years screwing in screws, painting walls, laying brick with mortar and supervising a crew of workers, well, who is the more experienced individual?

***
 
Just a second...

This post was initially inspired by a comment on my Path Finder post by newcomer to the blog, Monkapotomus. It got me thinking about why I game the way I do, where I came from and how it is that I got here. Thanks Monkapotomus and the viewers at home for indulging me on this one.

OK, back to the post.
 
***

When most of us Old Schoolers started gaming, there were very few games on the market. There weren't any websites or podcasts and if you couldn't drive or take a train yourself, chances are you didn't get to the FLGS very often.

We developed our gaming approaches, preferences and over all styles in a near vacuum. The only 'outside' influences were the other players and gamemasters we knew.

Odd than, isn't it, that so many who started gaming with Dungeons & Dragons, especially in the late seventies to early eighties, played in a similar fashion. Personally, I think it's because the play style for that game (as well as many others over the years) is built right into the rulebook. It is promoted by the way the book was written as much as from the actual premise and mechanics.

Those who played D&D differently from the vast majority of their fellow gamers (be it right from the start or very early on) would seem to be those who were (A) young and didn't fully comprehend the genre, rules or both, (B) alternative thinkers who generally seen different things than most others who are looking at art, writing or even scientific problems or (C) those who completely understood what the rules were saying and simply flat-out disagreed and wanted something they perceived as 'better'.

I like to think the first gamers I played with and I had elements of all three of the above going into, and finding our way through, this hobby.

Another thought...If you start with a very different view of a game system or game subject matter than that of other gamers across the country (and even the world) , where does that place you five or ten or twenty plus years down the line?

Anyone whose being playing RPG for a very long time (more than a decade give or take) is likely to be familiar with the following dynamic, even if it didn't happen to you and your group exactly this way...

Phase 1:

You discover the game, make up your first character, and possibly your second, third, and fourth before the span of a few short months. Characters don't have personalities other than your own as they won't be around long enough to get attached to them. They have cheesy names or simple, easy to remember ones. Most people are just borrowing the names of existing characters. There is very little if anything in the way of a story to the adventures your GM is running. The objective is clear - kill bandits and monsters. Official, company published modules are likely in use.

Phase 2:

Characters are lasting longer, getting names that you remember (serious ones at that), and maybe just a bit of backstory. You might have decided who their dad was or what land they came from. Your characters die less often but you get bummed when they do 'cause you 'liked that character'. The GM is naming NPCs and you might see the same one more than once. There is a town where you set off from and it has a name (huzzah!). There is a bit more story in the campaign, reasons for stuff and nobility or royalty up to various things. While combat and theft are still the primary means of obtaining the wealth and power you desire, you sometimes talk to NPCs and get involved in non-combat activities. Adventures are largely of the pre-packaged module variety but the town is not and the GM is putting his or her own spin on things.

Phase 3:

PCs have thought out names, backstories and perhaps a subplot or two is interlaced with the dungeoneering. If your a Human for example, you know which Human kingdom you hail from as there are a few and it matters which one is which. Your character has a look in your mind's eye, relatives or a tragic origin, a favorite food perhaps. If this character dies you are going to be upset and it might take you a day or two to get over it. You care about the NPCs. The GM is putting more care into making them and they seem more three-dimensional. They become people you like, dislike, despise, envy, get a kick out of or want to marry. While there is nothing like a good fight to get the blood pumping, fighting is a means to an end and not the end goal itself. A lot more parlaying is going on as is bluffing, fooling, flat out lying, romancing, investigating and numerous other activities not directly or even indirectly related to the slay for pay model. Treasure still matter but if you play your cards right you might get into the Thieves Guild or learn the secret of the Earl's power and influence. Adventures are more flexible, modules (if still used) are interwoven with original monsters, villains and locations specific to your campaign world. And there is a world! Some world building is going on either accidentally or on purpose and the elements of it matter to you.

Now imagine for a moment, if you can, that Phase 3 is your Phase 1.

That's right, your first ever RPG experience was  approached in the style of Phase 3.

That's me.

That is how it was for me. That's why I don't completely connect with the OSR, why I am not interested in the traditional D&D mode of play and why I have trouble getting excited over certain mechanical elements is it is directly connected to the fluff and vice versa.

If Phase 3 was your Phase 1...what is your Phase 3?

AD
Barking Alien