Saturday, July 18, 2009

Inspiration Via Music


There is so much music that inspires me, but this one, and others on Achillea's album, "The Nine Worlds," does the trick. By Jens Gad of Enigma, and with stunning vocals by Helene Horlyck, this is indeed a treat. Helene performs in ancient Swedish and Latin, and her evocations are supreme treasures when mixed with the music. Makes my Nordic heritage come alive, wanting to detail GH's Valhalla level before its time! Anyway, I immediately bought the CD and all of her work, as I find her voice just so enchanting.

Thursday, July 9, 2009

A Most Beautiful Net-Stop

E.G. Palmer pointed me to this site several months ago and I continue to be impressed with its wide and varied visual content. For those who have not discovered it, click here.

Wednesday, July 8, 2009

UP ON A TREE STUMP #3: D&D’s Ongoing Paradigm Shift


Up on A Tree Stump™

(or) All I Know about D&D™ I Learned From Life

©2009 Robert J. Kuntz

#3: D&D’s Ongoing Paradigm Shift

A game is a game is a game. We all agree on that. But D&D in its many facets breeds different abstracts of the game idea for each person who experiences it. This is the paradigm shift that is in fact ongoing through that games unique presentation. It will never end and there is no argument for or against what is better. The concept is open-ended and mutable, indefinable beyond the points of its mechanics, as the influences—each player and every DM—in essence sets their own game scope and projects it along a singular, and in many cases, ever diverse path. We incorporate endless and diverse data from many sources and project it into each unique structure, unifying the base philosophy as each evolves into an interdependent whole.

That said, there are some basic tenants that cannot be ignored as inconsequential to good play or good DMing, as this is still a game. A game, of course, predisposes the use of strategy and tactics used by its players therein. Even in Monopoly, for instance, that simple but far ranging and ever-present concept is always, or should be, at the forefront of every player’s thought process.

Imagine playing a board game such as Monopoly without a plan, without gauging the “lay of the land,” so to speak, and note how far such players progress within its territory as compared to players who otherwise adhere to such tenants.

Of course if Monopoly had not been created with a mind to the use of player tactics, then we would have but another example of a game of limited range with consequences garnered from just rolling dice and ascribing personal success or failure while doing so to luck alone.

As noted--and as an unrelenting telling point, in terms of infinite structural choices possible in such a mutable game as D&D--there are no Apples and Oranges within any games perceived and/or adopted conceptual range; and only understanding what a game with a set of rules “is” for its participants and that each participant understands their individual levels of investiture of resources is paramount. A game is a game is a game.

Yet what distinguishes a game from being a challenging or less challenging one in any of its presented levels is the degree of thought and expansion given to its base range of expression. As DMs will set that tone from the beginning—structure—such base understanding is more or less passed along to their players thereafter. Inherent structure will only move from its initial perceived base in D&D through the interjection of shifts that directly reflect back upon the game’s most important tenant: that there is always an expanding possibility range within an open structure. As originally expressed by EGG and D&D’s first co-designers, this is an ever-present and intuitive gaming philosophy. Further, the more these types of shifts are present, the more each participant grows through their use. Expansion expands.

Thinking Horizontally and Vertically: As D&D has an ever-expanding range of possibilities, creative lateral inputs (horizontal shifts) will indeed elongate the structural base in those directions. This is the most important part of a published adventure, as many vertical shifts (which I will explain hereafter) are not as structurally prevalent within such abstracts intentionally scaled for specific ranges as they are within home-brew scenarios. On the whole this is where the phrase “Apples and Oranges” does apply to a greater or lesser extent.

As the inclusion of horizontal shifts is limited only by the creative inputs of the designer (or DM)--and in the home-brew scenarios, by the players, as well, and more-so in this case than within a published scenario—we may continue upon this extending, linear path forever. Perceptions aside, this still remains linear unless the base itself as presented is not only elongated but also challenged for its range, no matter how extensible it is perceived to be. That is where verticality comes in.

In game design one cuts across the axis of the horizontal with vertical lines of design, extending the whole in the process. As the base expands laterally, it also expands outward and thus holistically onward exponentially. It only stops when it reaches self-imposed or insurmountable, and often artificially introduced, design limits. This expansiveness can be realized at any level within the DM’s or player’s expression whenever each can interject to the model during moment by moment game exchanges—and this is one of the most profound aspects of our game, and of course of unlimited expression, overall, which the game maintained from its onset as its strongest, most immutable tenant.

The “Dial” of Design: From a flat-line base of the horizontal we interject extensibility to it, creatively widening its base; and perceptually this looks and feels like a set of “rolling hills.” When one inserts the vertical model into this, that is when these expressions can potentially reach for the height of mountains or the depth of seas, even with their “tiniest” portions. Verticality comes in so many examples, as it did in the Original Campaign, but one could say that it is a dial DMs and players place over each horizontal aspect and rotates to note its effects upon their ranges or limits. A good set of journalistic questions—Who? What? Where? When? Why? And How?—can be a useful dial--a creative barometer—when so applied, and we as designers and DMs are always expressing same, whether we are consciously aware of what is for the most part an intuitive process. It is important to realize, however, that its application has no limits at any time as long as the DM and his or her players accepts its ongoing inclusion as part of the gaming process.

“Vive la Difference”: Players accepted what EGG and I offered in the Original Campaign as a range of possibilities and indeed communicated within that same accepted range with us, knowing that the parameters were established and open. In so doing they learned to expect anything and we in turn learned to expect a range of responses befitting that same model, and certainly expected that these could and would challenge our abilities. In turn, all participants gained by this open model. Participants--DMs and players alike—were enhanced along many levels, and mainly creative and logical ones. Tactics and strategy came to the fore. There was no random die roll, anymore, as verticality added or subtracted from that. We were now merging with the realm of possibilities to the extreme, and within our mindsets stayed aware and open to that endless panorama. Everyone learned their own gaming limits and ranges and at the same time expanded their personal ranges of thinking and expression.

Two quotes from Lao Tzu apply here to cover every perceptual base about D&D’s ongoing shifting terrain:

“Be content with what you have; rejoice in the way things are. When you realize there is nothing lacking, the whole world belongs to you.”

“He who knows others is wise. He who knows himself is enlightened.”

May you never get caught in a dead-end by an iron golem…

Monday, July 6, 2009

Original Castle Level (Sample) Sub Level 3


Here's a cut-out sample of how well Yesmar is doing with the Original GH maps via our constant and elucidating interchanges. He has finished 1 of 6 maps in the original sets (there will be more, of course), which has fixed the base of design understanding between us, so the others in line will follow more quickly as he and I have a firm grasp on the mode. Well done, Ramsey!

Thursday, July 2, 2009

DM'ing Philosophy

I initially submitted this to the forum, but Rob thought it might be interesting to include it here, too:

I've read some recent PP blog entries with great interest, as they (and some links) recount some of the North Texas RPG Con adventures. These, and some other recent comments in this forum have led me to some questions about DM'ing style.

What happens when you (e.g.) put Bottle City on the second level of Castle Greyhawk? Well, you might lose some incautious low level PCs, but what else happens? First and foremost, you undo their expectations that they will exist within a bubble of appropriately-scaled encounters. This might be quite a shock and maybe you'll lose those players, but this effect seems quite worth the risk. Wouldn't this lead to a much greater feeling of accomplishment when the players actually do gain levels and navigate successful adventures? After all, if they weren't actually smart AS PLAYERS, they would have touched the bottle, or charged the hill giant or tried to steal Smaug's golden cup. This must (I think) create the perception that the entire world is not only genuinely dangerous, but more "real" in the sense that it exists and changes not according to the level of the PC but according to its own internal logic. As much as the idea of putting Bottle City on the second level kind of shocked me, I really like the kind of player experience that sort of move engenders.

However, the thing I like about it most is what I'd call the "mystery and sublimity" factor. I recall two incidents in my own DM career that maybe were a bit similar (though I had no idea at the time why I did them, to be honest). The first was when the (relatively high level) party went back in time to the sack of Gondolin. Peering out of the ruined building into which they'd just transported, they saw a group of 6 balrogs run by on some errand of destruction. Wisely, the PCs kept low: "I guess that's the wrecking crew" one muttered. If they'd engaged them in combat, the PCs would have been easily slaughtered. The other incident was when I had a group going through the upper ruins of Morgoth's old stronghold of Utumno. Moving through the maze of echoing passages and vaults, they came upon a vast pit in the midst of which was suspended an enormous, elongated diamond-shaped metal artifact. They could only see the very tip of it, itself over 100 feet high -- the rest, they guessed must extend almost 1/2 a mile into the darkness below. I still don't know what that thing was or why it was there, but I did feel at the time that I wanted to symbolize to them the utterly mysterious and alien vastness of this place, of which they'd see only the tip of the iceberg.

Although I'm over analyzing things as usual, it seems to me that one further effect of meeting a Bottle City as a first or second level character is that it gives you a foreshadowing or embodiment of the vastness and mystery (and danger) of Castle Greyhawk and the kind of Greyhawk Campaign that was being run. It reminds me of an image Tolkien used in LOTR to the same effect (at least, this is what I suggested to my students). Most folks recall the well in Moria into which Pippin throws a stone? Isn't that the perfect symbol for how Moria and Tolkien's world in general works? We enter in to it, interact with it, and then hear a mysterious and distant answer (the tapping) which just enhances the feeling of mystery. As a reader, we're given the surface text, but it's full of images of a deeper, older, more mysterious reality -- think of Gimli's song in Moria, Sam's poem about Gil Galad. These hints of an ancient, independant "reality" abound in Tolkien -- and that effect of sublimity and mystery I think is really worth invoking.

Now, all that being said, I'm curious about the extent to which people pursue a similar or different gaming philosophy and, in particular, I wonder how you all might interpret EGG's words on page 2 of the "Storerooms" section of the Castle Zagyg Upper Works. To summarize, he talks about scaling encounters for PCs entering the area who are of too low (or high) a level. Is this kind of scaling a recent thing for him? Is it different somehow from (e.g.) putting Bottle City on level 2 (which seems intentionally unscaled, to me)? Did his DM'ing philosophy shift later in his career? Of course, you keep reading and he still sounds pretty hard core (suggesting it's good to put the fear of God into the adventurers and how important the "run for your life" tactic is and always has been). Gary says "Rash play will likely result in hard lessons" -- that's good, but balancing encounters? What happened to his DMG advice of "Let the dice fall where they may"? Shouldn't you just create the encounters and make sure plenty of hints are available about relative difficulty to the players?

Just some thoughts. I'd love to hear anyone's reaction to them or any other unrelated ideas about your own DM'ing philosophy.

Thanks for reading.

Sunday, June 28, 2009

Cimmerian's Blog...

...Here, has a pretty straightforward and extensive account of the 2nd party's adventure into my Castle El Raja Key at NTRPGCon, and some other tidbits on the con as well.

Herb Alpert and the...?


I am a strange bird sometimes. A few weeks back I was listening to Herb Alpert's "Rise" from his "Definitive Hits" CD (but here is the YT link) and I got this silly inspiration to have him drawn raising the dead with his music. Yeah. So I handed it off to ATOM and now here it is. Bloody well done, ATOM, old chap! Yeah, like I said, sometimes I am strange, but it did inspire me on another blog entry I will be making soon.

Drystaff Short Stories Update

Our editor, Dave Coalter, has finished editing my three Drystaff short stories which precede the novel, "The Twelve Labors of Drystaff." Eric Bergeron will be doing the front cover and inside art for this work. Dave now gets the remaining shorts I have, which include, "A Necromancer's 'Tale'"," "Acceptance," "The Jungle Temple," "People Die all the Time," and "Archeology 101," with the last two being straight SF.

Be on the look out for these shorter works in the near future.

Thursday, June 25, 2009

Various Jottings & Updates

I have been busier than a one-armed paper hanger with an itch...
And it's so blazing hot here in Racine, yarrgh. I need a cone of cold cast on me, or a cold shower.

Yesmar, the Royal Cartographer, just finished the map for DHALT from a rough I provided; we are moving onto the GH Levels give-and-take exchange on Monday; I updated the number of copies of CAS1 available (10); I wish to thank the folks who have been purchasing my special items, as that helps fund the many projects in the pipe-line, and I've added more to the list as well (doing this weekly, or thereabouts); I started drawing the ORCS LAIR map (in color, very large) in between writing breaks (I do about an hour a day on it). As mentioned it's very large and there are two such maps. Eric Bergeron, now fully recovered from his sickness, will have the art for Black Festival in a week. Starting Monday, I will be sending outlines and contracts to prospective writers and one other carographer. I have been trying to read a bit in between, but failing miserably.

I have been wanting to finish and post some more essays and columns on several interesting subjects, both historical and creative, but am finding less and less time to do so. Do I sound frenetic, yet? I hope so... So, if anyone has a subject to post, have at it. Please. :)

Stay cool!

Rob

Monday, June 22, 2009

So Many, Many...

As I sit here at Blake Avenue while sipping on a raspberry lemonade, it occurs to me just how much I have been doing. So, an update is in order, just so we all know, and so that I may keep track of it mentally as the lemonade sinks in.

We are sightly behind schedule to release many products, mostly due to our main artist, Eric Bergeron, being sick and in the hospital. He has recovered after a short stay and I've sent him well wishes, and he is now catching up on several pieces including the front cover and interior illustrations for my S&S novella, "Black Festival." It was recently edited by David Coalter and it is but awaiting the art to go to print.

Next, the reprint of "Tower of Blood," will coincide with the new releases. We expect to have around a hundred copies available.

And, the limited edition prints by Eric Bergeron, either separately or as a group of 3, all in color, only 200 of each being issued. Orcus, Merlynd, and Lord of the Green Dragons. The money generated from their sale will help fund those three projects, which are quite large or have more to them than the other LGC&C products.

And finally, DHALT. Atom finished the art (what a great ole chap, always spot on) and I finished the map, and am now frenetically tapping at the keyboard, crafting away.

In between there is always more, as in publishing one must stay ahead. Yesmar and I will be releasing a secret project very soon, he is also working on the Original Castle maps, and I have to issue projects to writers, cartographers and illustrators as it flows along... As well, my Drystaff short stories are now in the editing stage and I am thinking about finishing... Ah! The insanity of publishing...

Luckily it's Summer and there's lemonade... :)

Saturday, June 20, 2009

Sorting Through The Entrants

I am now sorting through the entrants for writers. This should take 2-3 weeks as I am assigning projects along the way that I feel best meet each and every individual's strengths. NDA and WFH agreements will then be sent, or addresses requested for same, along with my contact information and an expanded outline/notes/maps which relate to each. A turn around time will be attached, as well.

I thank each and every person who took the time to answer my request and wish luck to those who
at this time we felt it wasn't a match for us.

Rob Kuntz

Garden Legend/Garn Map (Part 2 of 2)

Thursday, June 18, 2009

Session in Castle El Raja Key


At NTRPGCon...

Garden of the Plantmaster Map (Colorized) Part 1


I redid this map in color in SUPERPAINT for the MAC for an online version of the adventure way back when... It's now freely available for those who own the adventure in either form (CUStats or 3rd Edition D&D through the Kenzer version) to use. The image is not to be cross-posted to other sites, although linking to this article is fine. Image © 1993, 2009. Robert J. Kuntz.
Legend and Garn map to follow.