Showing posts with label words. Show all posts
Showing posts with label words. Show all posts

Monday, February 2

books books and more books

at the end of last summer, the family gathered on the edge of Idaho and Utah to see my paternal grandmother off on her journey from this world into wherever we find ourselves after. 

from among grandma's things, I was bequeathed an old 70s-style woven and leather bag (I have vague memories of grandma toting her students' papers and homework sheets and such around in it, once). most weeks now, at my house, it is a perfect home to my choir music and a bit of spare lip balm. 

but before I brought it home, more or less just as my dad handed it to me, I found a highlighter pen and a few scraps of notepaper in the bag's many pockets. one little note was a list of medications. the other was a list, in soft, properly-formed cursive pencil, of authors and a few titles:  

G.G Vandagriff
Lynn Austin
Thomas Perry
Linda Nichols - Not a Sparrow Falls 
Chris Stewart - The God of War 
Ted Bell - Nick of Time 
James Kunstler - World Made By Hand, The Long Emergency
Angie Sage
Jessica Richard Draper
Beverly Lewis

and then, in pen at the end, written slightly larger, 

Diana Crawford

when I got home and had a minute, I looked them all up in my local library catalog. of the available options they had for me to put on hold, only one author seemed interesting enough-- James Howard Kunstler. I've read three of his books from the World Made By Hand series now.

they're pretty neat. not all that earth-shattering, as far as post-apocalypses go, but well enough written and engaging. against the premise of oil-shortages and societal collapse, we have a tapestry of colorful characters surviving together. every horse that is mentioned gets described specifically by breed. every antique piece of furniture is given all the fancy labels an auction catalog could ever ask for.  

did grandma ever read these too? I'm not sure.  

I do know we both liked making things by hand from time to time. 

maybe I'll get my hands on some others from her list, eventually.  

more recently, I've been poking around at the short list for this year's Tournament of Books. I got my hands on Bunny so that We Love You, Bunny would have more context. not sure I liked the first-- its ending was pretty interesting though-- and we'll see how much patience I can muster up for the self-absorbed and anxiety-ridden MFA student collective that seems to be narrating the next one. at this rate I won't have time to read anything else at all in advance of the tournament, but so it goes. 

at dear friend Angela's house last month I perused her library for just a few moments and was tempted by a pair of slightly chubby fantasy novels by Naomi Novik: Uprooted and Spinning Silver. they were just the thing to offset the stress and chaos of a new spring semester. good, deep historical fantasy with rich cultural flavor and complexity of character-- I loved them both so much. the second especially so. it would look gorgeous in a video adaptation, I bet.

so of course now I am in a serious obsession with Naomi Novik novels. the other day I finished, too soon, the audiobook of A Deadly Education-- the first in the author's Scholomance trilogy. I loved it so much I think I'm having withdrawals from the world and the voices and the magic of it. it was all so vivid and gritty and perfect. please let the second and third audiobook copies arrive quickly via Libby, please. 

on paper, the series didn't sound that interesting. it is more than easy enough to think we've had enough wizard highschool stories, yeah? 

I'm glad I borrowed it anyway. it is a darker take on the international wizard school trope, but not at all trite or twee or annoying. I found it thoroughly enchanting, with superb world building and expertly balanced first-person narration. we inhabit for 13 well-paced chapters a snippy, mixed-race protagonist named Galadriel (El for short) who somehow, despite being perfectly stubborn and rude to all her classmates, is eloquently self-aware enough with her narrational monologues to come across as relatable and even likeable. I kept thinking of this as Kuang's Babel meets Harry Potter meets Wheel of Time. maybe. not the most apt comparison, I'm sure. ah well. 

books are awesome.

what have you been reading lately? 

Sunday, January 19

moments and years

I missed the chance to commemorate the true birthday of this little blog, last Monday. but today, January 19, 2025, marks exactly 20 years since the first actual, fully-fledged post: a response to our first key reading assignment about webdesign and such.

what a different world. such a different place it was. or maybe twenty years ago wasn't so very different, and it only seems so because I and my perspective have changed so much since then. 

what happens if I stitch together a few snippets from all the blogged Januaries of each year since 2005? what new montage will spill into this digital page in between them all?

I tried my best to pull from sections nearest to the 13th and 19th of the month (a thing much easier to do from the posts before 2014ish, when the apex of graduate school + its aftermath slowed down my writing here so much).

what I notice amongst these snippets and what you notice will be different, I imagine. I notice the unending pulse of learning and academia. books and thoughts chasing each other in circles. comments about the weather seem to sit neatly in the background with questions of identity and all its tangly unspooling. these words always have been for me more than anything. does all this pontificating from past amelia still sound like useful advice? mostly yes, I think. but I would say that, wouldn't I?

2006

the fact that energy is behind it all is somehow unifying. simple

...

linguistic structures will be a low-key class. it is full of people i don't see in my other classes. the other english majors. non tech writing people: the lit majors, the teaching majors. it's weird.

2007

get used to the fear and the doubt. get used to being faced with new facets of your own ignorance. get used to the pain. embrace humility. you can't always feel in control.

but really, how comforting is that?

I don't know. I'd take humility over false confidence anyday. but then the humble rarely get much respect.

2008-2009 (a pause.)

2010

the world is big.

there's a lot going on in it. even in this mostly empty house, there's me sitting at the table, typing, stretching a bit of CSS out over a half-built website skeleton, scribbling a few what-ifs, listening to Radiohead. and I made banana nut muffins this morning.

2011

in the beginning, this blog was just a place for all my first impressions--all my doubts and worries about the usefulness or meaningfulness of all the stuff I was learning. after that semester, I decided to keep blogging--mainly about writing (Starcustard and random short stories), school (rhetoric, more webdesign, and Isotope), and life (philosophical thoughts about my job, vague complaints about boys, and so forth). and so it continued. I'm still here. I still blog.

...

what do those stories say about me?

I'm thinking about all the texture of my life. all the patterned and patternless history I've collected so far. telling stories is one way to remember it. and on the other hand... telling and retelling and re-remembering these stories is one way to completely revise the past. after a few months or years, it becomes easy to bend the details. to emphasize the funny parts. to leave out the things that make you look like a bit of an idiot.

how I envision myself is pretty complicated, I guess. perspective is weirdly limited like that.

2012

 

which we am I talking about, anyway? and when? and where? 

2013

it may not make any huge difference in the long run, but even so, the ultimate pointlessness of things should not be dragged up as an excuse for us to stay in bed all day. at least not more than once or twice a year, anyway, right?

2014

this seemingly misnamed semester will inch along to spring in due course. and when that happens, finals and stress will no doubt prevent me from enjoying it as thoroughly as I could, but for now... well for now, the semester is glowing with warm, cozy pillows full of insight and excitement. this might be the best January ever.

2015

I have spent much (but not enough) of this long, mostly-pleasant weekend sitting by the window, trying to focus on readings for classes. 

.... 2015 is here, still all new-feeling. gradually we'll get to see both how it changes my life and how it doesn't.

2016

today it is raining in spurts, like a chilly and unkempt spring. Tuesday's snow is long since melted. it'll be back this weekend. the universe is giving us yo-yo-ing seasons, somewhat drab all the way through, with occasional bright sunset smudges.

the trees are bare. my apartment windows open onto more distant views than they did in summer and fall. at night, more and more streetlights perpetually leak into my bedroom under the edges of the blinds. I notice the faces of buildings I have never seen from such an angle before.

2017

it's empowering to reflect on the background structure of your whole life. to actively participate and acknowledge your role in either accepting/reinforcing or resisting/revising the culture you swim in. and that seems important. that's what it takes to make all of that power and structure more open-book, more readable, more transparent and less like a vice.

2018

if I had the brainpower on this Friday evening to make some additional academicalish comments on how these beautifully-commentated marble races and our fascination with them could link up interestingly with some of the tenets of object-oriented ontology, I would. but I don't know all that much about object-oriented ontology myself, and should probably not let it distract me much more than the Marblelympics already have from writing up nicely finished dissertation chapters about digital ethnography and distributed commons-based peer-production and what that all may mean for technical communication and human culture and such.

2019

and then the speaker said something about facebook hopefully having a major role in someday establishing some kind of global online government. after that, according to my notes, I typed out this:

"eeeeek."

does the world want and need to be connected by a central online platform, really? is the capitalist interest that facebook has in being the medium by which everyone is connected anything we can trust?

2020

all this potent potential meaning curled up in to hold. and then there are all these phrasal verbs, too: hold back, hold up, hold out, hold off, hold against, beholden to...

to be held as a parent holds a young baby is to be safe. comfortable. cared for. right?

to be held is also to be restrained. controlled. and to be restrained isn't usually considered comfortable, though... right?

or is it?

2021

and when I listened to this recent episode of So Many Damn Books with George Saunders I felt more affinity for Saunders's love of teaching writing than perhaps I might once have felt. his advice is to remember that you're never just teaching 20-somethings who barely know what to do with their adulthood when you meet them-- you're also teaching the 40-something-year-olds that they'll become. I like that. (not all college students are 20-somethings, but the concept holds. we are all humans-in-progress.)

2022

why does this small saga of knitting woe and triumph deserve documentation in this little blog of mine? I don't know if there's an answer, other than my typical interest in capturing bits of experience and emotion in as vivid and accurate description as I can. I like to write these vignettes of where and when and how, with all the metaphor and adjectives they need to vibrate satisfyingly from my imagination to yours.

2023

I trust that learning is happening, little by little, in all of our spongey-curious brains.

2024

January, perhaps fittingly, seems so very long. all the transitions it spans-- all the shifting, deepening of the dark season, the post-holiday recoveries, the shiny new beginnings of a calendar year and of an academic semester-- all of that is a lot for 31 average winter days.

I don't know if it really did feel longer for me this year, or if I'm only saying that because it seems like an appropriate thing to sigh into this semi-bleak and impermanent world.

- - -

and now what? do I still blog? 

time will tell. if you'll indulge me, I have one more excerpt, this time from May of 2014, when so much of me was so unsettled and rearranging itself and I clung to my love of writing as if nothing else mattered:

from time to time I wonder what it is I'm trying to do here. does it matter what I'm trying to do here? I write. our reasons for enjoying things are seemingly inarticulable. is there irony in that? I claim that words can make everything better. is that true even when the words crumble into meaninglessness as they fail at encompassing feelings? do I mean that even crumbled words are worth something?

yes. crumbled and halfhearted attempts at capturing it all still beats blank silence. I know only so much stuff fits into one life. there are only so many live possibilities. this is the way it needs to be, I guess. but the way everything is carved up now isn't how it'll always need to be carved. our crumbled communications don't stand still; they change.

.... and even if I can't really say I know exactly what writing means, I can try to explain what I like about my practice of it.

I like the pausing and sifting through potential descriptions and the shuffling of parts of speech. I like the dancing of clauses and punctuation and space. I like the starts and stops and backtracking, the meandering fragments that stretch so subtly for their finish. I like the way these little symbols can twist and mold intangible thoughts into a dozen differently shaded shapes. I like unknotting a tangly draft, picking out the pieces that don't belong and pulling away each piece that does, tidying it all into a hopefully-clean curl of interesting prose. sometimes I save the scraps for later. sometimes I can't. .... I write for the writing's sake. I sketch and wonder and experience plenty of other things for the same reason. they don't have to be means to some other end, these creative processes. maybe all the best things are their own ends, or at least neatly wrapped around something like one.

after twenty years, does this blog count as art? as an end in itself?

doesn't matter. it's here. I'm here. for now.

Friday, December 15

two more very unfair comparisons: the semifinals

the semifinals
The One Ring vs Vampire: the Masquerade (5e)
and
Star Wars: Force and Destiny vs Dungeons & Dragons (5e)


initially, I imagined this could be a short post, even with the two matches put together. I'll do my best to be concise. it may not be easy.

for most of the prior match-ups, I had decently strong feelings about the winners. all that changes now. these are the four best RPGs I've ever played. to decide between them is going to be an arbitrary, subjective, and pointless endeavor. that is what it means to model a summer-autumn-almost-winter writing project on the Tournament of Books. (sidenote: the 20th annual ToB itself is very nearly underway! the shortlist of 16 was just recently posted.)

as I pondered this next step in the tournament (inbetween grading final projects and exams and such earlier this week), I thought back on my approach during the opening round, to my not-really-a-rubric, and I tied my brain into knots figuring how to quantify my sense of these games' mechanics, aesthetics, and user-friendliness. while I'd sketched out the rubric categories, I never gave them a metric. am I measuring out of 5 stars? percentage points? some other nice round number of cute somethings?

I re-read my past reviews, hoping to distill the elements I most value in an RPG and build some useful yardstick out of it. obviously, design is important to me, both aesthetically and in terms of user-friendliness. overall style and world-vibes are important, too-- I clearly go more for fantasy than for sci-fi, more for glowing heroism than for grim dystopias. (Vampire seems a glaring exception on this though. hmm...) 

additionally, I value vividness, simplicity, and consistency (not just in games but in most art, now that I think about it). I have the most fun in games that gives me nicely-defined frameworks, clear rules, and then practically infinite freedom to invent within that space. is there a more apt way to describe that? not just the logistics of it all, but the feeling? a feeling of sinking all your imagination into a marvelous, immersive vision but also having the power to make it new and yours? I hope that makes sense to at least somebody.

RPGs are especially tricky to judge because they are more than the sum of their published material. they are not static boxes; so much depends on the storyteller, the game master, not to mention the other players. if I were to judge these four in terms of how much I loved my past gameplay in each system, that might be somewhat easier. but that's not exactly what I'm trying to do here.

nor am I comparing them merely on which story or world I might like best. it is interesting that three of these four are games live solidly within circumscribed gameworlds based on pre-existing lore. D&D is the exception, and even it has more than half its roots in the fantasy of Tolkien, so. that these four have come so far mean that such specific worldbuilding feeds into the sense of vividness and definition I value so much.  

alright, alright-- I'll quit stalling. here we go.

 

The One Ring vs Vampire: the Masquerade 5e

for months I have worried that Vampire would end up against The One Ring in the final round; both were strong contenders all along, but now here they are, one fated to force the other out of the running.

atwo hardcover game rulebooks-- The One Ring and Vampire: the Masquerade

Vampire has years ago earned my steadfast affection, for whatever reasons (see its prior match-up reviews for more on that), and contrarily The One Ring is a newcomer in my life.

they are so different, aesthetically and mechanically. for approachability I'll rank them as equals. both have plenty of depth and complexity, all made passably navigable with lovely book design. isn't it interesting their covers match so well? black and white and red, with barely-there serifs on those elegantly bold all-caps titles. not many RPG books come with fancy bookmark ribbons, but these both do.

The One Ring sells itself as "rules-light," which is a point in its favor given my preference for simplicity. skimming the book the other day, I did question this label a bit though. there are plenty of rules and guidelines for an epic, detailed, highly-managed roleplaying campaign, even if those rules are designed to sit in the background and let narrative take the stage. 

the striking style of Vampire feels incomparable to me, which is a point or two in its favor. but you all heard me gush about The One Ring's design. that's what makes this so difficult a match. which artfully drawn style is the best one, for me, today? the glossy, bloody, immortal danger of the urban fantasy plot? or the warm, antiqued, semi-rustic valor of the high fantasy adventure?

I still can't decide.

-

now I've written the rest of this post and proofread it twice, still struggling to make up my mind. The One Ring is gorgeous, and simple, and it ticks so many boxes for the kinds of stories and worlds I love to consume. I really hope I get to play it again in the near future, to explore it more as a full game. 

and Vampire is so evocative and unique. as I've explained before, how often do we get a framework to fight against ourselves, to struggle for a lost humanity? it's so interesting and novel to me, despite (and because of?) the potential discomfort and challenge of its dark, gritty, violent settings.

in a truly infuriating Tournament-of-Books-esque manner, I think I'm going to give up on reaching a judgement via all these relevant, fundamental aspects of the two, and grasp desperately at something-- anything-- for which I can easily pinpoint an obvious preference. if I had to choose just based on the two books' covers, for example, Vampire would win. that faux marble look and the shiny embossed title-- it's perfect.

but doesn't that seem so cheap and superficial? I don't hate The One Ring's cover, even if its use of red strikes me as garish. almost to make up for that stark and somewhat depressing first impression, The One Ring has buckets of marvelously good art in the rest of its pages-- all those chapter spreads, the little ink-scraped edging around the call-out boxes, the sepia sketches here and there. it's so neat and fitting and cohesive.

so. 

I think that's it-- the deciding factor. after helplessly trying to compare blood-red apples to elf-grown oranges all day long, I'll choose The One Ring for its artistic and stylistic consistency. that, and the timeless allure of high fantasy.

 

Star Wars: Force and Destiny vs Dungeons & Dragons (5e) 

where to begin? I love both of these games. I've played the one more than the other in terms of hours at the table, but I'm tempted to say my Star Wars roleplaying took on a quality that could easily outpace the more casual kind I have often tended toward in my quantity of D&D gameplay.

how much does that matter? 

it matters as much as I decide that it does, I suppose.

top-down photo of two game books-- the Players Handbook for D&D and the Force and Destiny rulebook for Star Wars

in terms of aesthetics, neither of these games knocks my socks off entirely. the on-paper designs of each feel equally solid, good but nothing exquisite.

D&D has the simpler mechanics, I think: simpler character creation, fewer charts to reference, and more straightforward dice. altogether it's not more than a few fractions of a point simpler, but it's something.

on the other hand, Star Wars has the more defined world. playing as a Star Wars character has been some of the most vivid, immersive roleplaying I've ever done. perhaps the existence of all the films helps with that, providing my brain with so much visuality to remix. perhaps it's "limits are possibilities" at work once again. Star Wars is a certain kind of story with preset rules and rhymes. that framework and direction help my style of creativity a heck of a lot.

so how do we weigh the merits of a whole multiverse of magical realms and adventure against those of a vast galaxy full of pseudo-magical, destiny-rich alien interactions? which one, for me, today, should win?

relative simplicity and fantasy win again, it seems. if I must-- and in this case I must-- I pick dragons and treasure and potions and spells over any number of futuristic laser swords and spaceships. it isn't fair, but it is my verdict.


next up, the final finals:
The One Ring vs Dungeons & Dragons

Saturday, December 2

fantasy sprawl

quarterfinals match 4:
The One Ring vs A Song of Ice and Fire

as much as the authors behind these two worlds may match each other for ambition, scope, and nuanced historical detail, the two worlds themselves feel vastly different. both may be vast, rich, strikingly realistic fantasy lands, with some very cool linguistical inventiveness threaded through, but Tolkien and Martin do not tell the same kinds of stories with anything like the same kind of tone, do they? 

I did find the two RPG versions of these literary works equally immersive games, at least. in terms of their layered, evocative gameplay and vibes, the two are very well matched.

in response to my opening round review of The One Ring, friend Chris commented that in no other match thus far had my preference been quite so blatantly obvious from so early on. at the time, I didn't realize how thoroughly, one-sidedly gushing I'd become, even if I did acknowledge that The One Ring had swept me off my feet.  

likewise, the opening round performance of A Song of Ice and Fire may have been just as imbalanced. it certainly didn't have to do very much to beat out Shadowrun (though my one-sided-ness that time ran in the opposite direction).

and now, how does the adventurous-but-still-somehow-cozy epic of Middle-Earth fare against the cut-throat political dances of Westeros? 

I can't say it's quite as simple as it might seem. both games were delightful to play, uniquely engaging, and satisfyingly substantive. the story moments of both felt meaningful, plot lines perfectly in tension among our characters' colorful backstories, current circumstances, and murky reached-for futures.

thankfully, in real life, we don't have to choose between Tolkien and Martin; we can be fans of both stories and make time to play both games. but this is an arbitrary tournament set-up where only one of these sixteen RPG systems can win the prize.


SYSTEM     The One Ring
A Song of Ice and Fire
back cover tagline = "Enter the world of Middle-earth..."
"Adventure, war, and intrigue in George R.R. Martin's World of Westeros"
publisher =
Free League Publishing
Green Ronin Publishing
pub. date =
2020 2014
original cost =
$49.85 $49.95
length =
10 chapters / 240 pages
13 chapters / 320 pages
my exp. level =
none prior  
none prior



and so the cozy version of adventure is going to win. me being me (aspirationally part hobbit, after all), how could I not choose the gameworld where extra meals, singing, and warm baths can be part of your character advancement? 

the only thing I found to mope about with The One Ring is that its character creation options feel so relatively minimal. I mused aloud to Jeremiah the other day that if we could mix just a few more of the classic Dungeons & Dragons classes and races and stats into the simplicity of The One Ring, that might be a perfect combination for me. but upon further thought, I don't think it would actually work that well. it would muddy the beauty and integrity of the game's design just a bit too much. 

likely the only reason I imagine myself wanting such a combination is because I feel so familiar with D&D character creation processes. my brain is latching onto it for comfort more than out of any true preference. and that means the real answer here is to do more character creation using The One Ring, to get familiar with it, and to trust that I'll fall further in love.

 

semifinals match-ups (coming soon...): 
The One Ring vs Vampire: the Masquerade
Star Wars vs Dungeons & Dragons

Monday, November 13

long ago and far, far away

quarterfinals match 2:
7th Sea
2e vs Star Wars: Force and Destiny

if these two were movies or television shows, I would for sure pick 7th Sea. why? because oceans, rapier duels, and period costumes are just miles more to my taste than blasters, laser swords, and hyperspace. 

but these are not movies. they’re games: two fascinating RPGs that have beaten out their prior competitors by relatively slim margins. allow me to once again honorably mention Changeling and Cyberpunk RED as I marvel at the chances that have paired two strikingly different alternate/imaginary/far-far-away histories up against each other here. 

when I wrote about these two in the opening round, I noted that both have a pretty straightforward aesthetic of heroism and villainy, light side and dark side, goodness triumphing through even the thickest tangles of temptation. those aren't the only kinds of stories you'd be limited to telling in each system, but the game design lends itself to happy endings, mostly. both worlds ask for brave and impetuous, good-at-heart characters. both types of stories might be highly action oriented, or highly political, or most likely some of both. 

it's easier than anything to see a poetic resonance between the vibe of sailing ships into pirate-infested waters and that of piloting spacecraft through dangerous asteroid fields. and we absolutely must admit that the dashing, caped Lando Calrissian would fit gorgeously in either setting-- just swap those blasters for a pair of revolvers and we'd be set. 

since my earlier review of Star Wars: Force and Destiny we've acquired a brand new copy of Star Wars: Age of Rebellion and are waiting on Edge of the Empire to show up in the mail. then we'll have the whole trilogy of game books, ready for our in-person gaming group to use in the new year for a new collaborative story. so that’s something awesome to look forward to. I think I'll create and play as a human rebel this time... a refugee of Alderaan running headfirst into the difficult question of how far we should go in the fight against the empire...

in plain old down-to-earth reality, Star Wars is actually also a movie (okay, many movies, and shows, and, and, yes, yes, etc.)— but that and its relatively unique and pervasive cultural footprints are not why it's more likely to win this match. I wouldn't call myself a Star Wars fangirl by any means, though I do enjoy plenty of Star Wars media and find much of it quite touching in its way. recently, one of my new favorite podcasts released a really interesting in-depth materialist critique of the whole Star Wars franchise and (to a lesser extent) its fandoms. it's a great episode-- check it out if you have an hour to spare, or at least skim the transcript if you are at all curious and tolerant of such scholarly exuberance. the "behind the episode" bonus content is pretty neat too. there is a Star-Wars-y chart for us at the bottom, even. 

(materialist cultural critique is the coolest. and okay fine, I'll admit to being a hopeless Hannah McGregor fangirl if nothing else.)


SYSTEM     7th Sea 2e    
Star Wars: Force and Destiny           
back cover tagline = "The roleplaying game of swashbuckling and intrigue." "A long time ago in a galaxy far, far away..."
publisher =
John Wick Presents / Chaosium Inc. Fantasy Flight Games
pub. date =
2016
2015
original cost =
$59.99 $59.95
length =
9 chapters / 304 pages 13 chapters / 444 pages
my exp. level =
some 
a bit more than some


Star Wars as an RPG has been a formative sort of game for me— it was one of the first really long and epic stories I got to be a part of with other really dedicated engaged roleplayers (big shoutouts here go to Kay and Shaun and Rhett; y'all were great players for Vampire and Star Wars and bits and pieces of other stuff too). playing as Yahla, being part of her whole story arc and seeing how she faced a dozen dark challenges that I can barely imagine facing in real life, was so cool. it was a chance to play and experience and really lean into what roleplaying games are all about. so it has to win.

7th Sea does deserve plenty of honorable mentions, so let that be known (shout outs to friend Chris and Alyssa for their parts in that campaign, too). Zetallia could've perhaps been something like what Yahla was, if she'd had more time to unfold. hmm... maybe an epilogue to this tournament could be a showdown among all the most formative player characters I've been a part of. that could be interesting.

but for now, may The Force be with us all. the penultimate quarterfinal match is going to be really, really difficult.

next match-up review: World of Darkness vs Vampire: the Masquerade 5e

Monday, November 6

gateway dungeons

quarterfinal match 1: 
Dungeons & Dragons
5e vs Pathfinder 2e

does the result of this one seem obvious?

it feels more and more obvious to me the more I think about it. honestly, as much as I keep saying to myself, 'okay let's revisit this properly-- fairly-- as evenhandedly as anyone possibly can...' it just seems to tip the scales further to one side.

after all, there’s a whole chorus of 7 years of games and beloved roleplaying characters on one side, with just a single, simple, half-finished duet on the other. what else are we to expect? 

I will say, however, that there is plenty I do like about Pathfinder. its flexibility and openness, plus the more-pleasing-to-me organization of the book’s sections all come together to give it a bit of an edge in this fight. if I'd met this version of Pathfinder sooner, before pandemic times, and had the chance to play even half a dozen more sessions of it, this match would be much less unfair overall. I can see myself liking the system a lot. 

unfortunately, all these alternate universes of what-if maybe possibilities are not the one I'm sitting in right now.

right now, in this universe, I miss the reliable, accessible fun of D&D. I'm intrigued by all the Baldur's Gate 3 chit chat flying around (including the chit chat from these colleagues of mine who have a podcast all about video games). I have epilogues of three or four past games percolating in the dusty creative sections of my brain. I'm seriously pondering the idea of wrangling friends and family in various batches to run or help run a short one-shot adventure during upcoming holiday breaks. 

so it just has to be D&D that wins. it's not so popular for no reason, even if its general popularity does seem like a fairly self-perpetuating engine at this point. if we need a particular RPG system to serve as a gateway into the hobby as a whole, this one serves fairly well. 

which of the other 6 quarterfinalists will D&D have to face next? we shall see.


SYSTEM Dungeons & Dragons(5e) Pathfinder (2e)
cover tagline = "Arm yourself for adventure."
"Advance your game."
publisher =
Wizards of the Coast
Paizo
pub. date =
2014 2019
original cost =
$49.95 $59.99
length =
11 chapters / 320 pages
11 chapters / 638 pages
my exp. level =
very much lots
some

 

any predictions? I have plenty, but the rules say I have to keep them to myself for now.

as an end note here, I speculate that Nyva the half-orc paladin and Damlyn the snow goblin bard would make a very interesting pair. and their systems of origin are similar enough that we could have them adventure together easily enough, couldn't we? perhaps I'll write a little vignette about them one of these days-- a short story evoking some Good Omens meets Daredevil meets The Witcher vibes, where the pure-hearted tough one and the more cynical artsy one are mostly able to follow a shared vision, but not without plenty of amusing conflict along the way. 

 

next match-up review: 7th Sea vs Star Wars: Force and Destiny

Friday, October 27

tournament of TTRPGs: opening round review

here we are, at a midpoint in this somewhat random tournament of roleplaying games. in this post, I'll summarize the opening round matches and finally, unequivocatingly, declare winners for each.

this all started almost six months ago with a tournament introduction. since then, I've played half a dozen new RPGs and tried to articulate my opinions about them all. it's been fun. 

Jeremiah asked me which of the new one-shots we played were most enjoyable, and at the time my answer was Cyberpunk RED. looking back now, I'd want that one to share a three-way tie with The One Ring and A Song of Ice and Fire. Cyberpunk was certainly the most fun in a wild hijinksy way. The One Ring was fun in a simply beautiful and heroic way, and A Song of Ice and Fire was fun in a  sweeping, majestic way.

the others were fun too, in their ways-- just a little bit less for me: Exalted in an almost frighteningly epic way, Werewolf, in a mystical have-we-bit-off-more-than-we-can-chew sort of way, and Scion, in a extremely bombastic and colorful way.

making final decisions about all these pairs has not always been so fun or easy. a few were really very hard to choose, but I had to. for the tournament. so without further ado, here are the winners--

match #1 "Dark vs. Grimdark"
(World of Darkness vs. Wrath & Glory)
I haven't changed my mind about this one-- World of Darkness still wins for its artsy storytelling approach and flexibility. but I will say, we've played a bit more Wrath & Glory since May, and it has grown on me a little.

match #2 "Power Fantasies"
(Dungeons & Dragons 5e vs. Werewolf: the Forsaken)
I thought this might be a close one, and while Werewolf was a great experience and I'd love to play more of it, the thrills of Dungeons & Dragons pulled ahead for me in the end. is it still unfair? yeah, it kinda is.

match #3 "So Much Potential"
(Pathfinder 2e vs. Mage: the Awakening)
given than neither of these systems left me with the greatest first impressions, it was hard to choose between them, but Pathfinder wins out for thus far having provided more enjoyable gameplay overall.

match #4 "Fatefully"
(Changeling: the Lost vs. Star Wars: Force and Destiny)
this one was absolutely the most difficult. the enchanting style of Changeling still holds plenty of sway over me, but ultimately I couldn't let it win just on vibes and potential; thus, Star Wars takes it.

match #5 "Two Flavors of Epic" (Scion vs. The One Ring)
at least we can't say this one is so very unfair-- as limiting as first impressions may be, The One Ring wins for simply being so thoroughly cozy and inspiring and marvelous.

match #6 "Masked and Unmasked"
(Vampire: the Masquerade 5e vs. Exalted 2e)
not many RPGs, in my view, could stand up against V5 and expect to do all that well. both it and Exalted are intense games with some complex elements, but I find Vampire more engaging.

match #7 "Once and Future Risks" (7th Sea 2e vs. Cyberpunk RED)
this one was so, so close as well-- I had the hardest time weiging the epic historical adventure against the flashy futuristic excitement, and 7th Sea does kind of win for mere stylistic preference, all else being way too even.

match #8 "Here there be Dragons"
(Shadowrun 5e vs. A Song of Ice and Fire)
A Song of Ice and Fire truly does deserve to win here for deftly evoking a really neat and engaging world and providing mechanics for a truly sweeping game; I promise I'm not only using this as a chance to snub Shadowrun.

and a few honorable mentions:
Changeling and Cyberpunk RED earn my top tier honorable mentions. I love them both quite a lot despite the less-than-perfect-fit I feel with their mechanics. one tier down, Exalted and Werewolf earn some brownie points for just feeling really cool to roleplay in. it is not their fault that they got matched up against the two games I've played the most and have the fondest memories of.

and so we continue on into a new round. here are the new match-ups--  

Dungeons & Dragons 5e vs Pathfinder

7th Sea vs Star Wars

The One Ring vs A Song of Ice and Fire 

I almost do want to play them all again for the quarterfinals. wouldn't that be fun?

for the sake of time, however, I'm afraid we'll have to imagine all the gameplay we can and work with the experience I've been able to glean so far from these 8 potential champions. only one pair of the lot includes systems that were brand new to me when I started this thing. those two being matched together seems fair enough. 

how will I approach this second round? I think I'll revisit each book directly and reconsider aesthetics, mechanics, and approachability in context of the new contrasts of each match. I'll likely draw on my prior reviews a bit as I do so, but I'll avoid as much repetition as I can possibly avoid.

Friday, October 20

here there be dragons

opening match #8: Shadowrun 5e vs A Song of Ice and Fire 

this final opening round match-up review one has taken me a bunch of extra time for many reasons, firstly being that our mini-campaign of A Song of Ice and Fire spanned 5 whole weeks, plus a delay or two and a good session zero. thank you very much to friend Caroline for joining in on that game-- it was a most intriguing whirlwind of an adventure!

secondly and thirdly: I had been rather intimidated and hesitant about grappling with the notoriously labyrinthine Shadowrun book again. and I am a tad busier now than I was in August.

I last played Shadowrun many years ago now-- 2018ish I suppose? we and some friends ran through a short 3-session arc once in Indiana and once again in Louisiana; both were quite fun. and since 2019 I've been a fan of a narrative podcast performance version of Shadowrun called Fun City. it's good stuff. Mike Rugnetta is awesome, as are his roleplaying friends, and their voices plus marvelous sound design all come together to make the system look impressively manageable, somehow. (sidenote: I also found their Float City story arc, a pandemic side project using the indie RPG system Stillfleet, extra extra cool. someday I may need to check out Stillfleet properly. I notice it calls itself "grimdark," too. interesting.)

anyway, along with all that in-person and vicarious storytelling fun, I remembered Shadowrun being supremely complicated and overwhelming. it took me a while to work up the energy to face it again with a (hopefully, sort of, somewhat) more open mind.

the A Song of Ice and Fire RPG, conversely, was totally new. I've watched the HBO show (much thanks to all the friends who ever shared their HBO subscriptions and/or couches and homes to facilitate that endeavor), read three of the Game of Thrones books, and this past summer we watched House of the Dragon, too. there is much about Mr. Martin's world that is utterly vivid and iconic. I'd say it deserves its fame. Jeremiah and I were excited to have this tournament as an excuse to actually try out the RPG system based on it all.

once more I've kept the same outline of sorts for this review: a tidy table of metadata, summaries of the few characters I've made in each system, and then thoughts on their aesthetics, mechanics, approachability, and preliminary(ish) judgements.

SYSTEM           
Shadowrun (5e) A Song of Ice and Fire 
tagline = "Everything Has a Price" 
"Adventure, war, and intrigue in George R.R. Martin's World of Westeros"
publisher =
Catlyst Game Labs
Green Ronin Publishing
pub. date =
2019 2014
cost =
$59.99 $49.95
length =
11 major sections
/ 496 pages
13 chapters
/ 320 pages
my exp. level =           
some

none prior



previous characters

sadly, I have very thin memories of my two prior Shadowrun characters. both appeared in different renditions of "Mr. Sandman vs. the Dragon," Jeremiah's tried and true 3-session adventure. and I know both were riggers, created as such on recommendation from my husband GM, for the sake of that character type's relative simplicity.

one was named Kitza and I think her character sheet is kicking around somewhere in a box... likely buried beyond any easy reference. the other was a dwarf, I think? maybe named Pablo... or something like that? I remember something about some family of his being trafficked by a megacorporation and somehow, for better or for worse, were able to crawl free from a shipping container on some crowded docks at the end of the story. maybe. 

all in all, not much to reminisce about here. onward to the fun new stuff!

new characters

when I (finally) got around to re-reading Shadowrun and wading through its differently-unique character creation system, I came up with a mystic adept half-inuit half-Japanese elf chick named Ingyaka. she's sort of secret agent-y in my imagination-- like a stealthy, nature-loving, spirit-whipsering Jason Bourne or something. since we didn't plan a Shadowrun one-shot for this tournament, I have no idea how she'd show up in actual gameplay, and indeed I confess that I called her finished enough once I'd chosen her many magic spells. the tedium of figuring out what gear and eqiupment to purchase with even just six thousand nuyen (6000¥)--the lowest amount you can possibly start with-- didn't seem necessary just to write about it for this review.

-

character creation in A Song of Ice and Fire is much less an individual affair than it is in most other RPG systems where one expects to play as a member of an adventuring party. in this particular game, players first collaborate in creating a noble house-- perhaps one as great and powerful as the Starks or the Baratheons, or perhaps one of lesser renown, one bowing at the feet of some grander pillar of Westerosi history. ours was built along these lines-- a smaller house under the protection of and bound by honor to the great and wealthy Lannisters.

we called ourselves House Portayne, a wealthy house ruling an island of silver mines just off the west coast of the Reach, south of the Iron Islands. Caroline primarily played Lady Alasta Portayne, and I primarily played her second-born child, Tobytha. we had some input on the Lord (the chaste and humble Elrin Portayne) and other children (an older brother, Ethon, and a younger girl, Joryssa), as well as some side characters associated with the family. together we came up with a name and some basic info for our family's maester, Maester Bridon (hailing from house Wylde). later on, for my second official character, I created Gwenna Fallside, a rough castle guard who quickly earns the family's trust and becomes castellan of Silverfont Castle. for a few highly intense B-plot scenes inbetween the primary roleplaying action, Caroline and I played as Gwenna and the Maester. one of us may have gotten forcibly tossed out of a tower window to their death. very Game-of-Thones-y, isn't it? the B-plots were all very neat, adding to the deep and expansive feel of the game. 

our mini-campaign was set to span the reigns of Aegon the Conqueror and Maegor the Cruel, and we knew ahead of time that House Portayne would not survive. it turned out that we were all utterly doomed to be poisoned by jealous Lannisters and chased down by pirates trying to escape the inevitable seige of our island. little Joryssa did grow up and get married off to a son of House Reed, so maybe she and her line will survive to remember her origins. exploring the long-ago past of the Song of Ice and Fire universe like this was incredibly cool, even if all evidence of our House was hopelessly erased in the end.

aesthetics

these two games both come with quite intricate worlds-- one explicitly grown from the richly detailed, sprawling civilizations in Martin's novels and the other from the remix of almost everything else a person could want to tell a story about. both are alternate versions of something like western civilization, in a way. in A Song of Ice and Fire, we have an alternate history of European geopolitical conflicts, with zombies and magic and dragons and extra murder on top. in Shadowrun, it's an alternate near-future, with ruthless megacorporations and magic and dragons and cyberpunks all the way down. 

A Song of Ice and Fire, as an RPG system, seems to me like a vast, ornate, and orderly library of fairly traditional fantasy ideas-- spacious yet organized, and more or less tidy. it may have dozens of secret passages and a skeleton or two hidden in the corners, but generally it's presentable and logical, even if there's a lot going on. its illustrations have a soft realism, not lacking in the violence you'd expect from this particular setting, but lit by torches and candles so it all seems not quite mundane, but not quite so shocking or garish either. the book's design feels monestarial, with a tinge of rennaissance, maybe a little bit fancy-Shakespearean on the edges. there is a lot of all-caps, angular and serifed, strong and delicate at the same time, perfectly high contrast and comfortable to skim through.

conversely, the Shadowrun system feels like a massive kitchen sink full of influences. some of the art reminds me of Paul Kidby's style, which does seem fitting somehow (he's the artist who illustrated plenty of Terry Pratchett's work). other pages and spreads are more evocative of comic book and/or videogame art. like I said-- it is a mishmash. in a good way.

if this system were a physical room it would be a somewhat grimy, mostly abandoned, very magical attic full of random knickknacks, old photo albums, broken electronics, weird porcelain figurines, and wildly colorful posters, all collected over many decades and now surrounded by a tangled sea of wires and cables and spikes and jewelry. it's got all the neon-and-fishnets and glossy high-tech punk style of Cyberpunk mixed in with an animistic spookiness. we could say Pathfinder and Mage and Werewolf got put in a compost heap with all the other urban, cyberpunk techno-fantasies you've ever heard of, and Shadowrun is what crawled out, dripping with lightning and breathing fire. here, orcs and elves and magic and machines coexist with normality just like anything else that ever might have evolved on the planet Earth.

funnily enough, dragons and dragon imagery show up far more prevalently in the Shadowrun book-- little tattoo-ish line-art dragon symbols glow red in the bottom corners of every page, next to blocky page numbers and footer text-- than in A Song of Ice and Fire. Shadowrun gives us 8 lines of index entries under "dragon(s)," whereas "dragon" doesn't even show up as a unique entry in A Song of Ice and Fire's (much shorter) index; over there we only see Dragonbone, Dragonglass, and Dragonstone. that's interesting, eh? what if we wanted to play Targaryens?

mechanics

summing up the game mechanics and rules for these two isn't going to be easy. but I'll do my best. at least they have one wonderfully simple thing in common: rolling a bunch of d6s all at once based on your rating(s) in whatever skill.

for character creation, Shadowrun gives you 5x5 grid of options, across which to prioritize various character elements: metatype, attribute points, skill points, magic abilities, and extra funds for gear/equipment. for each column, you can only choose from the options included at one of the 5 priority levels. 

the Shadowrun priority table, a 5x5 grid labeled horizontally with character elements and vertically with priority levels A through E
{ the Shadowrun 5e priority table. choose one option per priority level A-E }
 

within the basic constraints of those priorities, you'll then assign ratings to 8 core attributes, a few derived stats (Edge, Essence, and Magic) that I still don't totally understand very well, and however many relevant skills you can afford. and good gracious it seems like there is an almost infinite list of skills. the actual rules even allow for making up your own skills if you find that the pre-written lists don't fit what you want to do. so how's that for flexible? if your character uses magic, a you'll also take a magic ability rating and choose some related skills and spells. there are plenty of spells to choose from, too, and they can be learned in any order.

finishing touches for your character will involve choosing qualities and spending some of the 25 Karma you start with. Shadowrun qualities work kind of like the advantages, merits, and flaws in World of Darkness-- adding positive qualities costs you a few Karma, but adding negative qualities (like addiction, a bad reputation, etc.) can earn you some of it back. Karma is one way you'll level up as your game progresses, so you don't have to spend it all at character creation, but you have to spend at least some. 

once gameplay gets going, it's pretty action focused. the whole concept of Shadowrun is that you and your party get hired as Shadowrunners-- fairly unscrupulous folks taking on dangerous semi-legal jobs on the fringes of society, hoping to get away with it every time, earn an excellent reputation, and rake in millions of nuyen (¥ = the currency of this particular dystopian future). no matter how sneaky you might be, things are bound to go wrong.

combat works using very short "combat turns" of 3 seconds each, during which each player acts according to their initiative score. for some reason, there are also 6 types of initiative depending on what kind of combat is going on-- are we in the real world, or in the matrix, or in the astral plane somewhere? the various initiative options provide different numbers of d6s, so you'll roll that number of initiative dice, add your initiative attribute rating, and that total is your initiative score. whoever has the highest score goes first, and so on, til the end of the round. then everyone subtracts 10 from their score, and those who still have a positive number can act again.

actions are divided up into free actions, simple actions, complex actions, and special "interrupting" actions. very Pathfinder-esque, overall. whatever the action or test, you'll add your ability and skill ratings, then roll that many d6s. a 5 or higher is a hit, and depending on the task difficulty, you'll need some number of hits to succeed. rolling a 1 means a glitch in whatever you're trying to do. and usually that's bad.

as your team completes shadowruns for all their shadowy clients, you'll earn cash rewards and Karma, with which you can then purchase more gear and any upgrades that make sense for your story, according to whatever you can afford.  character progression is all quite customizable. 

-

I've briefly mentioned the group House creation aspect of A Song of Ice and Fire already. once you've created your House, each player creates a character, either working from scratch or starting with one of the provided archetypes. the system here reminded me a lot of the Wrath & Glory character creations options, except there are more of them available. I do think having a good range of pre-made templates to which you then add your own flavor is really nice. 

I want to say the individual character sheet for A Song of Ice and Fire is one of the simplest I've ever seen. rather than attributes + skills, we just get one list of 19 abilities, nice and alphabetical all the way from Agility and Animal Handling to Healing, Languages, and Marksmanship, and on to Warfare and Will. scores for each normally start at 2 and go up from there. most abilities also come with a range of specialties (skill with a certain weapon, or a certain approach, etc.) that can grant you bonus dice on relevant rolls.

your characters' age will also play a major role in some of their other stats. younger characters have fewer points to spend on ability ratings, but more destiny points to start with. destiny points can be spent for bonus qualities, or they can be used in various ways during gameplay to add bonus dice or change the outcome of a scene in particularly dire circumstances. as your character ages, they'll gain more experience but also more flaws.

the system allows for free creative decision making with some things, but also gives you fun tables full of options to roll for with others. the dice may dictate which part of the continent your House is from, how established or respected they are, how much land, population, defense, wealth, and influence they have, and whether or not there's an heir or a maester or an army at your disposal. as your game progresses, you'll make House Fortune rolls fairly often to see how all those stats change over months and years of in-game time. this was some of the most fun we had storytelling the big picture-- coming up with the story of a new resource or alliance that could explain the increase of wealth for our House, or imagining the crimes or plagues that would explain a drastic dip in population added to the pure fun of rolling dice for the quantitative stats. 

on the smaller scene-by-scene scale, gameplay in A Song of Ice and Fire involves combining your ratings and speciality bonuses for each ability, rolling that many d6s, then adding up all the results. it's more math than just recognizing the 5+ dice as successes and ignoring the rest, but it also feels a little more dramatic that way too. even if you roll low numbers, if you're rolling enough dice, it might still add up to a success. difficulty levels range from "automatic," requiring no roll at all, or "easy," requiring at least 1, all the way up to "very hard" at 18 or "heroic," requiring a total of 21 or more.

critical successes are a thing only if your total roll when attacking is double the total of your opponent's defense. fumbles are optional, only if your game table is into the higher stakes of something unexpectedly awful happening when all your dice land on 1. 

there are some special rules and procedures for tournaments (jousting and other non-combat contests), battlefields and warfare (large-scale multi-unit combat) and intrigue (social combat in simple, standard, or complex modes)-- most of that is laid out in a pretty clear way as a reference.

for character advancement, A Song of Ice and Fire is an XP system, though you can also earn coin and status through gameplay. during our game at least, leveling up seemed a very gradual process. there are only three ways to spend XP in the book: it costs 10 to add or improve a specialty, 30 to upgrade an ability rating, and 50 to buy an additional destiny points. it seems somewhat limited (and expensive), but not inappropriately so.

 

approachability

neither of these games sits firmly in a category of those with cozy, simple RPG mechanics. beyond the nice, clean familiarity of the stalwart d6, there are layers of rules and exceptions and variations that make both systems at least a little more daunting for the average player. but with a good GM to guide you through it, the struggle can be minimized a great deal.

the first chapter in A Song of Ice and Fire is a primer on the world of Westeros. the book doesn't assume readers are intimately familiar with the world and in fact rehashes a good amount of the history, the map, and the vibes for us. there's enough here that you could get by without much prior knowledge of the books or show if you had to (though why that would ever be the case is a separate and valid question). 

I found it quite odd that the book uses SIF and SIFRP as its chosen abbreviations, rather than the ASoIaF that I've seen way more often out in the sea of internet discourse about the books. perhaps the 2009 publication of the first RPG edition pre-dated the rise of ASoIaF as the more ubiquitous acronym? or perhaps leaving out the articles and prepositions and conjunctions seemed more official? I have no idea, but so it goes. however odd it seems to me, I suppose it doesn't matter so very much.

the order of things may matter a bit more. the introductory chapters make sense enough-- setting, rules, character creation... but after that we bounce back and forth a bit-- chapters 4 and 5 go over general abilities and specialties, then destiny points and qualities. only then do we get into the chapters on house and lands, with all the procedures and tables for creating our house and determining its history and fortunes. that seems backwards, but I suppose the beautiful affordances of a codex mean we can reference any of its contents in whatever order we like. good crossreferences and wayfinding and beautiful visual hierarchy all make that easy enough, here.

if, despite my general pickiness about the ordering of things, I can forgive the A Song of Ice and Fire RPG book for a bit of wonky ordering, it appears that I (still, these five years later) cannot forgive Shadowrun for similar crimes. 

I hope I'm not belaboring the fact that Shadowrun is pretty intimidating as a book and as a system. the fact that there is so much detailed content pulled from fantasy and sci-fi means that it really ought to be handled and designed as carefully as possible for its readers... and perhaps they did their best? who knows. almost since I first touched this game book I have harbored persistent gripes about the mismatched non-parallel lists here and there and everywhere. on any given page, a trio of stats may be listed out A, B, and C, only to have the same stats or categories printed on a standard character sheet in the opposite order, or scrambled to B, A, C instead. why? for the sake of all the dragon-hoarded treasures in all the universes, why would anyone do this?

adding to that the relatively small text, plenty of jargon, and so many options for customization among various slightly-different categories and subcategories, I'd wager a brand new player would need to fall very deeply and very hard in love with this setting to want to tackle the complexity of learning the system from scratch. or maybe it just takes confidence to bend the system to your own creative will?

preliminary verdicts

Shadowrun, upon my revisiting it this past month, really was a lot cooler than I remembered it. one must appreciate its ambitious scope and uniqueness, if nothing else.

I found A Song of Ice and Fire quite unique as well. I'm less a fangirl of its base media, but I still think it's fair to say this game evokes Martin's novels just as well as The One Ring evoked Tolkien's for me.

my experience levels with both systems are pretty even here. both were fun gameplay experiences, both are interesting, and both are significantly different from some of the more popular or mainstream RPGs I've covered so far.

so... do I let my annoyance at Shadowrun's inconsistencies of arrangement knock it out in this first round?

yes. 

yes, I do. while I recognize my response to these things as (perhaps more than) a little bit nitpicky, those issues have frustrated my practical experience of the game in a real way. and it all could have been avoided with even the merest ounce of designery forethought or technical editing attention. that this version is the 5th edition makes it even less excusable. 

congratulations, A Song of Ice and Fire RPG. for what it's worth, I think most poeple would agree with me on this ruling, even if not for the same reasons.

what's next?  

I'll summarize my 8 quarterfinalists and articulate a few final reasons why they win in a recap post next week. after that, dear Jeremiah can help me match them up for a new round. since all the most extensive exploration and research has already been done, future rounds will probably involve much shorter, broad-strokes reviews for comparison purposes. ideally I'll cut 8 down to 4 before Thanksgiving, and from 4 to 2 shortly thereafter, so perhaps we'll crown a first ever TTRPG champion by the end of the semester. fingers crossed. 

and after that? I'm not sure. there are still so many more RPG books. maybe we do a tournament of expansion content, setting books-- like the new Tal'Dorei setting book I have barely looked at, or individual published campaign adventures? I could explore Stillfleet properly. Coyote and Crow surely deserves some attention. or it could be fun to invite a whole roster of judges besides little old me, but that would also involve a bunch more structure and planning and logistics. we'll see when and how anyone has time and energy for that sort of thing.

in the meantime, let me know-- how would you rank these 16 games if you were the tournament judge?

Saturday, July 29

two flavors of epic

opening match #5: The One Ring vs Scion: Hero

the meanings of the word epic have evolved a fair bit, as meanings and words tend to do. this word gets used in all kinds of ways to evoke the scope of a thing itself, or the scope of our admiration for the thing, or a little bit of both. anything might be epic if it finds the right audience.

I see these two games as epic in more ways than one, but also in very different ways. different flavors, we might say. one is all about epic stories and songs recounted in verbose detail, with plenty of space for lightness and heaviness and realism. it tastes like rich dark chocolate. the other is all about epic stories told in punchy, extravagant colors, with larger-than-life characters and nobody looking too closely at any collateral damage. it tastes like extra-seasoned popcorn or chips. you can probably guess which one is which already. read on to allay what uncertainties may remain.

Scion: Hero takes as its foundation perhaps the most ancient source texts in existence (if we are allowed, out of convenience, to label such pre-textual constructs as texts) and drags their mythic elements into an unsuspecting contemporary setting.

conversely (and symmetrically?), The One Ring is based on one of the greatest fantasy epics of the 20th century, set in the glorious pre-industrial expanse that is Tolkein's Middle-earth, reveling in all the beautiful intricacies such a setting could possibly inspire.

sprawling mythoi and grand conflicts crisscross through both RPG books in exciting ways. neither of these systems is dealing in small, homey stories. whatever might begin as small or homey in them must be called into larger, higher, more treacherous territories-- the fate of the world may depend upon it.

but there is still room for small stories to matter within all the dire "fate of the world" context-- and indeed those stories may matter more poignantly as a result. personal character growth and interpersonal connections shine all the more brilliantly against the fire and ashes of Mount Doom.

in a roleplaying game, of course, the balance of broad-strokes grandeur and vivid vignette all depends on your storyteller and the players and all the variable dynamics of your game table. I think plenty of both is ideal. Samwise and/or Odysseus should have space to pine for their loved ones and all the normalcy they left at home so many months or years ago. and we should be able to squabble over rations even while we choose to sacrifice our entire futures in the struggle against evil, right?

for this most epic review, my formulaic outline continues to serve us decently well: a table of metadata, summaries of characters I've made in each system, then thoughts comparing the aesthetics, mechanics, and user-friendliness of each.

SYSTEM     The One Ring
Scion: Hero
back cover tagline = "Enter the world of Middle-earth..."
"Find your Destiny."
publisher =
Free League Publishing
White Wolf / Onyx Path Publishing
pub. date =
2020 2007
original cost =
$49.85 $35.00
length =
10 chapters / 240 pages
12 chapters / 334 pages
my exp. level =
none prior  
barely any



previous characters

I often imagine myself as a hobbit, or at least a creature with plenty of hobbit DNA... but technically and copyrightedly, no other brand of rustic, laid-back, food-loving halfling character from any other system can actually count as a true hobbit. before this tournament adventure, I had zero experience with The One Ring system, and surprisingly enough once I picked it up I didn't make a hobbit character for myself. but I could have!

for Scion, once upon a time I created a hero from the Egyptian pantheon for a potential game we almost got going in Louisiana. her name was Yasmin, a scion of Bast-- she had bronze skin, straight black hair, and many golden bracelets, approaching the world all pantherlike and sneakily inquisitive. I think. those sketchy details and a vague sense of the interesting combat turn-taking system are pretty much everything I remembered about the game-- the one session we played was pretty neat, but it didn't go anywhere after that.

new characters + one-shots

for The One Ring, I created two new characters using the amazingly simple process outlined in the book: Fauna Briarhawk (a wandering woman from Bree, seeking treasure and hoping to prove herself more than a mere thief) and Moruthiel Gorlindir (an Elf of Lindor determined to protect those less fortunate after failing to save their best friend from an orc attack). 

we gathered a few friends (thank you, friends Jon and Jim and Angela, for joining) around our table one Friday afternoon to explore Middle-earth and do our part in the fight against the deepening shadow. in preparation for this one-shot, husband Jeremiah created three more character concepts to round out our potential party, and then, after a wonderful frame narrative introduction (in which a younger-ish Bilbo Baggins is having far too much fun telling stories to a much younger trio of Frodo, Merry, and Pippin), we chose our characters and settled into the world of the game: braving a cold winter, traveling north on Gandalf's directions, meeting around a campfire, fending off evil wolves, finding our way to a ranger's shelter to rest and feast before reaching our true destination and defending the Shire from beasts possessed by Sauron.

it was so, so much fun. a short and simple story arc, but so satisfying. I want to draw portraits of our little burgeoning fellowship: Halfred of the Shire, and Fauna of Bree, and Berúthiel of Rivendell, and Luindis of the North, and their mounts too. maybe we will all find time to continue the journey someday. after all... it did end with some mysterious clues and lingering questions of the sort that often seem to promise sequels.

since I barely remembered Yasmin in any useful way, I created another two new Scion characters as well-- one in the Japanese and one in the Aztec pantheon. 

Tamiko, a scion of the goddess Amaterasu, is an artistically talented and fiercely ambitious perfectionist. she aims to honor her mother with flawless performances in all aspects of her life, no matter how long it might take. 

and Carmen, scion of the Aztec water god Tlaloc, has a talent for teaching and storytelling, reeling listeners into the webs of her supernatural influence. I gave her a companion Coatl (a brilliant flying serpent creature) named Sammy and a tiara made of shark teeth with which to summon him.

for our Scion one shot, these two teamed up with one other fledgling hero to track down an ominous threat called "The Sword of Japan." there were high speed chase scenes, a battle atop the Statue of Liberty, and confrontations with ghosts in the shipping lanes of the Pacific. for much of the session we all rolled terribly, cursed our dice, and struggled to live up to our characters' truly epic potential, but in the end there was a sufficiently dramatic show-down with one giant kaiju beast in the middle of the ocean.
 

aesthetics

The Lord of the Rings, with its lovely, poignant blend of quaint + epic, has been an undeniable classic for ages now. the world that Tolkien built with such passion and detail seems practically real, and so much of it has bled into our cultural consciousness that it almost feels impossible to talk about it as a separate entity. thankfully, I don't really need to-- this charming RPG based in Tolkien's world is not meant to (and indeed cannot) stand in for the entirety of Tolkien's oeuvre.

yet it seems to me (not that I've even read more than three lines of The Silmarillion) that the spirit of Tolkien's stories is represented thoroughly and well in The One Ring. plenty of sprawling historical, geographical, linguistic, and cultural detail shows up here, distilled just so into potent but practical homage. the world and the vibe are evoked across every inch of in the game's materials-- from its serious, hefty hardcover and gorgeous maps down to the runic borders and faux-foxing at the edges of each page. there is a coziness to it all, tucked in just right amid all the grandeur and drama of dark lords looming over the world. in context of what you already know about The Lord of the Rings, everything in the RPG has as much depth as you could ask for-- the history of the setting, the complexity of the canonical NPCs, and the possibility for epic engagement with both. and there are custom dice, too (more on those later).

I sense so much simplicity and quality craftsmanship in it. the game carves out a sturdy, down-to-earth core of hope and bravery and love, all strong enough to outlast ages of darkness, conflict, or corruption. such an optimistic mythos if there ever was one.

I will gush even more than I gushed about the chapter spreads in Star Wars: Force and Destiny about those in The One Ring rulebook. the book design as a whole is just superb: lovely columns (especially for the table of contents!), nicely spaced lines and paragraphs, welcoming little text boxes here and there. most of it is simple, cream and sepia-tones with red for contrast. the chapter breaks stand out (as they should for wayfinding, but also for beauty) with richness and drama, their style somewhat ethereal. thirteen different artists are credited in the frontmatter, along with two graphic designers. to whichever of them worked in whatever ways on the chapter break art, thank you. it's gorgeous.

photo of a 2-page spread from The One Ring, showing figures that evoke Aragorn, Gimli, Legolas, and a hobbit, with the chapter heading "Adventurers" on the right-hand page

photo of half the Table of Contents from The One Ring-- thumbnails and chapter headings in columns across the page.

final design-nerd comment about The One Ring: that horizontal table of contents is undoubtedly some of the most satisfying book design ever. just look at it. thumbnails of each chapter spread design show up again at the head each column, with details and page numbers for every chapter, section, and subsection. I could very well gush even more about that than the chapter spread art itself, if you let me.

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it may be a bit unfair to describe the aesthetics of Scion as collage-like or patchwork, but the way it draws on all these well-worn mythologies and mashes them together seems to warrant the labels. thankfully the introductions to and distinctions between pantheons are more than cosmetic-- each family of gods is considered and described in depth, each given a bit of ideological grounding and various unique approaches to the timeless war against the recently-escaped Titans. we get chains and webs of symbolism, icons from classical-ish mythologies imbued with extra power because they feature in so many tales. a scion of the Greek pantheon might carry with them the actual Golden Fleece of legend, using it to access powerful birthrights with which to re-twist the very threads of Fate.

in this game, villains and heroes come at each other like magnets, almost without agency of their own-- Fate (or we could call it narrativium, if you like) pulls at them like a tidal force, catalyzing the kinds of epic battles that spawned the old myths in the first place. Scion wants to deal in sets and scenarios that feel huge and expensive-- like an Avengers movie on steroids. it's a splashy system, with mechanics to incentivize the splashiest of character actions. you are a divine being, chosen by gods to fight for all of reality, after all. you'd better act like it.

with all this talk of Fate and birthright, Scion seems more urban high fantasy as opposed to the grittier, darker, low fantasies of World of Darkness games. the urban darkness and tragedy in the world of Scion feels less shadowy, like the dial was turned way up on romance and drama, but way down on most of the angsty noir elements. the line art is cleaner, clearer, like polished china on display. husband Jeremiah likened its vibe to that of many golden age comicbooks, which makes sense to me (not that I've read more than 3 pages of any of those particular early 20th-century texts either). in this world, scions cannot escape their divine identities. once we're past the prologue, they know where they came from and must confront the burden of that legacy. it's very "with great power comes great responsibility," at its core.

mechanics

to play The One Ring, you'll create a character from one of 6 Heroic Cultures, give them one of 6 adventurer's Callings, then choose a few other features, useful items, and weapons. each choice begets a small handful of other choices and a very small handful of calculations for attribute ratings, target numbers, and the load you're carrying. there are just three main attributes-- Strength, Heart, and Wits-- with nine skills under each of those classic physical, social, and mental categories. your Culture will give a range of possible stats to choose from for all of these values-- no math or point-buy-ing needed. Hobbits of the Shire will typically have plenty of Heart and Wits, but lower stats in Strength; Rangers of the North will be strong and full of heart, with medium Wits. from your Culture you'll also get one "favoured" skill, and two more from your Calling-- these are skills that you'll always get to roll twice for and take the better result. 

but not everything comes with a numerical stats value-- some features are just listed, almost as mere flavor, and whether the dice get involved for those things is purely a matter of narrative justification. 

for example, a Hobbit may be Eager, Fair-spoken, Faithful, Honourable, Inquisitive, Keen-eyed, Merry, or Rustic. during character creation you'll pick two features from this list, and then, during gameplay if your character being Fair-spoken or Keen-eyed becomes relevant to any skill check, then you'd add another d6 to the roll.

the dice for this system are simple but unique-- you can get away with using any old d6s and one d12, but it might be more fun to get the custom LotR-themed dice, might it not? the only differences are that the sixes on the d6s (Success Dice) include an Elvish success symbol, and that instead of an 11 and 12, the custom d12 (the Feat die) displays the eye of Sauron, to signify automatic failure, and a glyph of Gandalf, to signify automatic success. we used mostly regular dice for our one-shot, but Jeremiah did paint two sides of a spare d12 red and white with the corresponding eye and glyph designs, so we had that extra special touch.

for each skill test, players will roll the custom d12 and a number of d6s equal to your skill ranks and any bonuses, add all the results together and if it beats your target number for that skill category, that means success. a successful roll that includes one or more sixes is an extraordinary success in some way.

the action of The One Ring is organized into alternating Adventuring phases and Fellowship phases. during the former, all the exciting journeying and decisions and combat happens. during the latter there is time for recovery, healing, character advancement, and various other downtime activities. there are structured systems in place for how the Company of player characters will Journey (everyone will share the various responsibilities involved in traveling), Council (some characters may be more skilled at influencing how NPCs will respond with regard to highly important matters), and of course, Combat.

I really like the combat system in The One Ring, though it did seem strange at first. each battle begins with "opening volleys"-- at least one round where all combatants may employ a thrown or ranged weapon as each party approaches the central field of combat. after that, everyone moves to "close quarters" fighting. during these rounds, each player chooses a Stance, engages with (or is engaged with by) at least one opponent, and then resolves their actions accordingly. we have four Stances to choose from: Forward, the most aggressive; Open, the most balanced; Defensive, the most careful; or Rearward, for ranged attacks. the Stance you choose will dictate the order in which you'll resolve your actions and whether you (or your opponents) get bonuses to offense or defense. all player characters act, those in Forward stance first, then Open, etc., and then all enemies will act, in similar sequence. 

in between combat scenes, our one-shot did include a very short Fellowship phase in which we recovered Hope points (very useful for adding dice to skill test rolls or for aiding your fellow players), but we did not touch on character advancement. for each game session you attend, you'll earn 3 Skill points and 3 Adventure points-- the two flavors of XP. you'll also earn 3 more Skill points at the end of every Yule Fellowship phase. Skill points are used for increasing skill ranks, naturally, and Adventure points can purchase new ranks in Valour or Wisdom. starting characters begin with 1 point each of Valour and Wisdom, with an associated Reward and Virtue for each. increased Valour leads to added Rewards (upgrades to equipment) and increased Wisdom grants new Virtues (increased abilities or proficiency).

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Scion shares a few of the same underlying mechanics as other White Wolf RPGs-- we're using d10s again, rolling however many dice our Attribute + Ability stats dictate for each risky action within the game, but this time, because we are descendants of mythic, godly beings, results of 7 and higher will mean success.

much of your character is shaped according to the pantheon and patron parent you choose to be descended from. there are six pantheon options in our edition of Scion: Egyptian, Greek, Norse, Aztec, Japanese, and Voodoo. in line with whichever backstory stems from your character's parentage and divine Visitation, you get to choose a range of favored abilities, epic attributes, birthrights, knacks, and boons to enhance your godly powers even further.

you'll start the game with a certain number of Willpower and Legend points. Willpower measures the character's discipline and determination, but in Scion it works a bit differently than in the Word of Darkness games I've written about so far. rather than using it to buy more dice for your rolls, you'll trade Willpower to gain automatic success, resist mind-control if needed, or manage your actions with regard to your character's Virtues.

each pantheon comes with a set of associated Virtues (no vices this time, although each virtue does come with a downside when taken to extremes). channeling your virtue and spending one Willpower point during gameplay lets you add dice equal to your virtue rating to the roll, which is pretty cool.

speaking of cool, there is a mechanic for gaining extra dice on any given roll if you can describe your character's actions in an impressively cinematic way. this is called "stunting," and at the storyteller's discretion you might earn 1-3 extra dice depending on the epic-ness of the stunt you describe. I'm not always good at this sort of thing in the moment during roleplaying, but I think the idea of it is very fun.

the most different thing in Scion is the combat system. it's somewhat more complex while still using a familiar-enough turn-taking system. however, instead of following an initiative order or more abstractly sorting out phases of simultaneous action (as with stances in The One Ring), combat scenes use "ticks" to measure the passage of time, and characters or NPCs spend some number of ticks performing their actions. the speed rating of your chosen action dictates how soon you may act again-- a speed of 2 means you'll act again after 2 ticks; a speed of 5 means waiting 5 ticks. (that this value is called "speed" even though higher numbers mean slower/more spread-out action does throw my inner pedant into a small fit, thanks for asking, but so it goes.) add all the math and dice-counting of dodge values, parry values, armor, soak, health penalties, etc., and combat scenes can get pretty involved. 

and did I mention that Scion: Hero is the first book in a trilogy? character progression in this game is mainly measured in Legend points. Legend increases for every epic deed your character does, causing Fate to swirl magnetically around them more and more strongly. and once your Legend exceeds a certain number, you're not just a hero anymore, but a demigod. Scion: Demigod and Scion: God are the next steps in the epic journey. I've referenced the lore of those books very briefly as context for this review, and I imagine the system isn't different other than in epicness and scope, but I don't know for sure.
 

approachability

these books frame themselves very differently to their readers. The One Ring leans on its original source material a fair bit: copious quotes and epigraphs litter its pages-- at least I assume they are Tolkien quotes-- if they aren't, then they are rather wonderful homages. when they're attributed, if they are at all, it is to their in-world speakers rather than to whichever book, hence my uncertainty. in any case, the book trusts its audience to follow cheerfully along with this subtly immersive tactic. I think it works. 

mythology being the stringy mess of oral history and creative retelling that it is, Scion has no actual source texts, which means it can make its own. within this system, we are invited to remake and retell our own versions of the myths. the book spends plenty of time providing vivid, extended examples. before we can even turn to the table of contents for this rulebook, there are 40+ pages of an opening adventure-- a full-on short story-- following the sample character Eric Donner, a young scion of Thor. that's either really cool for setting the stage and illustrating character possibilities, or it's in the way of us figuring out the actual game.

character creation (and practically everything else) for The One Ring was almost dazzlingly simple-- an elegant flow chart of options without too many nooks and corners to get lost in. once I'd filled out everything on the character sheets for Fauna and for Melenthiel I just kept thinking to myself, "is that everything? it seems like there should be more."

even so, the process is a flexible one and the gameplay similarly flexible. that's the power of "limits are possibilities" at work, I suppose. the details for each Heroic Culture are described in exactly 2 pages. the list of Callings takes up less than 3 altogether. is that not impressive? 

I like that this book is organized with the specifics of gameplay before the step-by-step of creating an adventurer. that seems atypical for an RPG book, but for this it works quite nicely. character creation is still early in the book (starting on p. 27), so it all seems very simple and straightforward to get started.  even the parts that on paper look like they could get unwieldy, like the rules for Journeys and Councils, felt very smooth and easy during the game itself. I credit our Loremaster, Jeremiah, for a large part of this smoothness, along with the game's design. 

overall the cultural ubiquity of The Lord of the Rings + the beautiful, usable design of the book and the system itself makes The One Ring something I'd enthusiastically recommend as a marvelous place to start for new roleplayers. the flow-chart-esque processes of character creation might not be everyone's cup of tea, and I imagine not all GMs will be totally happy in a pre-made, relatively constrained setting, but that's okay-- you can't please everyone all the time. GMs and players who want something more home-brewed have plenty of options to choose from.

despite its pages of scene-setting narrative and its very cool example characters from each pantheon, Scion is less simple both mechanically and storywise. the terminology alone (we have boons and epic abilities, which are purchased with the same pool of starting points you can spend on boons, but aren't boons themselves, and also birthrights and knacks and virtues and what else is there?) and the rules for which particular relics unlock access to which awesome birthright abilities under which particular purview were not easy to suss out during my character creation processes. I found it somewhat fiddly.

and maybe it's that I wanted more and broader context for my own brain to put it all in, but I also had a hard time settling into the game's core conflict in a meaningful way. we get exactly 8 paragraphs introducing us to the world of Scion, the history of gods mingling with humans, warring against the Titans, "the progenitors and ancient foes of the gods" (p. 44). I found myself wanting more about just how the stated threat of Titanspawn might actually manifest in this setting.

but perhaps it can be enough, sometimes, to label one side productive and good and the other side destructive and evil and just go from there. plenty of stories come with vaguely-defined antagonists.

preliminary verdicts

these two are both competing on basically first impressions. does that make it more fair than some of the prior opening rounds?

I'm into mythology as much as any nerdy millennial who may or may not have prided themselves on identifying all the background extras hanging around Mount Olympus in Disney's Hercules. and the prospect of fighting insanely far-reaching battles with monumentally high stakes using epic, flashy powers is, on paper, pretty thrilling. but in practice, I find it intimidating to roleplay such thrilling stuff. Scion players need to be in a fearless and collosal frame of mind to do this game justice, and being improvisationally epic doesn't often come easily to me. describing stunts in writing after I've had some hours/days to think and carve out just the right words for it = yep, no problem, I can do that. describing stunts in 20 seconds or less, on the spot, while three or four other humans listen and wait for their turns? well, um, I probably need more practice with that one.

against any other RPG, Scion may have had a stronger chance. mythology is always pretty cool, and Scion does plenty of fun and awesome things with it. it's got potential.

but I'll be honest, The One Ring has pretty much swept me off my feet. it's not just the book design, I promise-- the charm and simplicity of it was just so delightful to interact with, from beginning to end. I want to play it again as soon as possible.


next new one-shot (and which William-Gibson-obsessed friend would perhaps want to join in for this one, I wonder?): Cyberpunk RED

next match-up reviewExalted vs. Vampire: the Masquerade (5e)