Of Dice And Men
A couple weeks ago, I got an email from a guy named Cameron McNary. At first glance, I thought it was spam. It was an advertisement of some sort and one line of text at the top that said, “I thought you might find this of interest.” I’m glad I didn’t delete his email, because as it turned out, Cameron McNary has an amazing gift when it comes to understatement.
This email was about a play he had written called “Of Dice and Men”, a story about a group of D&D players and what happens to them when one of them gets deployed to Iraq. It sounded interesting, but then I hit one quote from Cameron that stopped me dead in my tracks: “I always thought I played games for the games themselves but when he enlisted I realized I actually play them for the people – for the connections you make and the friendships that are formed when you play.” I thought of all the good times I’ve had with my friends over the years around the gaming table, how much I miss the ones I don’t play with anymore, and how at home I feel when it’s finally game night – and I knew deep in my soul he was right.
I’ve got to see this thing.
Sadly (for me, anyway), it’s being premiered at PAX PRIME. In Seattle, WA. Where I am NOT. It’s apparently the first time a “serious” play has ever been performed at a gaming convention (no, the costume contest doesn’t count), much less premiered. That’s pretty rad.
For those of you who ARE in Seattle, WA on September 3, get thee to the “Unicorn Room” of the Washington State Convention Center at 7:30 pm. You will do what I cannot, and support these fine people. Or I will SMASH.
Of course, as effective a sales tactic as physical violence is, I can’t sell this thing nearly as well as Cameron himself:
Cameron was kind enough to answer a few questions for us:
CH: What is “Of Dice and Men”, and why is it important to gamers?
CM: “Of Dice and Men” is a full-length play, written by Cameron McNary, that will be receiving its world premiere at PAX Prime, Friday, September 3rd 2010. It’s about a group of 30-something D&D players, and what happens when one of them enlists to go to Iraq. It has been called “The most brilliant piece of non-Wizards of the Coast Dungeons and Dragons related material since the Dead Alewives.”
It’s important to gamers because it portrays gamers as the kind of people you want to be around, and the kind you want to be. It’s a hip, very funny, deeply touching play that challenges the stereotypes about gamers and gaming. It is geek art without the self-loathing. If you’ve ever wanted to take your mom or your girlfriend or your grandad to something and say, “Look: THIS is why I play,” and have them *get* it, now you can.
Also, unlike the images of what “a play about D&D” might normally conjure up, it is very, very good.
CH: Are there any plans to make this experience available for those of us who can’t see the event live, like DVD or downloadable video?
CM: Eventually, yes, in some form.
CH: Any other plans in the works from Critical Threat Theatre?
CM: We plan to take the exposure and fundraising that comes from this premiere and bring this play to regional theatres across the country, and eventually, to Off-Broadway. We are also taking open submissions for scripts that match our mission of “Great Plays. About Geeks.”
CH: How can our readers get involved in this project?
CM: They can donate money. We’re currently running a capital campaign on www.indiegogo.com (http://www.indiegogo.com/ODaM) where you can become a Critical Threat Rot Grub for just $5. In addition to the various perks you can get (you should see what we’re offering our Frost Giant Jarls), when this show comes to your town, you can point to it and say you were part of making it happen.
If you know of a script we should produce, please send it to us. If you or someone you know is in a position to produce this play professionally in your town, we’ll be happy to forward you the script. You can contact us at info@criticalthreattheare.com.
CH: You guys are clearly gamers. Tell us about how you got started gaming, and how it’s affected your lives over the years.
CM: Many of the people involved in this project are gamers, but a lot of them are just theatre professionals who have become fans of the play. My wife — our Managing Director — won’t touch twelve-siders with a ten-foot pole. Many of our Seattle actors have no gaming experience whatsoever. Our commitment to making quality theatre is just as strong as our commitment to making theatre about geeks.
As for myself, I’ve been playing D&D since my cousin Seamus ran me through Against the Giants and the Lost Tomb of Martek when I was eight. Since then, my tastes have expanded to include just about anything you can play — every tabletop RPG ever, CCGs, videogames, boardgames. Like a lot of gamers, gaming has been the source of some of the best friendships I’ve ever had, and sometimes the only friendships I’ve had. Whatever town I was in, whatever shape my life was in, I knew if I could find a gaming store, I had a home. There have been times in my life when that was incredibly important.
Thanks to Cameron for tipping us off about this event. I’m incredibly jealous of those of you who can make it.
Once again, here’s where to be:
PAX PRIME
7:30 pm
September 3rd 2010
“Unicorn Room” of the Washington State Convention Center in Seattle, Washington.
Please, please, please go and support them. Or donate, which you can do here. Or both. Yes, that one. Just help them out. They rock.
Photo credits:
http://www.flickr.com/photos/carleeaross/2060369281/
http://www.flickr.com/photos/rym/2067782076/
Beware the Siren Song
In the old, ancient, black-and-white days, my Dungeons & Dragons habit existed happily inside its own space, separate from the zero-bit video game options like Cloudy Mountain (Intellivision) or Temple of Apshai (Commodore 64). These could never compete with the high-definition, dual-layered, widescreen, 1080p, surround sound, 3-D settings of my imagination, where using only pencil and paper and dice and dungeons, I was petrified by the scantily-clad medusa in Keep on the Borderlands, added to the ghostly feast after drinking the brandy in Castle Amber, blown up inside the malfunctioning power armor in Expedition to Barrier Peaks, and torn apart by the 4-armed gargoyle monstrosity in Tomb of Horrors.
Of course, gaming system and computer technology evolved and improved over the years, but the video games continued to take their cues and inspiration from Dungeons & Dragons, their RPG Adam, incorporating experience points and leveling, ability scores and bonuses, coin accumulation and optimization. There was even some effort to incorporate roleplaying, starting with the binary or ternary approach of the “Choose Your Own Adventure” books and building to a faux sandbox environment where you could go anywhere, explore everything, and interact with everybody.
As more and more players come to Dungeons & Dragons from a video game background (and, not coincidentally, were born after I graduated high school), they bring with them a very specific sensibility. The result is that the teacher becomes the student, and D&D players begin to integrate certain aspects that had previously only lived inside video games. For example, video games tend to deal in something I’d call “sense language,” where a scene is set by describing (or displaying) what you see and what you hear. In the same way, dungeon masters don’t talk about the three kobolds, but rather the “three emaciated lizard creatures with fanged dragon heads, hissing at each other in their horrid tongue, turning jagged blades in their clawed hands.” This is immersive, and that’s unquestionably a good thing. Unfortunately, not all of the adoptions are. [Read the rest of this article]
Critical Bits for the week ending 2010-08-29
- Check out today's Penny Arcade on D&D Essentials and edition warring: http://www.penny-arcade.com/comic/2010/8/23/ #
- RT @loganbonner: So Cryptic announces a Neverwinter game, but it's not an MMO: http://bit.ly/bxa3lo #
- RT @JaredvonHindman: Own the D&D the Movie? Want to listen to me make fun of it MST3k-style? Huzzah: http://bit.ly/bWp0gn #
- From the Archives:: Review: "Forgotten Heroes: Fang, Fist, and Song" http://bit.ly/9Xtisy #charchive #
- RT @gregbilsland: The Fine Art of Party Building: http://wp.me/pPNTx-5E #
- RT @emilycare: RPGirlZine 2010 pdf is now available! http://rpgirl-zine.blogspot.com/ #
- Interview with Gary Gygax from 2001 by @theweem Part 1: http://bit.ly/dBlXqY Part 2: http://bit.ly/cAvrEW #
- Dominion: Prosperity preview and Guide to Beating Attacks on @boardgamenews http://bit.ly/djy570 #
- RT @SarahDarkmagic: New post: Running Red Box for the Crew: Part One http://bit.ly/bsQ3Dy #dnd #
- RT @gamefiend: In case you missed: Serious Skills: http://bit.ly/9ECJiG Taking skills to some interesting places. #
- From the Archives:: Happy B' Day Mr. Washington http://bit.ly/aAlPJH #charchive #
- D&D organized play recap includes information on S2 of Encounters and Essentials characters for Red Box Game Day http://bit.ly/bKIzw8 #
- RT @NeoGrognard: Thinking outside of the box can be hard with RPGs, but one program did it. http://bit.ly/ar0jhR #
- RT @direflail: Roleplaying Therapy for the Severely Disturbed with Stupidranger.com, Gen Con 2010 edition: http://bit.ly/agJYQt #
- From the Archives:: So you wanna write a RPG Blog? Part 1: Why? http://bit.ly/cIXMV0 #charchive #
Thinking Outside the Boxed Text
Boxed text (also called “box text” or “real-aloud text”) got its name from some of the earliest published D&D adventures, where bits of text were set apart from the rest by a thin black box around it. The DM was supposed to read this text aloud so that the players would know what their characters were experiencing at the time, usually as they entered a new encounter area. This text gave the writer the opportunity to “speak to” the players, pointing out what he considered to be details important enough to mention.
I have a confession to make: I dislike boxed text. I don’t like writing it. Editing boxed text is painful. I don’t even like having to read it aloud to my players as a DM. I understand why it is included in published adventures. A DM relies on it to set the scene for the characters; otherwise, she would have to scan the entire encounter area and figure out what the PCs can sense at first glance. The players can get a better picture of what their characters are experiencing when good boxed text evokes the setting.
Unfortunately, the number of things that can go wrong with boxed text often far outweighs the positives. Before I get clinical on y’all, do me a favor. Read this bit of boxed text: [Read the rest of this article]
Friday Chat, Early Edition: The Geeky Road Trip
In about 24 hours, I’ll be leaving for the Toronto Fan Expo with my friend PM. The Expo is Canada’s largest event for Sci-Fi, Horror, Anime and Gaming fans where they get to meet some of their favorite industry personalities and stock up on merch.
So soon after Gen Con and after having been at Ground Zero for Pax East, I’m not sure how to set my expectations for the Fan Expo. I have no ideas what the show will be like nor what I’ll be doing except game for most of the day on Saturday.
Regardless of what awaits us over there, I still have a 5 hour car trip to plan so I thought I’d reach out and share/ask how the travelling part of the trip should be prepared! [Read the rest of this article]
The Lord of Troma
This week, I had the pleasure of speaking with Lloyd Kaufman, President and co-founder of Troma entertainment and creator of the Toxic Avenger. I had a lot of nerves going into this – I’ve been a big Troma fan since I was 13 and used to spend every Friday and Saturday night watching horror movies on USA Up All Night.
Things actually started here a bit before my phone interview. I had the privilege of attending Mr.Kaufman’s “Make Your Own Damn Movie” masterclass at Gen Con a few weeks ago, and he was very knowledgeable and willing to answer any questions audience had, but the answers were sometimes surprising. Several people asked what sort of equipment to use, and he would always fire back with some variation on “Depends! How much money do you have? You can get by with consumer-grade equipment.” Then everyone would discuss their shoestring budget success stories and we’d move on. It’s how Troma works. Make your movie the best way you can with what you have. (You can find out way more by buying Lloyd’s book, Make Your Own Damn Movie, Secrets of a Renegade Director!) It was inspiring to see so much enthusiasm and resourcefulness surrounding the making of so called “schlock” movies. I’d find out a little more as to why when I spoke to Lloyd this week.
I started off the interview by asking Lloyd what the word “Troma” meant. He told me a short story about how the word Troma is Latin for “excellence in celluloid”. Having taken 3 years of Latin in high school, and knowing the ancient Romans probably didn’t know what “celluloid” meant, I was inclined to think maybe he was pulling my leg. (I was right. He told the real story when he was doing a guest stint writing for the DVD Talk horror blog.)
One of the very first things I discovered during my audience with the Lord of Troma is that he suffers no fools. I had a few “fluff” questions prepared, stuff like “who is your favorite villain of all time, and why?” Writers like that one. I figured Lloyd would too, being a creative type. I was wrong. He wouldn’t answer that one, and dismissed a few others like it as stupid questions. I also found out another thing right about this time: I gurgle audibly when surprised. Good to know for next time.
Thankfully, I soon started getting into questions that didn’t irritate Lloyd, and we talked for awhile about independent media and Net Neutrality. I was floored by his answer when I asked him why independent filmmaking was so important: “It’s not. It means absolutely nothing in the grand scheme of things. You have kids starving in Third World countries and they don’t give a damn about movies. Cinema is something useless rich people like all of us here do to entertain ourselves.” I suddenly found myself not caring so much about how bad the BSG ending sucked, and being very thankful for the burrito I had just eaten moments prior.
We talked a great deal about Net Neutrality. “Without Net Neutrality, there would be no Troma. There would be no Critical Hits. You’d only have whatever insipid crap the networks decide to give you this week”. Lloyd asked that we link to his Youtube video on the subject, which we’re more than happy to do. The Internets would suck without this.
Probably the single most surprising thing I learned about Lloyd Kaufman is that he doesn’t think his movies are as funny as you probably do. To him, each is “real filmmaking” with a political message. Yes, I thought he was kidding at first, too. His tone convinced me otherwise. That and him calling Inception a piece of crap movie full of plot holes. Them’s fightin’ words, Mr. Kaufman. But who am I to say what a work doesn’t represent? Is art not subjective? Is this less effective than starving some poor attractive vegan celebrity and having them sit naked in a cage for PETA? I’m just a blogger. I’m not equipped for this. (I do, however, ponder the political ramifications of Teenage Catgirls In Heat.)
We wrapped up the interview by talking about some of Troma’s upcoming work. The big news is that the Toxic Avenger is getting remade, big budget style, and he dropped all sorts of names like Tom Cruise and Megan Fox. That was all neat and everything, but I forgot every other detail when he said Justin Bieber was going to play the kid who gets his head smashed under a car. I’m praying he wasn’t kidding. I will weep openly. The film isn’t getting made by Troma, they’re “just accepting a big check”. Despite taking some recent heat over the remake, Lloyd was surprisingly not too concerned with whether they keep the political message of the original intact – his movie would stand on its own for all time.
In the end, I’m honestly still a little befuddled. I can’t decide if he was messing with me or not. Either way, the man marches to the beat of a hideously deformed monster drum with superhuman size and strength, and I very much want to be like him when I grow up.
Upcoming 4e Item Rarities and the Great 4e Rebalancing
At Gen Con 2010, Wizards of the Coast announced that items in 4th edition D&D would have rarities including common, uncommon, and rare. To me, the most interesting piece on this is that most existing items will be considered “uncommon” thus unavailable for purchase at most magic shops and only for the DM to distribute.
On the surface it doesn’t seem like much of a change. Deep down, however, it is a change that can completely rebalance 4e, particularly at higher levels.
At the D&D New Products Seminar, and on this post from Mike Mearls, it was stated that, from Essentials on out, items would fall into categories of common, uncommon, and rare. Most existing items, he stated, would fall into the “uncommon” rarity. Items in the “common” pool are items with pure static bonuses such as neck slot items, armor, bonuses to skill, and weapons with +1 to +6 bonuses and no other effects. Potions and some other items will no doubt be included.
So why does this matter? It matters because it is the combination of item powers mixed with class, paragon path, epic destiny, and class power effects that often unbalanced the game. With these item combinations much more rare, PCs are more likely to stay balanced. Let’s look at a few specific instances where we’ll see this change. [Read the rest of this article]






