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The Main Event is an alumni of Dickinson College and The University of Miami Law School. He writes dungeon mastering advice in his Pain of Campaigning series. Now a practicing attorney in Maryland specializing in Wills, Trusts, and Estates, The Main Event is an aspiring author and always looking for new clients or avenues of publication. Email him or follow him on Twitter.
A Sword of Truth done Xena Style?
So, news is floating around that Sam Raimi is going to a fantasy syndication of Terry Goodkind’s Sword of Truth series.
I have decidedly ambivalent feelings about this. The first book was really great, but it included… mature… themes such as man-boy rape, sado-masochistic torture-magic-sex, and satanic summoning (no joke). That being said, the series definately got extremely didactic and bad as it went on, and I’ve yet to finish the last two books. On the other hand, the core story about a woodsman turned super-wizard-king-of-the-world-hero-of-destiny and his lovely mate traveling about righting wrongs may work great in syndication. Thoughts?
The Pain of Campaigning III: The Plot Thickens
So, assuming you’ve considered pre-campaign decisions and successfully started your game its now time to keep running a campaign. Not just treading water, but also have it be interesting, engaging, and fun. Maintaining interest, engagement, and enjoyment from all players and a DM can be incredibly difficult, but here are some of the most common problems that can interfere with these positive aspects.
Character Involvement in the Story
There is something going on in your campaign, whether it’s the first part of a 13 part epic or your PCs have cleared out a goblin warren or an orc encampment, but the question is how much do these events continue impacting PCs. Most players enjoy the feeling that their characters actions send out reverberations through the campaign world. So, even if your planned arch-nemesis twin brother is at least five adventures from even being alluded to, maybe that disgraced mayor that slunk away should become the righteous paladin’s rival for the time being. On the other side of the spectrum, maybe you just plan on running another module out of the Forgotten Realms, but a pesky goblin shaman actually rolled a stabilization check in the last encounter. Rather than just forgot about the little guy, even if the PCs groan when he makes himself an annoyance again, the continued co-evolution of the campaign world and the PCs makes the players interested in considering the repercussions of their actions and makes for a more engaging set of decisions. Ultimately, whether your story is fast, loose, and barely planned or methodical and plotted your campaign will benefit from having the PCs characters see consequences from their previous actions. [Read the rest of this article]
The Pain of Campaigning II: Starting the Game
So you have made some decisions about your game. You may have drawn yourself a pretty map, figured out that the King is actually a Beholder, and even made a cute little NPC to travel with the players. If you were really smart you considered the campaign’s primary conflict, means of conflict resolution, and a setting. However, now it’s time to consider where the rubber meets the road, and actually start the game of your dreams and tackle the problems that come with actually doing that.
Players in General: Like it or not, you’ll have to interact with people to run your game. Cranky, disagreeable, clever, devious players that either through malice or ignorance will almost immediately begin to deviate from the beautiful tapestry of role playing elegance you had mentally envisioned. The first thing to do is take a step back and really consider what players are in a game. If what you want to do is craft a meticulously planned and rigid tale, go write a novel. Seriously. However, if you want to tell an exciting story, a story that even you ARE NOT sure about how it’s going to end, than roleplaying games provide an excellent Petri dish for creative storytelling. First of all, good players make good characters, which are the cornerstone of any story. Sure, you may have envisioned the noble knight sacrificing himself to save the party and the kingdom from the evil army, but what if that same knight in the spirit of sacrifice and a cunning plan actually lives? As a game master, you should embrace that eventuality when it occurs. In short, treat players with respect as partners ready to make valuable contributions to the game, and not as pawns to manipulate in a tapestry completely unknowable to the players. [Read the rest of this article]
The Pain of Campaigning I: Story and Pre-Game Decisions
Perhaps the most important decisions in a campaign occurs before the first die is rolled, before there even is a campaign when the would-be Dungeon Master/ Game Master/ Storyteller decides the overall thrust of his story. No, not the nitty-gritty adventure hooks, or the villains, or the individual conflicts, but an overall idea of what this campaign will be about. This series of articles will examine these crucial choices. First up, the pre-game.
Primary Conflict: What is the big bad problem that the players are going to have to confront? Most of the time this does not even need to be revealed in the first part of the campaign, in fact it could be purposefully obscured in the beginning, but it should be on a good DM’s mind so that he can build on this from the ground up and that when the major story arc becomes apparent the players feel that this is an organic natural direction for the story. The alternative is to NOT have a primary conflict and instead plan on one or more smaller conflicts that scale with the PCs level and experience. The danger of having an overarching plotline is the tendency to be overly rigid and railroad your players in a direction that either they or (even better) their characters have no desire to take. On the other hand, having no overall story can leave PCs feeling rudderless and without direction. Characters and players alike like to feel important to the world. Sometimes going from town to town with progressively more difficult dungeons isn’t even enough. Even so, a kind of ‘monster of the week’ style campaign can easily progress to having a story with a reoccurring villain or some clever retroactive continuity explaining a link between the threats de jure. [Read the rest of this article]
Messiah CompleX: Not Quite the Second Coming (Non-Spoiler)
General: When Jesus was born, there were wise kings, gifts, angelic visits, and immaculate conceptions. When the X-Office at Marvel kicked off its brand new crossover Messiah CompleX, they hired old artist Marc Silvestri , released tons of interviews with major comic book industry entities, discussed tidbits about the X-Men status quo after the event, and revealed two new titles that were pending. Jesus was born, and it was great, but apparently the infant of God was just about the same as a normal infant with more pomp and circumstance. Similarly, Messiah CompleX is a competent start to a new huge Marvel event, but is ultimately nothing amazing in and of itself.
Min Maxing in RPGs: Mutually Assured Irrelevance?
Amongst my traditional play group, Min-Maxing was an art. Ever seen a Vow of Poverty Cleric/Monk/Divine Fist? How about a Werebaboon Fighter/Warshaper/Exotic Weapon Master/Kensai Spiked Chain user? It’s good you have not. Some us were actually role-players too (but not all) and some chose not to Min-Max either because of a concept (yeah, right) or because they were too busy and/or ineffective to devote the time to Min-Maxing well. In general, being ineffective was the greatest sin as a player. Someone would drive the non-combat moments forward (roleplay), but when the goblins stormed the castle or the dragon pwned the King it was showtime. What follows is a cause and effect analysis of how that affected play: [Read the rest of this article]
Harry Potter and the Deathly Hallows (No Book 7 Spoilers)
For everyone traumatized by the recent ending of another era-defining work, The Sopranos, the anti-Sopranos ending of Harry Potter will be sure to satisfy you. It ends, and it ends definitively, and in my mind satisfactorily (though I was satisfied with The Sopranos as well).
In the minds of fans, this book’s primary function is to end the series, rather than function as an individual story and the book does that with enough panache, twists, turns, and dead bodies to keep everyone on the edge of their seat. J.K. sends out numerous callbacks to her previous books, dredging up all sorts of cute plots, forgotten monsters, and erstwhile allies. The major questions that have lingered coming into this book: Snape’s true allegiance, the Horcruxes, Harry/Voldemort’s prophetic relationship, the importance of Lily Potter, and Dumbledore’s final gambit are concluded.
The book begins very well, immediately establishing the perils of Harry’s world and the real danger within it. After that, the story meanders a bit, with the characters spending a lot of time listless and frustrated as they hope to blunder into a solution to their problems. These portions evoke the frustration that some readers felt during Order of the Phoenix. In this situation, it’s not necessarily that the characters are withholding information, it’s that they just have no damn clue about what to do. At times, it almost felt like J.K. actually no idea what to do without the comfortable halls of Hogwarts to guide her characters about. However, the rudderless middle portion quickly picks up steam into the aforementioned ending. Suitably epic and touching, both huge and personal, in true Potter-style the mysteries are concluded in both surprising and satisfying ways. Does Harry exit the series as he entered it as The Boy Who Lived?
Rating: 3.5/5 Stars.
Roll Out: A Transformers Review
I loved Transformers. There, I said it, and a spoiler-free review follows…
Plot: A reasonably plausible series of events (considering the arrival of Extra-Terrestrial Non-Biological Beings) occur. Sure, there are some robots (I’m looking at you Frenzy) and some characters (Hackers?) and some events (nerd recluse with grandma, didn’t that ALSO happen in Live Free or Die Hard?) that didn’t particularly thrill me, but nothing that made me so angry as to get annoyed enough to taint the experience. Overall: MEH
Characters: Shia Lebeouf and Megan Fox are quite good as the teen protagonists that begin a romantic ride courtesy of a friendly yellow car. Shia is spot on as Sam, the goofy 16 year old nerd many of us once were (or still are), both likable and awkward, a guy that we really want to get the hot girl that he could, in reality, never obtain. Megan Fox is hot, and she does manage to deliver the necessary acting chops during the moments that require acting. I shudder to say it, but George Lucas could take notes from Michael Bay on creating a likable and believable romance in the course of one action-filled movie. Now, John Voight as the Secretary of Defense and John Tuturro as Agent Simmons of Section 7 are great in the roles they are given. Everyone else is utterly forgettable (the soldiers) or nearly pointless (Hackers) or used for a cheap laugh (Bernie Mac). Overall, a HIT for the protagonists and a MISS for the sizable and bland large cast. [Read the rest of this article]
Count me out of the Civil War Bandwagon
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(spoilers ahead for Marvel’s Civil War series, specifically #4)



