Critical Hits

The Journal of Gamer Culture

Chatty Fiction: “At a Loss”

I wrote and edited over 12 000 words this last month working on Marvel Heroic Roleplaying supplements and material for my Seminars. That meant I spent a lot less time gaming and thus had less things to discuss on the blog. Yet, I did write a lot though.  I do love to blog about what I do. Thus I decided that I could afford to bring a  slight change of focus over here and start blogging about writing a little more.

Today, I wrote my first piece of Flash Fiction. I don’t know if it’s any good, but I’m proud of it. It’s an idea that popped in my mind as I was telling myself I should try my hand at it as a writing exercise in between freelance assignment. It’s amazing how challenging it can be to try to say so much in so little.

So here it is, slightly longer than this intro. Enjoy and let me know if I should do more.

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Chatty’s 2nd Anniversary at Critical-Hits: The Enthusiastic Storyteller

Can you believe I have been with Critical-Hits for two years already?  A lot has happened since July 2007 (when I started blogging) and January 10th 2009 (when I merged my blog with Critical-Hits). Yet, as I’ve discussed a few weeks ago, my passion and my drive to write content for the website has now collided with various other priorities. They range from my freelance assignments to reorganizing my life in the light of a recent separation and adjusting to the violently joyful upheavals of love found anew.

In that time, I’ve further thought about what gets my blood boiling and sends my brain in a creative frenzy. As I seek to find this feeling anew among all the clutter that accumulates in my existence, I realized what makes me tick as a writer. I found it while reading a book.

A while back, I was reading Wil Wheaton’s Just a Geek while I was waiting for Dr.C to finish work. I came upon his story about trading his Death Star playset vs a  landspeeder and 10$ back in the 80′s and it just dawned on me:

Will was lousy at trades. Oh wait, that’s not it. :)

Much like Wil realized that he was a born storyteller, I realized that was also one of the things  I liked doing most: writing stories about what my experiences with RPGs.  If you look over my previous 2 posts (here and here), my series on becoming a freelance writer (Parts 1, 2, 3, 4 and 5) or all my posts about playing with my children, you can feel the energy being poured into these articles. Yet, as I recall, they required minimal effort to write. I enjoy sharing my experience through a (slightly) fictionalized account of what occurs in my geek life so much that it doesn’t feel like work to me… at all. [Read the rest of this article]

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One Hour Blog Post: Don’t Need To, Want To!

Every year, in December, when I get out my fall seasonal funk, I’m overflowed with the inevitable introspection that comes with all light depressive states.

As awesome as 2011 started (getting published ROCKS), the second half of the year has brought turmoil and uncertainties beyond what my strengthening psyche could manage without help. Brutal changes have rocked my life leading me to move into a new apartment, deal with the always unsatisfactory compromise that is shared custody of my children and deal with the unbridled joy (and distractions) of newly found love.

All this, coupled with keeping up with my client’s projects, has led me to slip out one of my best established habits: blogging. As I let this slide, my “need” to write online receded  and I stopped rationalizing why I didn’t feel the old compulsion to write as I have for so many years.

As I write these lines, I realize that “needing” is fed by the act of doing.

As I floundered in moving boxes,  struggled with deliverable and dove into awesome dates with the one I have been affectionately calling Dr. C, I realized that I more or less sat on the  achievements I worked hard to unlock after implementing the plan I successfully hatched, nearly 3 years ago,  redirecting my life. As a result, I need to take back control of my creative life. I need to start writing again.

Scratch that. When I hear people around me bemoaning their life, my inner coach wakes up. “I should” and “I need” are poisonous inertia-fueled guilt-trips. I need to think and speak action words!

Let’s try this again shall we?

I want to take back control of my creative life. I will start writing again.

Okay Chatty… how are you going to do this then? How about this? [Read the rest of this article]

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Chatty’s Dream Design Project: An Interactive Primer-RPG

Tomorrow will be one of the year’s slowest days on the Bloggosphere: the American Thanksgiving weekend. Of course, that’s when I feel the biggest urge to write in a long time.

But that’s never stopped me before.

So after asking my Twitter readers for inspiration (thanks Christian), I settled on a question that’s been on my mind for a long time:

Given no limits in ressources, time and talent, what would you design?

Hmm, that’s an easy one; I’d design something along the lines of the “Young Ladies’ Primer” found in Neal Stephenson’s The Diamond Age. The Primer was a nano-computer with one main function, to act as an interactive smart-book that taught children through a long interactive storygame.

So when I say I’d like to do something like that, I’m not thinking about an actual book-shaped computer made with nanotech (although it would be cool), rather I’d like to do something that could, eventually, evolve into just that… with a tabletop RPG spin.

Here are the basic pitching points:

  • An application for a tablet PC like the iPad or the equivalent
  • The app features a richly illustrated (animated?) adventure story aimed at tweenagers, I’m thinking 8-12.
  • The story progressively  becomes fully interactive as a CRPG with elements such as dialog choices, character sheets, conflict resolution mechanics and character growth (XPs).
  • The game should last between 5 and 10 hours depending on side-quests completed.
  • A simple, yet complete set of tabletop RPG rules that allows readers to continue the adventures of the characters of the story
  • Stats for all main characters for the story and rules to make new ones.
  • A primer to teach parents how to play tabletop roleplaying games with tween-aged children, complete with advice on preparing new stories, inserting educational content (if needed) and letting the creativity of children drive the show.

The tabletop game would most likely be narrative-driven.  So far,  the mechanics that I envision fitting the most with what I need is  is John Harper’s Lady Blackbird as it has just the right amount of rules element (fitting on a demi-page) to make it into really enjoyable roleplaying game for people of all ages.

I don’t know if the technology is there yet or if parents would be interested in this, but as a customer, I’d snag such a product (and pay more than once for different stories) in a minute.

What about you? Do you like the idea? What elements would you like to see in such a app/story/game?

More importantly, if you were asked the same question I was, what would you design?

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Chatty’s “Get it Together You Bum” game, V 2.0

This is a revised version of a post I published on our sister Tumblr site: Roll.  As I realize it’s usefulness, I decided to move it here.

A few days ago I bought Chuck Wendig’s Confession of a Penmonkey” eBook.  I’m loving it so far, funny and insightful stuff!

Chuck’s a blogger, novelist and long time RPG designer.  He wrote a ton of World of Darkness books I’ve never read…No offense man, I spent the early 2000′s elsewhere, but my friends tell me that Hunter: The Vigil was teh awesomez.

In his second essay titled The Writer Starts his Day where he discusses the eating habits of the efficient writer (stay away from processed carbs kids and love them eggs) this one snippet struck home:

...if you’re one of those writers who has a hard time Getting His Shit Together, you might want to cast a wary eye at your diet.

I so totally am such a writer.  Not so much that I’m not prolific, I’ve proven I can churn tons thousands of words in mere hours. It’s just that I don’t do so in a disciplined and consistant manner because I’m so damn easily distracted and flake out on any effort that is “good for me” at the drop of a rationalization hat.

I want to become better, more efficient so I can handle more freelance work and actually get in that zone where I can stop procastinating (I’m writing this on my lunch break).

Oh that and seeing my growing-again paunch on last weekend’s convention pics… I’m a very vain person and that lard of tub needs some harsh discipline.

So armed with my newfound resolve and the gamification tools at my disposal,  I present to you my newest Lifestyle game!

Chatty’s Get it Together You Bum: The Rules

I play to score the most point in a day.  I score points by reaching incremental goals I set for myself. I’m considering using  the iPhone’s “Epic Win” app to track them.

I keep a weekly scoreboard of daily high scores.

Scoring Sheet:

Productivity

  • Write 1000 words  = 4 points
    • Doing it without interruption = 8 points
  • Each additional 500 words  = 4 points
    • Sans interruption = 8 points
  • Completing a significant work-related task = 2 points
    • Sans interruption = 4 points

Health – Exercise

  • Exercise 30 minutes = 4 points
    • In one session = 8 points
  • For each additional 30 minutes of exercise = 8 points
  • Exercise with family for at least 30 minutes = 8 points
  • Picking Bike over Car = 4 points each time

Health – Diet

Current “No” food: Candy, Fries, Beer

  • Eat under my daily Calorie budget = 8 points
    • Doing so without any “No Food” = 16 points
  • Each  fruits/veggies portion of a meal = 2 points
  • Enter meal  in My Fitness Pal = 2 points

Health – Family Life

  • Each hour spent with family members= 4 points
  • Each unbroken promise (to myself or family) = 4 points
  • Perform housekeeping task = 8 points

That’s it.  I’m starting this morning, by scoring 2 points for completing a significant, but interrupted task (darn IM and Twitter).

I’m open to suggestions.

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Chatty DM, Freelancer, Part 2: Lessons from Day Jobs

Hey, I’m holding on to my promise and I’m posting a new post this week! Yay! Yes, its still autobiographic but I’ve got gaming stuff coming on the horizon and I’ll return to good old gaming posting soon.

In part one, I mentioned how cathartic it could be to write without boundaries (although I often write better when I have creative constraints). Just to prove the point, what was supposed to be a post about freelance writing advice more or less morphed into an autobiographical piece about what led me to acknowledge I was a  writer.

So why not take things where we left off?

Of Water, Sludge and Paperwork

Armed with two diplomas and all the aspirations of a young wolf pup, I took a part-time job as a water samples analyst for a company that manufactured and sold pumps. Working 20 hours a week allowed me to bring back together the old RPG group I had left behind when I moved to the Great (mostly) White North. I called back Math (with whom I’d played RPGs since we were 13), Yan (from Pre-college) and Baboune (from my college years, he since moved to Sweden).

We played a bitchin’ Gurps campaign about sick dragon monarchs, scheming scaled siblings and daring heroes rising from the ranks of indentured humanoids (and a wight named Barry). I’m getting sidetracked again, and I’m sure I mentioned that in my “Gaming DNA” series a few months ago.

My stint as a water tester didn’t last very long, I made a few newbie mistakes and the signs of 6-months-itis started to show, a condition my new wife would soon learn to dread.

I left the company for a job as “research agent” for an environmental consulting firm. I was following the footsteps of 2 of my former Graduate student colleagues who’d held the position before. In fact that’s how I heard about the job in the first place…

Phil (on phone): So I hear you’re going back to do a Ph.D, how was the job?  I’m interested.

Ex-Employe: It sucks rotten balls, don’t take it!

But I had set my mind and I took the job. I worked as a research microbiologist, writing academic-sounding material on the results we got on this huge bio-reactor contraption supposedly able to treat contaminated soil with bacteria.

I mostly remember getting up at 11 PM every other night to go and check on the reactor, which often spilled and lost all its content on the floor (that’s 400 liters of hydrocarbon-contaminated sludge as I recall) which I had to vacuum back into oil drums so we could restart the “monster” the next day.

For those keeping tabs on my players, that’s where I met Franky, then an environmental tech and Steph, the lab tech in charge of hydrocarbon analyses.

I did that for about 6 months, (yeah, that’s a pattern all right), before I started growing bored with it… Fortunately, the company’s ISO 9000 coordinator left the company and I applied for the position and got it.

Quality, Assured.

And thus started a decade-long history with Quality Assurance and the wonderful world of auditing processes and writing reports. Most importantly I started writing Standard Operating Procedures (SOPs), lots and lots of them. Ask anyone in an ISO environment, they’ll tell you SOPs are boring as hell to read, and people usually HATE writing them…

But I don’t, I actually like writing them a lot. However, writing things no one ever really wants to read only gives you so much job satisfaction.

About a year after joining the company, I felt the urge to leave it… badly. Oh look, another 6 months gone by!

I joined a Montreal-based generic pharmaceutical company as a Compliance Auditor. I was the guy in charge of inspecting pharmaceutical plants and paperwork against regulations and document non-compliances in reports. Oh boy did I go to town with reports, emails, quality agreements and, again, SOPs. I developed a lot experience in the next years as an SOP writer and reviewer. Trying to make them interesting, complete and, later, simpler and less verbose.

(That’s what pays my bills as a freelance writer and consultant now ).

I’ve learned many lessons during my tenure in that company, the main one was, again, linked to editing one’s words…

One day I was working at my desk when the director of purchasing, this big german guy, came into my office and asked me if he could “borrow my computer”.

Phil: Well sure…

Herr Director (Fiddling with my Outlook): I know English is not your first language, and you are a good writer, but have you ever heard about spell-checking?

And he turned mine on and left my office.

Humiliating? Yes. Did I start hating the guy? No. He was right. And he had approached me face to face, not in front of my bosses, nor, as many assholes do, during a meeting. I appreciated that. He would later give me many more lessons about life in a large company… and an unplanned one about how NOT to talk to Parisian waiters… but that’s a story for another day.

I eventually became supervisor of the compliance group. One of my teammates, Eric, even joined our D&D 3.5 crew!

One of our team’s responsibilities was to oversee the writing, approval and publishing of all of the company’s 700+ SOPs. That’s where I learned another peripheral lesson:

Not everyone’s a writer…Nor is everyone a reader.

I didn’t stumble on long form blogging by accident, I started my short management career by writing emails that went on FOREVER. When an issue would creep up at work and I wanted to address it, I would often turn to writing ponderous emails first and go in excruciating details about the things I wanted fixed and how to go at it. Most of the time, people replied in (shorter) kind and we fixed things.

But every so often, I discovered that some individuals just.didn’t.get.it. They’d fly off the handle completely misinterpreting some of the things I wrote, ignore most of it or just get everything wrong. At first I became really frustrated and had dark thoughts about those colleagues; I put in doubt their intellectual prowess and willingness to do actual teamwork in the enterprise.

Then, one day, I set a face to face meeting with that one person that gave me the most trouble… and everything got cleared within minutes. That’s when I realized that the written media is not the best communication tool out there… it just was the one I had the most affinities with and that many struggle with it mightily, from both sides of the keyboard.

Chaos sets in

This brings us to the mid ’00s and where signs of my first severe depression started to show. During that period, I changed jobs three time. Fleeing stress and unresolved work issues became a sure sign of psychological distress.  I kept telling my wife that the next job would be the correct one, that ‘this last company sucked” and “the next one will be perfect”.

I even left the generic pharma company and came back…

Herr Director (Sent by the company’s owner): You understand that by taking you back, the company is clearly saying they value your work and potential, but you leave again and you don’t get to come back.

Phil (gulp): Understood…

I left for a second (and last) time 15 months after my return. In that time I learned more about project management that I ever want to learn, but at least I now have many  tools to plan and execute complex, multi-part projects, something that’s VERY useful when dealing with overlapping freelance assignments.

After having left Quality Assurance to try my hand at corporate training  and Project Management , I returned in its loving arms and joined a human genetics research lab in late 2006 as a Quality Manager… shaking off my last depression symptoms.

Opportunity Knocks

I stuck around there for 4 years… the longest I ever held onto a job. During that time I built a whole quality system from scratch as I saw one should be built.  It was also one of those academic places where things moved so slowly and expectations were set very low. So much so that I initially bristled at it all.

That’s when I realized something fundamental: Having an insufficiently challenged set of talents was not so much hindrance as an opportunity. While I found the job decreasingly satisfying (while still achieving great success), I could not, yet again, switch jobs without putting my credibility as a worthwhile employee at serious risk.

Or my marriage.

That’s where I started shifting my “untapped” potential into a blog……and the light finally lit up.

What about you, what lessons from work and day jobs has given you good lessons for later careers changes?

Up next: Lessons from blogging about RPGs and bipolar disorder.

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Chatty DM, Freelancer, Part 1: Lessons from Academia

Warning: This post turned out more of an autobiographic piece rather than writing advice. Still, my key writing lessons of that period are outlined in there.

Right before sitting down to write these lines, I  sent a pair of outlines for Dungeon magazine that, baring no major revisions, will lead to writing my first official D&D articles.  My first in nearly 30 years of playing the game.

Looking back at one of the busiest springs I’ve had in a long time, I’ve come to terms with the reality that I’ve become a recurring freelance writer and game designer. My prior experiences from 2008-2010 were not just statistical flukes; it seems I really made it.

The plan that I set out for myself 2 years ago (get better, get projects, go part time, go freelance) as I took the reigns of my life back from depression and bipolar disorder is unfolding beyond my initial expectations. I’m now fully self-employed as a writer and my wife tells me I’ve never been happier.

The upcoming months are shaping up to be as busy as the ones before. Back in 2010, I put aside my gaming so I could keep up with writing for the  blog and prepare my training seminars. This year, I wanted to keep gaming, so I set aside blogging. I argued that I usually blogged about what I did and could’t blog about what I was writing… what with being  under so many Non-Disclosure Agreements (NDAs).

The thing is, blogging is cathartic for me, I write what I want, when I want, with no clear deadlines, no imposed subjects and no specific word count except the ones that I impose on myself. Hell this post’s not even going where I initially intended!

I LOVE blogging, I miss blogging… hell, aren’t I blogging about blogging right now?

So that’s why, as I laid to rest my last “rushing to deadlines” bits of work, I decided to take back control of my writing schedule to  include a weekly blog post. I know, it’s a fraction of what I use to do, but now that writing is actually what I feed my kids and pay my house with, the era of blogging 5 nights a week has long passed…

…and asking you for dough is OUT of the question. At least, until I publish a book and kindly ask you all to buy it or help my kickstart it.

So that’s why I thought I’d start this new weekly habit by starting a new series (god knows when I’ll finish it) on my personal experience with writing and freelance work. Many of my Critical-Hits colleagues have already done so, chiefly among them my friends Chris (here and here) and Shawn who both had great things to say about freelancing.

I think I have a few, interesting insights to bring as I might have been one of the first RPG enthusiasts to have successfully managed the “Blog to networking to freelance” path.

So here goes.

The Early Years: French.

First off, while I only realized it late in my life, I’ve always been a writer. I became a voracious reader of novels during late grade school. I only slowed when I stopped taking public transport when I hit 19 and bought my 1st car.

When we started writing essays and stories in high school, I loved it! I was allowed to use verb tenses that we hadn’t yet covered because I convinced my teacher that “the story would sound better like that”. In later years, I would learn from younger students that some of my stories were being used in reading comprehension tests.  I was pleased but I never thought about it as a career.

The Early Years: English

Being a Montrealer, I was raised in a French family (although my parents spoke fluent English) and went to French schools until my early 20s. I learned English watching Sesame Street, MASH reruns with my dad and deciphering Gary Gygax’s prose while in Junior High; I bought the 1e Dungeon Master Guide when I was 12, my first RPG book ever.

I started writing English essays in high school (as our academic curriculum dictated) and set out to devour English novels by the hundreds. My first authors, proposed by my mother, were Dean Koontz, David Eddings and Margaret Weis/Tracy Hickman. None were pinnacle of literature, but all made for great, accessible reading for a 13-16 year old teenager.

When I turned 18, in what we call CEGEP (pre-university), I took my first English writing class. That’s where I  made two horrifying discoveries:

1) English has a grammar. Up to that point I had been surfing with good grades by basically aping the sentence structures I had gleaned from books, unaware of the existing rules.

2) The torture that is multiple drafts. Each week we’d spend 3 hours (plus about the same at home) doing the following: Write and hand in a new text based on an  imposed subject, correct the edited 1st draft we handed in the last week and correct the 2nd draft we had handed 2 weeks before.

While I “forgot” about that draft business, and consistently failed to apply it during my early blogging days, I now realize that writing is so much more than an easy game. The core of quality writing is editing and re-writing… no matter how much I still hate doing it sometimes.

I’m 38. I’ve known about the importance of re-writes and editing for a long time. Yet, I’m finally learning to respect it as a necessary step that separates good from great writing.

I passed that class with flying colours; the teacher told me I was one of the most creative writers he’d taught in years. Yet, once again, I failed to acknowledge I was a writer because I was too focused on studying science.

Mother: You have too keep all options open son.

Me: Hey that new AIDS thing looks like a cool thing to cure!

The second fundamental lesson I got from my pre-college years, I owe to my Modern History of the World teacher. In the first class, he (tried to) teach us the importance of building an outline when writing essays and, more importantly for the class, reverse engineer a complex text into its bare bones concepts by distilling it back into an outline.

Teacher: Each paragraph is a concept, an opinion. Each sentence an idea that supports that concept. You should be able to distill each paragraph in a single sentence and each sentence in one key word.

Like Neo, I got my first glimpse at the Matrix… I really did.

Adulthood, English Undergraduate College

I studied in Montreal’s most prestigious English university. Not so much out of pretension, but mostly because microbiology was taught directly as a major instead of a third year minor like in the other university I was considering.

Lab reports, academic papers, essays on the difference between men and women, the Scandinavian model of retail economics, the state of Multiple Sclerosis research and so on… I wrote a ton of stuff, stuff that would make me cringe if I had to re-read it.

By that time I was also writing my own GURPS RPG  adventures as scene-based narratives; each containing way too much details but I relished doing it! If you see me at a con one day, ask me to tell you about the Monstrous Brotherhood, an adventure with all monster PCs tackling a Dark Tower that seemingly builds itself at night.

During my last year as an undergrad, I took an English class called “Fundamentals of Academic Writing for English Speakers”, yeah, don’t ask. This class taught me, among other things, how to do proper research, quotes and paraphrasing of research papers and academic journals.

At the end of the class, as I was focused on graduating and starting my master’s in environmental microbiology, the English teacher called me to his office and asked me if I would be willing to allow one of my essays to feature in an academic writing textbook his department was working on.

I said yes… Suffice it to say that I still refused to consider myself a writer. I was a scientist damn it!

Adulthood, Graduate Studies, French

I spent the next 2 years in a French applied microbiology lab, reading tons of scientific papers about bacteria and fungi that could degrade diesel, gas and oil spills. I worked with some crazy bugs that could eat stuff less soluble than your average rock!

My research director drilled a few very good writing  lessons in my college-hardened brain: write simply, don’t fear reusing the same words and verb tenses all the time and consider your reader to be a complete neophyte in regards to the subject I was writing about. That’s where I learned that overuse of jargon was a common pitfall of writing.

Director: Assume I’m four years old…

Phil: That would mean you can’t read.

Director: Nobody likes a smart-ass Phil.

By the end of my second year, I moved 800 km north of Montreal, following my wife for her first post-graduation job. We spent 2 years there, I wrote my Master’s report while working as a high school science teacher; I generated 175 pages of ill-written, dubiously researched, greatly illustrated prose.

My research report was accepted with minor corrections. In my director’s comments, he wrote  ”Phil has had a relative ease in writing the report”.

Yeah, I have a hard time getting a hint sometimes… but the light was starting to flicker on.

And so I graduated (1999) and started looking for “real work”.

I’ll tell you more next time.

What about you, what early writing lessons stuck with you?

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My RPG DNA: Part 3: The Oughts, D&D 3.X

Inspired by Rob Donaghue’s gaming DNA post, I decided to share my gaming history first with the early 80′s (with the 1st edition of Advanced Dungeons and Dragons) and then with the bipolar crunchy/fluffy 90′s with GURPS.

Now let’s start the decade where one polyhedral was chosen to rule them all.

A New Era

Shortly after my 28th birthday party, I sat in my living room with the D&D 3rd Edition Player’s Handbook in my hands. After a decade away from Trolls, Drow, Mindflayers and other Gygaxian-branded  fantasy tropes, I felt the strong pull to return to the world of D&D.  However, remembering my attempt at re-reading the 2e Player’s Handbook back in 1998, I expected the book to be really bad…

…Instead I discovered one of the best written, most enticing role playing game book I had read in ages (surpassing my then favorites BESM and Gurps Wizard).  It wasn’t long before I purchased all core books.  My pleasure at reading the D&D 3.0 books only expanded from there and to this day, Monte Cook’s Dungeon Master Guide remains one of the RPG books I enjoyed reading the most (in fact, all but the 2e DMGs have a permanent space in my small gaming shelf).

D&D 3e fixed pretty much all the things that drove me away 10 years before. Gone were the subsystems, disparate XP charts and most of the annoyances I felt with AD&D 1e.

I was back baby!

I rapidly set out to create my first 3.0 campaign with my players of the time: Math, Yan, Nick (Babounne), JeeEff and Stef.  Franky joined us early on while playing The Sunless Citadel.  The campaign was a mix of homebrewed and published adventures that culminated in playing the first chapter of the adaptation of Gary Gygax’s Against the Giants where the players led 300 orcs to attack a host of giants and ogres.

I even made paper tokens for every damn participants in that fight! It.was.Epic!

The End of the Honeymoon

The game eventually crashed at around the 10th level when I realized that I had lost control of the power of magic items in the campaign, had no strong plot arcs and handed the campaign over to Nicolas who shocked us to the core by showing us what the system could do in the hands of a merciless (but, it pains me to admit, fair) DM.

Never again do I want to be hated by a whole city because of dopplegangers nor have to fight said shapeshifters in full darkness! Nicolas showed us the darker side of 3e and we didn’t like it at all.

Reboot!

At about the time that (my) Nico was born (early 2002), we started our longest ever campaign where we played through the entirety of Monte Cook’s Return to the Temple of the Elemental Evil. While we enjoyed it immensely, it forevermore burnt some of us on long dungeon crawls (You spend 10 levels of experience in 4 different dungeons).

That campaign also saw us transition from D&D 3.0 to 3.5 right in the last third of that super adventure, where an innocuous Horned Devil became the campaign’s de facto uber-bad guy by getting boosted beyond the player’s ability to deal with it. He ended up being a cool recurring villain.

Eric  joined us during this campaign while Nick and Jee Eff moved out of town.  Nicolas went to Sweden (you’re still there right? he he he) while Jee moved to Quebec City.

You are not as good as you think you are

Shortly after the birth of my daughter Rory in 2003, I realized that up until now, I had been depending solely on my natural skills and experience as a DM to drive the game along with my friends’ good faith and enthusiasm. I had no grand ideas about player motivations yet, much less the 5 stages of a RPG group, Tropes or even the Rule of Cool .

At that time, about 25% of sessions bombed and I often found myself thinking about quitting RPGs right after a given night where we ended up arguing too much or where the whole thing fell flat. After some of my now trademarked over-analysis, I realized that I had reached that point in my DMing career where I thought I had learned everything there was to learn about the craft.

Turns out that like black belts in Judo, I had just dirtied my belt enough to start learning the true teachings of the art. I started observing more and actively sought to improve my DMing.  We worked out some form of social contract that made our lives easier and we had a great streak of awesome games.

In 2005 the Dungeon Master Guide II came out at exactly the right time and exploded into my brain, starting a chain reaction that eventually brought me here to this website today. To this day it remains one of the most influential GMing books I’ve read.

We played that second campaign until level 17 or so… where the game more or less collapsed due to overlong fights dominated by save or dies and inevitable intra-party pressures from such long campaigns with the same PCs.

The Up and Downs

After 2 full campaigns of vanilla D&D 3.X, we were looking for something new and exciting while staying within D&D’s sweet spot of lvl 5-12.  In August 2006 we started an Iron Heroes campaign that lasted about 6 months and included some incredibly cool The Truman Show tropes that blew my players brains out.

Iron Heroes was this high action, low magic d20 variant written by a certain Mike Mearls. It was loads of fun!  We played some awesome action-driven games such as a full dungeon crawl underwater, with silent PCs using sign language!

After that, with the publication of Monte Cook’s incredible Ptolus, I tried to merge Iron Heroes with new city setting, which failed miserably by painting myself in a corner with too many house rules to maintain a gaming world I could manage in my head.

We rebooted the campaign again and it finally managed to work after a false start, leading us one last time through D&D 3.5′s sweet spot and culminating  in the destruction of my 20 year old homebrewed game world.  During that time, Mike, the last member of our current group, joined us.

By then (summer of 2008), we were all ready to switch to 4e.  The idiosyncrasies of 3.5 weren’t compensated by any sense of newness brought by alternative settings/rule set or accessory book anymore (including the awesome Book of Nine Swords). We were ready for some fundamental changes and 4e was here to take us to the next experience.

The Sands of Time

Another change was brought about as the 1st decade of the new millennium came to an end.  The ought years saw most of us go from our mid-twenties to mid/late thirties (2 of us are over 40 now). Our relationship to the game changed progressively and so had our motivations.  Real life (i.e. mortgages, kids and pot-bellies) caught up with many of us and we’re still adjusting… with predictable impact on game attendances and expectations.

Philosophical aside: I often say that the 30s is that period of your life where you absolutely have to deal with crap from your past before it crashes into today’s crap so that you can have a fair chance at a crap-free future.

The feeling that a new crossroads in our gaming is nearing  looms strong in my mind.I don’t know if I’ll outright post about it, but it sure has started leaking on my Twitter account.

How about you?  How has the d20 years affected your gaming and personal life.  I know that the last 10 years have been a coming of age for many of the 1980 and 90′s geek kids. Tell us how your story went!

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My RPG DNA: Part 2: The Middle Years, GURPS

A few weeks ago, based on Rob Donaghue’s exercise of reminiscing about  gaming history, I too started sharing my story, starting with my initial infatuation with AD&D covering the mid-80′s period where I was between the age of 10 and 14.

Letting an old friend go…

As I grew older, I grew progressively dissatisfied with playing AD&D only.  As new RPGs emulating different genres came out, I wanted to experiment them with my friends. However, we soon observed that having to learn a whole new set of rules whenever we felt like switching genres was a significant barrier to entry.

I also grew progressively dissatisfied with AD&D itself.  By that time, as many geeky teenagers were wont to do and as my rapidly rising grasp on the English language allowed, I was trying to cram as many of the AD&D rules into our games as I could.  This included using the infamous Unearthed Arcana that some of our grumpy luminaries identified as what broke AD&D.

Between the cavalier’s rising ability scores, double weapon specialization and the godawful stat generation alternatives, that book, while initially cool to my munchkin-styled DMing, eventually made me regret using it.  Also, AD&D’s numerous and disparate subsystems, alternate XP leveling chart and sheer “grocery store of Magic Items” that the published adventures combined to make me want to play something different.

Finally, I had a yearning for more of what I now abhor in RPGs: realism!

The Rise of the Crunch Overlord

I wanted to be free of the 1 minute round and wanted to experience the blow-by-blow, break your left knee and explode your opponent’s right eye of Rolemaster, without actually going insane running that game of limitless charts and options (I tried playing Middle Earth RPG and quit during character generation).

Before TSR started announcing  the 2nd edition of AD&D in Dragon magazine, I was curious about this particular game:  Man to Man.  A realistic game of medieval fighters!   I had long been a Steve Jackson Games fan, having bought so many black boxes of Car Wars and destroyed Midville so many times (Heavy-Rockets FTW) that I was eager-curious about anything they published.

It turns out I never purchased Man to Man.  When AD&D 2e came out a few years later, I didn’t feel like re-buying all the core books (sounds familiar, dudn’t it?), so I went to the local game store looking for that fighting game.Instead I found GURPS (then in its second edition) at the store, a whole RPG based on the Man-to-Man engine (and a re-imagining of Jackson’s The Fantasy Trip). Sitting beside the GURPS Box Set was a book called Autoduelling, which offered a setting and rules to roleplay in the world of Car Wars.

No way!

I snatched the box, the book and a copy of Gurps Fantasy.

Early disappointment, homebrewed bliss

Autoduel proved to be clunky and unplayable. In fact, playing with vehicles in Gurps, as much as I loved designing them, proved too complex for my GMing style and we ended up using the more abstract rules. Gurps Fantasy also turned out to be one of the most uninteresting RPG books I had read.  The generic fantasy world seemed lifeless to me (and I don’t really like the “people-from-Earth-whisked-to-a-new-world-so-we-can-skimp-on-neo-sociology” trope).

And don’t get me started on the game’s wimpy excuse of a magic system..

Math: WTF? I need 2 turns to cast a 3d6 fire ball and I can misscast it AND miss with it?

Yan: Hey, My greatsword does that every turn!

Math: Screw that, I’m making a Barbarian with a Wolf Companion.

But boy did I love the game’s engine, especially the character generation rules and combat.  We played Gurps from 1988 to 2000 and some very memorable campaigns (all homegrown) were played.  We played various genres, from Fantasy (our recurring staple), to Supers (another favorite) to post-apocalyptic horror and Cyber/Sci-fi.

I flexed my campaign setting design muscles with Gurps.  The fantasy world I created when I was 14 is the one I finally destroyed when D&D 4e came out. Like Yan told me, GURPS was a toolbox for world builders.

I loved it so much that I eventually re-bought my whole collection that I had sold when I moved 600 miles north of Montreal with my then-girlfriend/now-wife Alex for her first job as a Speech Pathologist in 1997.  At the time, (I was 24), I was struck by the very strange notion that I was “an adult now” and that I should leave RPGs behind.

Silly Chatty…

Anecdotal aside to this anecdotal post: In truth I re-bought it after playing a godawful AD&D 2e game with a no less awful DM in the North.  Turns out I stole all of that DM’s players when they converted to Gurps… and I threw out that DM out of my house when he was too much of an ass when I invited him to play with us.

Let me tell you about my campaign

My all time favourite was the last campaign we played when I came back from working in the Great North in 1999.  (That’s where I reunited with Math and Yan and were later joined by Stef).  It started with the premise of a high-technology Earth having a Shadowrun event, bringing magic to Earth.  At the time, genetically engineered sentient dragons discovered and read Bilbo the Hobbit. They found Tolkien’s concept of how dragons living as kings, sleeping on piles of treasure quite pleasing.

Thus, they built arkships, “hired’ people (read: enslaved), stole human genetic material from Earth and set to colonize a nearby star to recreate this “draconic paradise”.  During the millenia-long STL voyage, the dragons created the Tolkienesque races and used them to seed and terraform the planet they chose to colonize, a planet whose dominant life form were transcendent beings of pure energy that the “lesser races” called magic!

They then removed all traces of technology on the surface and settled as Kings and Queens.

The PCs were the (initially) unwitting descendants of the arkships slaves (and hidden Earth agents). They were all starting adventuring careers in a small kingdom ruled by a family of despotic Red Dragons.

My goal was to eventually unfold the campaign into a Fantasy vs Science Fiction conflict… but it never got to that point due to player revolt. When they found a crashed Spy satellite bearing a US flag, they ignored the plot hook and went to help some dwarves somewhere instead. I let it drop and chalked it up to not being too secretive about your campaign plot. :)

The highlights of that campaign:

  • A wight NPC named Barry
  • A halfling trap consultant that built access corridors and backdoors to all Dragon dungeons he built
  • Turning one of my players PCs into a magic wand girl because he kept bugging me about adding more powers to his monk staff
  • Said player had to get up and shout “Moon Heal” to use his “heal group” power =)
  • Best PC to NPC exchange ever…

Chatty: Okay so as you enter the Dracolich’s lair you see it rear its head in your direction, but before he pounces he looks at Math’s PC (called Norim Lostlove, a sword and Shield fighting-man IIRC) he stops for a moment, as if recalling an ancient souvenir and booms, hesitantly. “Commander Lostlove?”

Math (having no idea what the hell that was about but sensing a huge plot reveal finally about to drop): You!

He he he.

Moving on…

After a decade, I eventually tired of Gurps.  The combat system no longer met my needs.  I wanted PCs and monsters to be able to do more per turn.  I also found that having to use the point-buy system to create opponents was becoming more and more of a drag.  While the rising availability of internet ressources helped alleviate that, I’ve always felt that all opponents in Gurps were noting but humans wearing rubber suits.  To my then crunch-obsessed mind, it lacked something mechanical to set PCs and opponents apart.

In hindsight, I realize that’s because I should have used made monsters using Superheroes and Alien rules earlier in my GMing career and focus more on the fluff of it.

Damn, I think Wolfgang Baur has contaminated me!

At that time (early 00′s), I started hacking the engine to fit my needs.  Combat turns became about 6 seconds long and monsters became more like multi-limbed super-villains. But the campaign lost steam and I was starting to look for alternatives.  We tried BESM, which I liked a lot… (and still gauge new generic RPGs against for elegance and simplicity of design)

Then my friend Nicolas bought me a very special birthday gift in January of 2001…

The Dungeons and Dragons 3e Players Handbook

But that’s another story…

Where were you in the 90′s?

So as you can see, I completely dodged the AD&D 2e/White Wolf/”Story” years playing one of the world crunchiest RPGs.

What was your game of choice during that time and what is your best souvenir?

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Early Friday Chat: Embarassing Campaigns, Geek Influences, and Kitchen-Sinking

(Editor’s Note: Dave and I switched places for this early Friday Chat, hope you enjoy it.)

Though you might have been bombarded with it already, I was the subject of an interview from Wizards of the Coast’s web content guy Bart Carroll. It was especially cool for me because it allowed me to explore my gaming DNA a bit in a way I wasn’t expecting. In fact, I’ve tried to write  posts about it  in the past, but never really succeeded… which is weird for me since I generally have no problem writing about myself (as might be evident from the interview.)

(Editor: And you accuse me of always doing it? Pfaa!)

Two of the more interesting questions in it were about my early campaigns and how important other geeky influences are on RPGs. Maybe it’s because my early gaming experiences were at science fiction conventions (which definitely included plenty of outside influences) that like to weave in plenty of “winks” into my campaigns and lift shamelessly from pop culture so much.

Yet at the same time, I’m clearly embarrassed by some of the elements that have made their way into my campaigns. One of my favorite characters to play at conventions was a direct Indiana Jones rip-off named Illinois Smith that used a whip and magic dice. I’ve also  mentioned my first campaign that was a disastrous D&D/Doom mashup, and the following campaign that featured everything from Lord Invader and his 12 Penetrators to Gigantor the great big robot.  One of my friends played Doctor When the Chronomancer while another one was Arcanus and one a Dwarven master of Blitzes. These PCs would eventually go up against the spacefaring, honorbound Klangrion Empire.

These games were run nearly 15 years ago, and yet, I still cringe when I think about them. Many of the players in my current campaign were in those same campaigns with me, and so we smirk about those old campaigns a lot during our current games.

Now here I am, all this grown up and wise, yet still introducing Sir Mixalot as a major NPC and playing Istarya (Elven for “Wizard Who“) the wand-wielding Eladarin Time Wizard in Bartoneus’s game. I am generally not a fan of kitchen sink settings- every time I’ve played RIFTS or World of Synnibar (yes, I’ve actually played it, multiple times) I don’t enjoy it. Still, my brain continues to mash things up into D&D and make it seem like the coolest, funniest thing in the world.

Thus is my dilemma. Ashamed of my gaming past, willing to cast hypocritical dispersions when done by others, and continuing to do the same thing with no signs of changing.  I wonder, how many others feel this way? How many of you have your immersion in a game broken when you find your game rick-rolled? How many of you mix your genres liberally together? Do you have anything you put in your game from elsewhere that you look back on and shake your head in shame? (Don’t worry, I won’t judge, we’ve all been there.)

Do tell! (and thanks to Chatty for giving me the opportunity to borrow his soap box to ask)

(Editor: No problem friend. Wait, dude! Where are the 700 missing words? Sigh…)

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