EDIT: Whoops! After looking for days and posting this, I stumbled upon a clue. I guess it was the lava man who looked like the shambling mound!
EDIT AGAIN: Nevermind. Answered my own question.
Although it’s been popular to say that Hollywood is creatively bankrupt, recent trends do more to support this statement than dismiss it. In tough economic times, the movie industry is looking for sure bets, which often means doing sequels, reboots, or developing properties that have an audience already attached, such as comic books and popular fiction. This is, for fans, often more curse than blessing.
Back during my own time in the Hollywood salt mines, I was involved with a project to develop Michael Moorcock’s Elric saga for a TV miniseries. In retrospect, I’m relieved that that project never saw the light of day. And although Elric, like other properties, is one which constantly drifts through Hollywood in various stages of production, I think the world can grind along without the need to see the White Wolf battling CGI monsters. I’d actually prefer an Elric rock opera before a big screen blockbuster. Nevertheless, the possibility of an Elric movie remains a constant threat.
This speculation led to some intriguing ruminations on my part, mostly because I’m currently revisiting Moorcock’s creation. Taking a page from Grognardia’s Open Friday and Cyclopeatron’s recent revelation that blog readers prefer posts they can say “Me too!” to, I present these two conundrums to my loyal readers: “What genre series/stories would you like to NEVER see adapted into film?” and “If you had to see a movie based on a story or character you didn’t want adapted, who would you accept in that role?”
For the last question, I’ll break the laws of time and space and allow you to choose any actor, person, or personality, living or dead. For example, if I had to see an Elric film, I would love it to star Iggy Pop circa 1975 as the White Wolf.
As for adapted stories, my own answers are both Elric and the Fahfrd and Mouser tales. I can’t even speculate on who I would like to see take on the latter roles in a worst case scenario as I’ve already created the perfect version of the Twain in my own head and no living actor could compete with my own creation.
How about you?
This Sunday marked the one-year anniversary of our Labyrinth Lord campaign. In the past twelve months, we’ve met thirty-nine times for a rough total of 150+ hours of gaming. The original intent was to have a game schedule of three weeks on/one week off, making for forty meetings a year. As you can see, we came very close to hitting that mark.
The Hard Numbers and Mechanics of the Campaign
When the campaign began, each player created two characters to help them survive the very lethal first two levels of campaigning. Many of those characters have come and gone, and with the exception of one player, no one has an original PC left on their roster. The largest experience point total for a single character is 14,848; the lowest is 2,500. We’ve had two players leave the group due to real life issues and a third player who had to take two extended leaves of absence for the same reason. Of the original three players from the first session, two remain active.
Player character deaths were rife in the early months of the campaign, but stabilized as the survivors advanced in level, a change was made to the critical hit house rule, and the players themselves learned from the mistakes of the past. There have been a total of twenty-two PC deaths (two of which were later raised from the dead) and three NPC deaths (including two dogs). The most PCs lost by a single player is nine.
The campaign itself has spanned two worlds: the original pulp sword & sorcery venue largely centered in and around the city of Rhuun and my traditional D&D campaign world of R’Nis. Between those two worlds the party has explored a dead sorcerer’s tomb, a temple dedicated to the Black Goat, a megadungeon that was built by aliens, Stonehell Dungeon, the ruined cellars of a wizard, a series of insect-infested caves, a ruined monastery holding the blood of a goddess, and (tentatively) a crumbling temple inhabited by hobgoblins. They’ve also participated in a street fair gone amok and defended a frontier homestead against an army of goblin raiders. Although many of the adventures have been homebrewed, other material has come from “The Ruined Monastery” by James Maliszewski, Night’s Dark Terror by Jim Bambra, Graeme Morris, and Phil Gallagher, The Horror on the Hill by Douglas Niles, Temple of the Ghoul by H. John Martin, The Veiled Society by David “Zeb” Cook, and “The Pits of Bendal Dolum” by Doug Lyons.
There have been many rule selections and changes over the past year, and some have worked better than others. The campaign began using the Original Edition Characters rules for Labyrinth Lord, but changed to straight Labyrinth Lord minus thieves after two sessions, mostly due to the fact that I wanted to have monsters with variable damage dice. Character generation was 3d6 in order and two rolls allowed for starting hit points. Once the PCs left the pulp campaign world, Advanced Edition Companion rules were added to the game and starting attributes changed to 4d6 arranged where desired. Thieves also became available to players at that time. Critical hits were initially handled as a “20” results in double damage. This rule changed around the middle of the campaign to a roll of “20” meaning full damage. This resulted in less PC casualties. Clerics cannot cast spells at 1st level and must wait until reaching 2nd level to access their first daily prayer.
My intention was to run an open sandbox campaign where the players could choose what adventure seeds to pursue against a backdrop of a vibrant, constantly changing, living world. The plan was that the PCs would build their fame and fortune and eventually acquire or build a stronghold of their own. This endgame would effectively bring this portion of the campaign to a close.
Evaluation of the Campaign and its Progress
In my eyes, the Watchfires & Thrones campaign has been a successful one. I approached the game with an equal mixture of excitement and trepidation. This was to be my first time in the referee’s chair for more than session or two in almost a decade. I was confident with my decision to use Labyrinth Lord as the ruleset, but simply knowing the rules cold is by no means a guarantee of success. There are too many X factors that can scuttle a campaign before it hits its stride and I was out of practice in how to handle them. To my relief, the rust came off quickly and I’ve been able to handle most of the in and out of game issues with aplomb.
It is the rare campaign that is 100% successful, however, and Watchfires & Thrones is no exception. Looking back on the past year, I can see several missteps that I wish I had avoided and paths I should have taken. These might not have always been noticeable to my players, but they were glaringly apparent to me.
My first mistake was succumbing to gamer A.D.D. on the cusp of the campaign’s start date. Although I had been preparing to run things in my longtime campaign world of R’Nis, I decided at the last minute to switch gears and do a more hardcore pulp swords & sorcery setting instead. This meant that I effectively put myself back to square one in regards to prep work, which would continue to haunt me during the early sessions. I felt that the setting never really came to life for the players as I myself had no clear understanding of the campaign world outside of a handful of idle thoughts stung together on the flimsiest of frameworks. I was constantly trying to do work on the campaign world and was barely a step ahead of the players at any given time, which if you’re trying to use your roleplaying game as a recreational escape is not the best route to take.
That constant scramble led to my making the decision to transport the entire party to my regular campaign world via a magical portal. This allowed me to keep the campaign moving with the established characters while giving me access to all the work I had already done. But there were unforeseen, long-lasting ramifications to that decision.
The swapping of campaign worlds also occurred not long after the release of Advanced Edition Companion for Labyrinth Lord. Since the world of R’Nis had been forged in my days of playing AD&D and its inhabitants skewed in the direction of those rules, I threw open the floodgates of character generation for all subsequent PCs starting play in the new world. This meant that formerly verboten classes like thief, assassin, monk, and others were now playable. It also affected the manner in which attributes were rolled. Rather than using the 3d6 in a row method, I allowed “roll 4d6, drop one and arrange.”
While this decision didn’t result in a gross unbalancing of the game, I personally feel that it didn’t add anything to the campaign either. I had been concerned that the campaign was missing something by reducing the probability of someone rolling scores good enough to play a ranger or paladin and I wanted to allow those classes to be played. But after representatives of those classes entered the game, I discovered that they really don’t bring all that much to the table and, like I discovered with thieves, a campaign can roll merrily along without their presence. After having seen both methods of character generation in play to compare and contrast, I’ve come to the conclusion that 3d6 in order is the superior method for classic style play and I will likely be sticking to that system of character creation from now on. I’ll also be limiting other material from AEC in future games as well, preferring to rely on homebrewed materials that make the campaign world more uniquely my own over “stock fantasy D&D.”
My other major issue was my failure to take the desires of the players into account when working on the campaign. I should have questioned the players more often and earlier to better determine what they wanted out of the campaign. The problem, to my eyes anyway, was that I had anticipated running this wide-open sandbox world, one where the players would be free to chose from any number of adventure seeds. I did a lot of preparation to allow for this once we swapped worlds, only to discover that the group was pretty enamored with Stonehell and would happily continue delving there until they reached name level, uncovered all its secrets, or the campaign collapsed—depending on which came first. As the old line states: “Don’t bring a knife to a gunfight…and don’t bring the whole sandbox when the guys just want to play in a hole in the ground.” It’s not a game-breaking issue by any means, but it does mean that I could have used my energies in a more productive manner by concentrating on my campaign tent-pole instead of the surrounding, never-to-be-visited locales.
There were (and remain) a few minor quibbles and reevaluations, but since this campaign was intended to get me back up to fighting weight, referee-wise, I’ve looked at these as lessons rather than problems. Amongst them are whether I will have future starting players roll up two characters and run them off and on. There are benefits to this, especially at starting level, but the dividing of experience amongst multiple characters makes for a slower level progression, which in turn limits me in regards to what fun monsters and magic I can throw at the party. I may allow a player to run multiple PCs in the future, but this would be by player choice rather than campaign design.
Somewhat connected to this issue is the use of training to advance in level, resulting in a time and money cost. I’m currently using training in my game, but I’ve come to the conclusion that this is baggage from AD&D that doesn’t have a place in original or basic D&D and their retro-clones. I’ve got a simpler system in mind, one that allows for more player choice when it comes to advancement, and I think my next and subsequent campaigns will do away with training completely if this other system works as intended.
One final problem bears mentioning as it is something every referee who runs a game long enough encounters: burnout. A few weeks ago, I was feeling this to great effect. My energy levels were running low and there was even one session that I really didn’t feel like having because I was at the end of my creative tether. I thought the campaign might be overdue for a temporary sabbatical as I recouped and regained my energy. However, I’ve continued to push through these feelings and it seems that I’m getting back into the groove of the game. The last two sessions have done wonders for my attitude, and although other real-life concerns remain to plague me and I have a tendency to want to do anything but sit inside and play once spring arrives, I’m hopeful that by continuing to work through the slack times the campaign will continue until it reaches its natural ending. My advice to other struggling referees: Keep pushing until you break on through the wall. It’s worth it.
Despite all these concerns, which may be more apparent to myself than my players, the Watchfires & Thrones campaign has been a great source of fun for the guys who come to the table each week. Some have stated on more than one occasion that this campaign is simply the best one they’ve ever played in. I’m prone to be modest in the face of such praise, but so long as everyone else is having a good time and keeps coming back for more, I’ll accept those compliments as intended.
I’m currently working on finishing up another book, one that’s been being honed for the better part of a year. With each refinement, the book comes closer and closer to what I envisioned when I originally pitched it, and I’m pleased with its growth. I’m nevertheless looking forward to when the final words are written and it moves off my desk and on down the line. I’m certain that if you’ve liked what I’ve done in the past, this next book will tickle you in all the right (and sometimes wrong) places.
As soon as this book is finished and I get the OK to move on to other things, I’ll be starting on the Stonehell sequel—no bullshitting around on that. As much as I love my megadungeon, knowing that I still owe the final book to you fine folks has been weighing on me like a quarrel-pierced seabird. I need to make sure that I have enough time to not only write the best book I can, but to deliver it before year’s end. Having been down this path once before, I’m fully aware of the detours and outright catastrophes that can cripple a book’s chances odds of meeting a deadline. The sooner started, the sooner finished, and that’s best for everyone.
Once Stonehell 2: Wrath of Kobolds is completed I will emphatically state that it is unlikely that I’ll be returning to the world of self-publishing any time soon. The occasional PDF or 32 p. module, maybe, but no more full length books—at least not ones that I have to do every damn thing to make happen. I enjoy writing them; I like better it when someone else works the magic to turn the manuscript into a book.
On the home front, I’m running out of steam on my Labyrinth Lord campaign. I wish I had better news, but between finishing the new book and looking at doing the Stonehell sequel, I just can’t muster up the gumption to get excited about my own fantasy world. A sea change is most definitely in the air, and I’ve already apprised my players that a sabbatical from "Watchfires & Thrones" may be in order for a time. Potential candidates have been discussed with no consensus on a replacement. We will be helping playtest a certain unnamed RPG in the weeks ahead, and if that proves to be to everyone’s satisfaction, the prospect of running a regular game of said unnamed RPG before it sees actual publication has an allure I find difficult in resisting, especially since I’m pretty impressed by what I’ve read so far.
To completely contradict the last paragraph, I’m doing work on another fantasy setting for another group, a world that’s been tremendously entertaining and inspiring. I get together with friends every two months or so for a night of board and card games, and these sessions have been a lot of fun. We manage to try out at least one new game each time we meet and the results have been 95% positive. One of the regulars at these sessions expressed an interest in trying out a fantasy roleplaying game (she’s never played before, but has an interest in the genre) back around Christmas time and I agreed to put one together. The book has slowed down my progress in assembling the introductory adventure, but that’s changed in recent weeks. I finally found a hook and system that works best for the mostly inexperienced players attending and also scratches all the itches that are being left untouched by the Labyrinth Lord campaign. It may just be the greatest setting I’ve ever developed.
What I like best about the setting is that it is personal. I’m crafting a game world that is not intended to see publication in a book or be blogged about here. I’m not writing it with one eye trained on commercial consumption concerns, but instead on the entertainment of just myself and a close circle of friends. After having spent so much time over the past two-and-a-half years writing with the public in mind, it’s nice to have that freedom again. I may talk about the setting some day, but for now it’s most definitely a case of “You have to be there” to enjoy it.
And that, my friends, is that. See you when I see you again.
I'm feeling both exhasuted and elated as I write this, so excuse me if we take the long way 'round.