Wednesday, December 6, 2017

Thirty-Nine

Thirty-Nine — Blue Ink Alchemy

I took some time to overhaul the look of this blog so that it was more centered on Dungeons & Dragons. I had intended, for the most part, on producing only content related to that game here. In the weeks since I made that change, I've struggled to generate said content. The explanation may be related to any number of things — the imbalance of chemicals in which my brain swims, the emotions that climb over one another for my attention daily, the tension that exists between my journey forward into the future as aspects of my past try to exert overwhelming influence on my present... I think I'm getting ahead of myself. I'm thirty-nine years of age today. I think it's normal for people to be reflective on their birthday, but given the last couple of years, there's a lot for me to work over. Hell, I've spent the last fifteen minutes trying to puzzle out what it is I want to say here. And a bit part of the challenge is that I keep coming back around to the idea that other people will be reading this. But the thing is, I can't write this for anybody else. This sort of thing is something I have to write for myself. So why put it on the blog at all? Let me try and articulate this. People fight battles you can't see every day. There are folks out there with diseases wracking their bodies with pain, without a single outward visible symptom. I don't want to be reductive in my writing or over-simplify these very complex conditions, but when you break it down, at the end of the day, they're alone in the war they wage with their physical forms. It may be a false equivelance, but the same goes for mental conditions and disorders. While there are behaviors that inform others of what is going on inside — a literal request for help in completing a task or mitigating symptoms, or a figurative "cry for help" in one form or another — the reality is that we can never truly know what is happening on the battlefields we all have within ourselves. My hope is that me rambling into a keyboard will help others in finding ways to come to terms with those battles. That, in turn, gives me more fuel to wrestle my own demons to the ground. And wrestle them I must, or they will strangle the very life from my soul. That may sound overly dramatic. I'll plead guilty to perhaps engaging in a bit of hyperbole. I am, by nature, a storyteller. Stories tend to be dramatic in one form or another as a way to draw in the audience into the narrative and the characters affected by it. Be it as a novelist with my "rough and unable pen," or as a Dungeon Master behind a screen armed with dice and terrain tiles, I want the people who read or hear my words when I'm telling a story to find escape, catharsis, or a deeper understanding about themselves or the world around them. A lofty ambition, maybe, and possibly a little pretentious. But more than anything else, I want my readers to read because they give a damn. That's why I'm such a fan of authors like Chuck Wendig and Seanan McGuire and Delilah Dawson — I care about what happens to the people in their stories. By telling us stories about people like Nora Wexley or October Day or Cardinal, these authors inhabit fictional characters with life and say to us through their actions, losses, and emotions, "these are people worth caring about." Maybe it's just me, but that's why I read stories. That's also why I show up to D&D every Monday night. It's not about rolling the biggest numbers or pulling off the most inventive moves in a combat scene. I show up because I care — about the characters at the table, about the people who play them, about our hapless Dungeon Master, whose narrative skills and voices are the skeleton upon which the players hang the meat of the story. And everyone at that table cares about each other, and the characters represented by dice and sheets of paper. I'm waxing poetic here, but I swear, this all has a point. Why put this stuff on the blog, instead of keeping it to myself? Because I am worth caring about, too. And by making that a public declaration, I am putting my foot down as far as my feelings of self-loathing and worthlessness are concerned. I can fill pages upon pages of journals with pontifications on the meaning of my life and how I need to find that for myself rather than looking for it in the affection and approval of others. (For the record, I have.) Added to that is the fact that I am aware of my status as a ghost piloting a meat suit on a rock hurtling through the unfeeling void of space at speeds I can barely comprehend. I mean, in the grand scheme of things, I'm one of around seven billion human beings on this planet, and there may be an exponentially larger number of sentient beings in our universe. The question of whether I or anybody else cares about me is ultimately insignificant. But because I am sentient, because I think and feel, it's anything but insignificant to me. That is worth remembering. And it has to start with how I feel about me. After almost forty years of life, it's long past time to stop treating those feelings like they don't matter. I can never fully understand the battles others fight. I will never know what it is to be female bodied, have a different skin color, suffer from a chronic illness, or come from an abusive childhood. My context for relating to those around me is limited by my own experiences and whatever knowledge I have as imparted by other individuals and the world at large. But the feelings of those individuals do matter to me. This is especially true in the people I personally know and care about. Even if there is a world between me and an individual who's touched my life or found an indelible place inside my heart, even if we rarely if ever speak to one another, your feelings matter to me. You matter to me. I'd like to think I matter to you, but in the end, I have to matter to me. At the most basic level of things, I have to fight this battle on my own. Nobody else can fight it for me. Others can fight it with me, certainly. And it's good to have allies. But I am the only resource upon which I can absolutely undoubtedly rely. I have to treat myself as such. I have to value myself. I must matter to myself. I need to care about myself. It's the only way I can truly be my best self, and in turn, care about and fight alongside you. To that end, I am taking this opportunity, at the dawn of my thirty-ninth year, to try and pull myself away from the memories and imprecations of my past selves, to strain my eyes towards the horizon, to stare into the howling and uncaring void that in the end consumes all of us, and scream the words: I choose to be.
Blue Ink Alchemy

Friday, November 10, 2017

500 Words on the Adventurer's League

500 Words on the Adventurer's League — Blue Ink Alchemy

Of late, (almost) every Friday night, I take a long trip from my flat to West Seattle so I can join in the occasionally madcap shenanigans known as the Adventurer's League. For the uninitiated, the Adventurer's League is the 'official' organization for players and DMs of Dungeons & Dragons, sanctioned by Wizards of the Coast. Participants log their adventures, XP gains, and magical items to maintain a relative power level. There are three tiers of play, based on player character levels. New players start with characters at level 1 and work their way up the tiers, trying a smattering of different adventures every week as they progress. To what end, you might ask? The advantage of the Adventurer's League is that you can take an official, logged character to any League venue and game, and fit right in. No need to explain any odd stats or homebrewed items to your new DM. You can review a logsheet at any time, make sure things are on the level, and start rolling dice from there. It could be a friend's house, a coffee shop, or a huge gaming convention. It doesn't matter. Got that +1 breastplate and your holy avenger logged and approved by another DM? You're in. Speaking of DMs, being a Dungeon Master for the Adventurer's League has perks all its own. When you run an adventure, you don't just get the satisfaction of helping your players have a good time, even if you kill their characters. You also get rewards to apply to characters of your own. Dungeon Masters can be hard to come by — the DM experience is ultimately rewarding in and of itself, but it can be incredibly intimidating. There are incentives given just to get someone behind a screen at the table. After all, you can't have a Dungeons & Dragons adventure without someone to populate the dungeon and bring those dragons to life. Most of all, however, beyond the experience points and whatever else players and DMs gain, the Adventurer's League is a wonderful way to meet new people. Tabletop gaming, more often than not, is a collective experience, and everyone has something to bring to the table. Meeting like minds who contribute to a wonderful night of adventure and magic helps create a feeling of community. It helps people feel like they're not alone. It draws people out, and encourages them not only to engage their imaginations, but share it with others. That, in and of itself, is a beautiful thing to me. This happens with most D&D groups, of course. But when gathering at home, most of the players know one another, or get to know one another fairly quickly as they meet regularly. In the League, this happens with strangers. Every week. And everyone benefits from it, and walks away having had a good time. I know this isn't always the case, but so far, my personal experiences have been overwhelmingly positive. In spite of my worries, I plan to keep making the trip every week.
Blue Ink Alchemy

Tuesday, November 7, 2017

Gothmatum: A Thin Dark Veil

Gothmatum: A Thin Dark Veil — Blue Ink Alchemy

A journal entry for Gothmatum Baenre. I am aware that, as long as my life can be and as much as I may discover, there are some things I may never understand. For example: necromancers tend to fancy themselves "masters of death", then give themselves over to curses such as lichdom and vampirism. They lie to themselves. These are states of undeath. They are born of a fear of death, not mastery. Those who seek such states retreat to remote, dark places. Crypts and foreboding castles are the order of the day for these so-called "masters of death." Cowards and fools, to a one. Life and death are separated by a thin, dark veil. Those who live can see death. When she comes, the living can run from her, try fight against her, or reach out to touch her. She has no master. She simply is. She lingers on her side of the veil, patient and eternal. She cannot be wielded like a sword or staff, but she can be understood. That is my goal. Not to master death, but to understand her. The nature of the veil is of greatest mystery to the living. Those who cross it are never the same, should they return. Souls are carried to other realms, other planes, or simply are lost forever. How does the transition work? Is there a mechanism somewhere in the cosmic clockwork of the planes? Or is it truly a duty of a psychopomp to take the soul by the hand and guide it to its destination? The nature of the veil — what scholar who truly wishes to understand death would not make that their primary focus? This is the goal to which I have dedicated myself. Many who claim the title of necromancer merely wish to dominate others with their animated corpses and fearsome spells that bring death. But do not evokers also bring death with fire and lightning? What of those illusionists who fool others into thinking that ravine is solid ground. No — true necromancy lies in studying the veil between life and death. Seeking to understand it. Maybe, for just a moment, penetrating it. I have spoken to one who has crossed that veil in both directions. He claims his soul went directly from Mount Celestia and back with no stops between. Does he merely not remember the journey? Is the veil both thin as a razor and infinite as the void? These are the questions to which I seek answers, not "how do I cheat death" or "in what way can I extend my life until it is the thinnest of threads linked to a shambling corpse that plays at still being a wizard"? The paths to the answers are dark. There will be false turns and pitfalls into roiling seas of madness. But I will find those answers. I will negotiate those turns, avoid those pitfalls. I have seen Death with my own two eyes. Now, I shall find ways to understand her. That, in my mind, is true necromancy.
Blue Ink Alchemy

Adventure Review: Quelling the Horde

Adventure Review: Quelling the Horde — Blue Ink Alchemy

"Quelling the Horde" (DDEX03-09) is an Adventurer's League module set during the Rage of Demons story arc. The story it tells is a classic one: farms and homesteads are getting sacked by goblins, and adventurers are needed to rise to the challenge. This time, some of the goblins seem to fancy themselves as 'knights'. Calling themselves the Skullspike Clan, they gruesomely drive metal spikes into their heads to resemble crowns, and ride on death dogs and giant toads during their raids. Something is definitely driving them to this madness, and it's up to the players to discover that something. There is a misprint, in some editions of the adventure, claiming it is optimized for five 1st-level characters. However, in its opening text, this claim is for five 3rd-level characters. This can confuse some DMs, and lead to sticking points. For example, a party of mostly 1st-level characters encountering the scarecrows at Callidell Homestead as written can struggle mightily, especially if none of the party has fire-based attacks. It's definitely something a DM should be aware of in preparing to run the adventure. That aside, the adventure is a solid one. There's opportunities for investigation and interaction before hitting the main feature, which is the Skullspike Caves. There are goblin antics with training different mounts, an encounter with an incubus, and the final confrontation with Agrak, leader of the Skullspike goblins. There are connections to the Underdark that tie the adventure into the greater Rage of Demons story tableau, and the adventure is flexible enough that it can stand on its own or be part of a larger campaign. [star rating="3.5"]: Would run again with some modifications and a better handle on keeping the party moving.
Blue Ink Alchemy

Monday, November 6, 2017

Adventure Review: Quelling the Horde

Adventure Review: Quelling the Horde — Blue Ink Alchemy

"Quelling the Horde" is an Adventurer's League module set during the Rage of Demons story arc. The story it tells is a classic one: farms and homesteads are getting sacked by goblins, and adventurers are needed to rise to the challenge. This time, some of the goblins seem to fancy themselves as 'knights'. Calling themselves the Skullspike Clan, they gruesomely drive metal spikes into their heads to resemble crowns, and ride on death dogs and giant toads during their raids. Something is definitely driving them to this madness, and it's up to the players to discover that something. There is a misprint, in some editions of the adventure, claiming it is optimized for five 1st-level characters. However, in its opening text, this claim is for five 3rd-level characters. This can confuse some DMs, and lead to sticking points. For example, a party of mostly 1st-level characters encountering the scarecrows at Callidell Homestead as written can struggle mightily, especially if none of the party has fire-based attacks. It's definitely something a DM should be aware of in preparing to run the adventure. That aside, the adventure is a solid one. There's opportunities for investigation and interaction before hitting the main feature, which is the Skullspike Caves. There are goblin antics with training different mounts, an encounter with an incubus, and the final confrontation with Agrak, leader of the Skullspike goblins. There are connections to the Underdark that tie the adventure into the greater Rage of Demons story tableau, and the adventure is flexible enough that it can stand on its own or be part of a larger campaign. [star rating="3.5"]: Would run again with some modifications and a better handle on keeping the party moving.
Blue Ink Alchemy

Friday, November 3, 2017

500 Words on Refocusing

500 Words on Refocusing — Blue Ink Alchemy

You may notice that things look a little different here. A bit more fantastical. More dragons. Maybe the implication of a dungeon. It's not an illusion. I'm refocusing my endeavors outside of the job hunt on D&D. I'm still carving out time for the novel, as head weasels and real-world obligations allow. I'm still on the hunt for a dayjob to cover my rent and the other expenses of living, and I still want to make a (hopefully) significant mark with my words. In terms of hobbies, however, it's been a very long time since one has given me the sort of creative impetus and deep satisfaction that Dungeons & Dragons has proven to provide in the last few months. I think a big part of it is the collaborative storytelling. Everyone coming to the table is there to have fun, to work together to create that environment, and to cheer each other on as the epic story grows, changes, and builds. The DM does not exist above this experience, as some divine or diabolical overseer. They are a part of it, narrating the tissue that connects the players to the world and each other, as well as playing referee when conflict inevitably ensues. And I love filling that role. I do it just about every Friday night, for the Adventurer's League. I enjoy playing, too, and I'll be doing that on Friday nights on occasions as well. And the characters I'll be playing will be getting stories and profiles here. So, too, will go reviews of the materials I use both as player and DM. Advice for my fellow DMs, thoughts on what's exhilarating or frustrating as a player, comparisons of the current edition to older ones — it makes for a lot of material, and I'm going tap that vein. Not only does it make for fun and interesting content, it prompts me to write more. It's like a warm-up before the big lifts when working out. My hope is that with a few hundred words every day, I'll be ready to write at least a thousand in the novel. It'll be the initial incision in carving out more time to write more. A positive feedback loop full of words. Planning for, running, and playing games of Dungeons & Dragons provides me with a surprising amount of focus. Moreso than most of my other endeavors, from coding to video games. I think a lot about the stories I and my fellow players want to tell, or will tell. I understand the math involved. I dream up new characters, monsters, and dungeons. My mind works at a good clip with good ideas coming thick and fast. I may never make a ground-breaking video game. I doubt I'll develop the next killer app. But I'll tell great stories, as I've always dreamed. From a table of a few friends, to readers all over the world, I will be a storyteller. And maybe that's the way I can, and will, truly make a difference. On Fridays I write 500 words.
Special thanks to Geek & Sundry, Critical Role, and Matt Mercer for helping to inspire these things.

Blue Ink Alchemy

500 Words on Refocusing

500 Words on Refocusing — Blue Ink Alchemy

You may notice that things look a little different here. A bit more fantastical. More dragons. Maybe the implication of a dungeon. It's not an illusion. I'm refocusing my endeavors outside of the job hunt on D&D. I'm still carving out time for the novel, as head weasels and real-world obligations allow. I'm still on the hunt for a dayjob to cover my rent and the other expenses of living, and I still want to make a (hopefully) significant mark with my words. In terms of hobbies, however, it's been a very long time since one has given me the sort of creative impetus and deep satisfaction that Dungeons & Dragons has proven to provide in the last few months. I think a big part of it is the collaborative storytelling. Everyone coming to the table is there to have fun, to work together to create that environment, and to cheer each other on as the epic story grows, changes, and builds. The DM does not exist above this experience, as some divine or diabolical overseer. They are a part of it, narrating the tissue that connects the players to the world and each other, as well as playing referee when conflict inevitably ensues. And I love filling that role. I do it just about every Friday night, for the Adventurer's League. I enjoy playing, too, and I'll be doing that on Friday nights on occasions as well. And the characters I'll be playing will be getting stories and profiles here. So, too, will go reviews of the materials I use both as player and DM. Advice for my fellow DMs, thoughts on what's exhilarating or frustrating as a player, comparisons of the current edition to older ones — it makes for a lot of material, and I'm going tap that vein. Not only does it make for fun and interesting content, it prompts me to write more. It's like a warm-up before the big lifts when working out. My hope is that with a few hundred words every day, I'll be ready to write at least a thousand in the novel. It'll be the initial incision in carving out more time to write more. A positive feedback loop full of words. Planning for, running, and playing games of Dungeons & Dragons provides me with a surprising amount of focus. Moreso than most of my other endeavors, from coding to video games. I think a lot about the stories I and my fellow players want to tell, or will tell. I understand the math involved. I dream up new characters, monsters, and dungeons. My mind works at a good clip with good ideas coming thick and fast. I may never make a ground-breaking video game. I doubt I'll develop the next killer app. But I'll tell great stories, as I've always dreamed. From a table of a few friends, to readers all over the world, I will be a storyteller. And maybe that's the way I can, and will, truly make a difference. On Fridays I write 500 words.
Special thanks to Geek & Sundry, Critical Role, and Matt Mercer for helping to inspire these things.

Blue Ink Alchemy