Wednesday, June 25, 2014

Numeneralance: An Introduction

It all started with a box of books.

I don’t know who the previous owner was. Mom said it was a coworker whose son had gone off to college and didn’t want them anymore. I also can’t remember why they thought to give them to me, since I can’t recall having read any fantasy novels prior to this (I was pretty much a through-and-through Sci-Fi kid.) But, for whatever reason, when I was in fifth or sixth grade I received a cardboard treasure chest full of paperback novels from  the Dragonlance, Forgotten Realms, and Sword of Shannara series. The Realms stuff I could give and take over the years to come. I never actually read the Shannara stuff. But man, did I fall headlong into Dragonlance. Whoever this kid was, he had managed to collect pretty much the whole run up to that point in time and, being the child I was, I decided to start with them in chronological order in the storyline, rather than which books were published first.

Meaning I read this first. I do not recommend this strategy to others.

Miraculously, a novel about Sturm and Kitiara flying to the moon in a gnomish airship didn’t scare me off (though I can remember seriously wondering what the hell was going on as I read it.) I went on through Kendermore and the novel with Caramon and Raistlin (this series is now considered apocryphal, which is probably a good thing) before finally coming to the Dragonlance chronicles, the story of the War of the Lance that really launched the whole series and created a franchise, and that was all she wrote. I was a goner, committed to life to this setting and the characters therein. I endured the Summer Flame years. I bought the 10th Anniversary rerelease of the modules in second edition, wondering what this Saga card game nonsense was. I hung on through the War of Souls, wondering why Weiss and Hickman couldn’t come up with a new ultimate antagonist rather than just having it be Takhissis over and over again. And when the Age of Mortals came around and Weiss put together a publishing company to do a brand-new series of modules set in the current era, I was at the front of the line to get them and run them with my group. That campaign is, to this day, the greatest I’ve ever had the privilege to play a role in, and the stories from those games still come up around the table just as often as the old gems about Orc and Pie or Paladins vs. Gazebos.

I’m a Dragonlance fan, is what I’m saying.

Anyway, one of the things that never quite landed for me from the beginning was the idea that this setting, as initially conceived, was to have two main themes. One was the idea that Krynn was supposed to be a post-apocalyptic world. The Cataclysm happened some 350 years prior to the start of the Chronicles, ushering in an era of darkness that was to have disrupted society and torn down civilization, opening the door for the Dragon Armies to attempt to conquer the known world while mankind was scattered and defenseless. This never felt very true to me. Now, admittedly, part of the failing came from the fact that I didn’t read Autumn Twilight until much later (strangely, it was missing from the box) which means I didn’t get the discovery of the ruined city of Xak Tsaroth or the stories with the plainsmen or the tree village of Solace. But still it almost felt like, as the authors passed into the greater storyline, it felt like they set that aside and focused more on the romanticism and the epic storytelling, which certainly seems to have worked out for them. Strangely, Weiss and Hickman would go on to basically perform two more cataclysms (three, if you count the death of Paladine and Takhissis at the end of the War of Souls,) and it still just felt like that particular theme was never fully explored.

Enter Numenera.



Most of you haven’t heard of this game, I’m going to go ahead and guess. Numenera was released by Monte Cook games last year, and is a campaign set in a very distant future (the Ninth World) where civilization has basically risen and fallen eight times previously. The current humans live among the leftovers of these previous ages in a world that has literally been shaped from the molecular level by ancient technology. They have basically become a medieval society, and this creates one of the major features of the campaign setting since, as the Arthur C. Clarke puts it, any sufficiently advanced technology becomes indistinguishable from magic. Adventurers in Numenera wander through ruins of the bygone ages, exploring weird tech and bizarre creatures that are so alien they seem like they can only have been the result of magic.

There’s a lot of things I enjoy about the Numenera game. The system is simple, light, and intuitive, which is a breath of fresh air from the last several years of rules heavy Pathfinder, Dark Heresy, and various iterations of D&D. I played it for the first time shortly after the release in a campaign run by an enthusiast who had jumped on early and convinced the rest of us to give it a try. I was a bit skeptical at first, to be honest, but I knew Monte Cook games from back in the day and his name carries a lot of cache and value with me. The campaign was a lot of fun, and I really enjoyed the “weirdness” of the story and the feeling of discovering ancient, mysterious leftovers from a previous age.

This particular game was played over Google +, and one of the problems with this format is that, when your character isn’t currently involved in the action, your attention can tend to drift. It happened that my bookshelf was right next to my computer desk, and as I would sit there waiting for my turn in initiative I would see my unused Dragons of Autumn, Winter, and Spring modules from Margaret Weiss publishing sitting there. I thumbed through them, feeling some sort of odd draw pulling me back into the story. I started rereading the novels, and suddenly one day things clicked for me. I could bring that post-apocalyptic feeling back to Dragonlance by putting it in the Ninth World!

Since then, we’ve played through the first chapter, with the heroes recovering knowledge of the true gods from Xak Tsaroth (prior to their flooding it) and have been arrested in the destroyed ruins of their hometown prior to being sent to an enemy fortress for slavery. The adaptation process, to be honest, has been even simpler than I anticipated, assisted by the fact that I’m so inspired right now that it doesn’t feel like work when I have to sit down and do the GM prep ahead of time.
Really, the secret is just to work in a hint of mysterious tech in place of “magic” at various significant points. The blue crystal staff was replaced with a gem that emitted a hardlight staff at will. The elves and dwarves are replaced with the Varjellen and Lattimoor, respectively, while the other races are the result of mutations that occurred from radioactive fallout after the fiery mountain fell on Istar. When the PCs are thrown into prison cells that were on wheels and pulled by horses in the books, in this the cages have mechanical arachnid legs to walk there. The Cataclysm needed to have happened within recent enough history that people knew of it, and some of the abandoned ruins needed to have been built within known history (like the aforementioned Xak Tsaroth,) so I guess the Numeneralance world is sort of a “Nine and a half-th world,” with some of the ruins and mysteries left over from before the Cataclysm while others are from much further back.

And then, of course, there’s the dragons. On one hand, dragons actually kind of fit with Numenera. They’re clearly the result of some pretty unnatural evolution, since a giant reptilian winged monster that breathes fire is not something that comes about through nature. On the other hand, with experienced roleplayers the word dragon immediately pulls up images of Smaug, or at least that one red dragon that ate your whole D&D party when you were 14. They make a lair on piles of coins. They kidnap princesses. All the usual tropes come flooding back, and things that have that kind of preconceived baggage attached are the enemy of creating the sense of wonder and mystery it requires for a game to work. For a time, I struggled as to just how to get the point across that, rather than being classical dragons, these guys are bio-engineered horrors from a bygone age that are like nothing you’ve ever seen.

Then Michael Bay came along and gave me an assist.

The big robot dinosaur is the important bit. Not Optimus Prime. Though if I could find a way to work him in, I think I would ascend to some sort of Geek nirvana.

I posted this picture to my PCs, and I think it got the point across. These ain’t your daddy’s dragons. These don’t belong in the world, and when you discover that they don’t really care about treasure, and might have been around for even longer than the gods, it shouldn’t fly in the face of your preconceived notions. You shouldn’t have preconceived notions. Furthermore, their minions, the Draconians, could frankly be run as written since they’re so bizarre that they fit pretty well with the general weirdness of the ninth-world anyways. After all, what's stranger than bipedal man-sized lizard men that have been modified so that, when they die, some of their bodies turn to stone while others become a pool of acid or flat-out explode?


The game is well underway at this point, and I’m excited to share some details of it as we go along. I’ve got a few other ideas for pieces of the story to look at in detail, so I’ll put together articles on the subject down the line. For now, I welcome your comments. Every week I’m excited for Thursday night, and I’m glad to share. 

Monday, March 3, 2014

Review of Steven King's "Desperation."

DesperationDesperation by Stephen King
My rating: 4 of 5 stars

The opening to this book is truly terrifying, with the author clearly having a moment when he'd been pulled over and realized that we are truly helpless at that moment, and a police officer who chooses to take that opportunity to violate your rights or cause you harm is free to do just that with no real possibility of retribution. Officer Entragian is truly chilling in his casual, mad violence. However, as the mystery of what's going on in Desperation becomes more and more unraveled, the story seems to lose a little of its grip on the reader. There are still frightening moments, and the idea of simply seeing the stone statues is enough to warp the minds of Steve and Cynthia slowly and insidiously was effective. Some of the horror of the snakes and spiders in town were effective. I think the biggest problem was the unexplained presence of a full-on prophet in the form of David Carver, with Deus Ex Machina literally coming down to save the characters in buildup and during the climax. I think the book could have ended about 20-40 pages earlier (was it necessary to do the thing with the smoke cloud?) and having Tak completely neutered at the end after obligatorily killing off David's father seemed to sort of hinder the poignancy of the ending. A good book, particularly at the beginning before you know what's going on, but some clunkiness at the end prevents it from being great. Now to go read something a bit less horrible.


View all my reviews

Wednesday, February 5, 2014

Goodreads review of Moby Dick

Moby-Dick; or, The WhaleMoby-Dick; or, The Whale by Herman Melville
My rating: 3 of 5 stars

Finished Moby Dick last night. I didn't realize how much time Melville spends just wandering off the story to do an essay on whale classification, whaling methods, or even various types of rope. Some of the chapters are written more like a play than a novel. One chapter is literally a paragraph of one of the harpooneers singing a song to try and make the thunder stop in a typhoon.

It's a tough read, but the beginning when Ishmael makes friends with Queequeg (something that is basically ignored at the end) and the final 60 pages when Ahab finally moves toward his fate are the reason this book is a "classic."

Until I reached that last stretch I was literally only reading just because I had made it this far and wasn't going to be defeated by it. The irony of this is not lost on me.


View all my reviews

Thursday, January 9, 2014

Almost…A Great Show



In mid-November, Fox premiered a new science fiction program called Almost Human, a story of a police officer in the near future paired up with an android partner. Detective Jon Kennex, played by Karl Urban, has a long history of distrust for the standard issue models of androgynous, emotionless android that the rest of the force utilizes from a traumatic firefight earlier in his career. As such, when his partner is replaced with an older, decommissioned model named Dorian (Michael Ealy) their initial friction is overcome by the fact that Dorian’s model was designed to emulate human emotion and behavior, described as having a type of synthetic soul. Together, the two take on a case of the week, investigating crimes oriented around the rapidly growing technology of the age.

The show is essentially a science fiction police procedural. In an era without much in the way of strong sci-fi on television, and having been a fan of Urban’s from Lord of the Rings and his portrayal of Judge Dredd, I gave this show a shot when it premiered and have kept up with it since. I’m not going to lie, though, it got off to kind of a shaky start. Urban’s character isn’t exactly breaking new ground being a cranky, hard as nails detective who resists new things. You know everything you need to know about him from essentially the first moments of the pilot, and he has not significantly developed since. The real gem of the show is Ealy, if only for how human his portrayal of Dorian is. Far from following the stiff, robotic delivery of Commander Data from Star Trek, if one was unaware of the show’s premise and simply jumped into the middle of an episode it would be possible not to realize he is playing an AI until you see the glowing lines on the side of his face when he is performing a computational process or accessing a server (one of the coolest effects on the show, by the way.) The rest of the cast is functional but not impressive, mostly from not having anything particularly impressive or interesting to do in the stories thus far besides being conveniently present when needed to shuffle the plot along.

Once past the pilot, the early episodes suffered from some less than inspiring plotting and technique. The fourth episode in particular ended on a very rough note, obviously having been rewritten and dubbed over with some bad ADR to change a scene where Detective Kennex shoots a traitorous Captain from another precinct, obviously trying to soften it from cold-blooded murder to more of a vigilante justice situation but, in doing so, frankly hurting the episode and taking away a chance for some interesting character development for John.


I came close to moving on, but what has kept me watching is the intriguing science fiction premises presented in a number of the more recent episodes, including witnesses who testify in court cases via hologram projector, “intimate robot companions,” and a man’s clones committing murders while he is in custody and, in doing so, damaging the case against him and nearly freeing him. The episode “Arrhythmia” is possibly one of the most interesting in this regard, presenting a case of illegal bio-mechanical replacement organs fitted with timers to ensure continual payments from the unsuspecting patients, with a sub-plot where Dorrian finds another android of the same model which has been forced out of police work. These give me hope that, as the series’ writers get their feet under them, this show has some real potential for interesting stories down the line.