The Kartoss Gambit: Crossdressing to Victory

Chapter 2

Danny’s coming back to his house from the graveyard and is intercepted by his landlady.

“When did you manage to get out?” asked Elizabeth as soon as I stepped into the courtyard. “I thought you were having a lie-in until noon, but it looks like you’re quite an early bird.”

“I thought I’d take a walk,” I said, side-stepping the question, reluctant to bring up the monster. “I decided not to wake anyone, climbed over the fence and went to check out the local surroundings.”

“I thought I’d take a walk” is indeed side-stepping the question – telling her why you left instead of how – but then you answer the question anyway, so why bother with the side-step?

Danny has some kind of Shaman(?) power that lets him talk to dogs, and he uses it on Elizabeth’s guard dog Tiny Tim. This gives him the stunning insight that level 70 werewolves are more dangerous than guard dogs. It’s actually a pretty cool scene (though too long to copy/paste here) and a perfectly good way to establish how the power works, but he gets a little pop-up and everything that tells him that what he’s learned is that the monster “terrifies even the largest and most vicious dogs.” Thanks for the tip, Barliona, does it also frighten hamsters and small children?

After interviewing the dog (Clouter sees the dog terrified by the thought of the werewolf and gets after Danny for scaring the pooch, which may or may not be relevant later), Danny turns to the obvious source of information: The wiki and forums. Naturally, it wouldn’t be much of a story if the solution to the entire quest line was already catalogued, but Danny does discover that the quest isn’t tied specifically to the village of Beatwick, but is rather a “variable quest.” So far as I can tell, what that means is that it doesn’t always start in Beatwick, but instead can spawn anywhere. A forum search reveals that the monster is a “Vagren” and is level 100, even higher than Danny’s initial estimate based on its damage output (which he did say was a minimum).

Continue reading “The Kartoss Gambit: Crossdressing to Victory”

The Kartoss Gambit: World’s Most Obvious Werewolf

I’ve had some other books recommended that I am at least 60% certain I’ll like, but I’m returning to Way of the Shaman, mainly because I don’t really have the kind of time to dedicate to the “tracking down what to read next” portion of this that I did back before my business started taking off. So we’re reading Way of the Shaman book 2, the Kartoss Gambit. The book doesn’t bother with a recap, so neither will I, but here’s a link to the table of contents for the last one if you forgot/missed it.

Chapter 1

I boldly stepped into the portal and prepared myself for long struggle with the Governor.

“I boldly did what I was told by an authority figure whom I dislike but am subject to.” I think I’ve got a different translation this time around, which may or may not be better than the last, but either way it is a translation and I wonder if the word used for “boldly” in the original Russian means something slightly different. It feels less like Danny’s channeling the ambition of boldness and more like he’s bracing himself to run a gauntlet.

I’m nitpicking a single word choice, though, and while normally I’d feel justified in picking nits on the opening line (this is the opening line, by the way), this is book two and was first released in 2015 (I think? That may be the publication date of the translation I’m reading, not the book itself), well into the rise of the online book market. I’m pretty confident that the overwhelming majority of people who read this line will have already read the first book, and if they got this far, they aren’t putting the book down because of one word out of place.

After a few paragraphs of Danny ruminating on how this is going to suck but he’ll get through it, dammit, and keep his special chess pieces no matter what the governor tries to pull, he gets a pop-up:

To the player located in a prisoner capsule!

The one.

You have earned ‘Respect’ with the Pryke Mine guards and are being transferred to the main gameworld.

You have the option of taking part in the adaptation scenario: ‘The Governor’s Castle’. Time to be spent at the location ‘The Governor’s Castle’: 2 months 26 days. Role taken: ‘Castle craftsman’. Conditions: eight hour work day, a weekly salary, the results of the daily labor go to the Serrest province; every seventh day is a holiday, development of crafting professions (up to level 30 inclusive) – at the expense of the Governor. Reward for taking part in the adaptation scenario: Respect with the Serrest Province, two items of the ‘Rare’ class.

Should you decline, you will be sent to a random settlement in the Malabar Empire and your reputation with the Serrest Province will fall to the level of ‘Hatred’. Do you wish to take part in the adaptation scenario ‘The Governor’s Castle’?

So apparently Danny can actually just tell the Governor to pound sand. He starts weighing the pros and cons of accepting the “adaptation scenario,” a weird bit of jargon which I can’t tell whether it’s something introduced in book one but translated differently or if that’s a brand new term. This translation has been much less 1:1 so far, which is good, but it might be a bit before I stop wondering about the seam.

Continue reading “The Kartoss Gambit: World’s Most Obvious Werewolf”

D&D Solar System Syncretism II: Inner Planets

We have our raw materials all sorted, so now we start with one end of the map (I’m going with the sun) and fill in everything that’s easy and obvious. Once the obvious stuff is filled in, we can see how much we have room for left over to try and save stuff from the chopping block.

We’re going to start with the sun. And the sun is the elemental chaos. Or maybe it’s not so chaotic anymore. What’s important is that the gods use this place as a reserve of raw materials with which to create the universe (or maybe one god – I’m actually importing this idea from another setting I made with one of my brothers, where it was just the one god who did the creation, but for the sake of syncretism I’m assuming no master creator deities and instead more of an Order of the Stick approach, where lots of different pantheons had to work together to make worlds). It is surrounded by a blindingly bright wall of pure radiant energy, not fire, and past that barrier are the standard earth, fire, air, and water planes as depicted by the 5e DMG (which is only a minor update on how they were depicted in most earlier editions).

Above the sun is the city of Sigil. It’s a torus, but the city is on the inside of the torus, so when you look up from Sigil, you see more Sigil above you. The exterior of Sigil is far too hot to sustain life, constantly bombarded by the heat and pure energy of that radiant shield encircling the elemental planes. It is, however, full of astral docks. The sun, you see, is goddamn enormous, which means that if you’re at the top of it, you are actually quite high above the orbital plane. From that perch, it is easy to see the rest of the solar system (if you have good telescopes – Sigil does) and plot a course to any orbit. Sometimes it’s easy to go from one planet straight to another because they happen to be at a similar point in their orbits, but other times the two are on opposite sides of the sun – and that means regardless of where your journey starts or ends, half the time it’s somewhere between a slight detour to right along the way to stop at Sigil.

Underneath Sigil is the spire that leads up to it. It is not infinitely tall – we’re going to make a lot of things previously called “infinite” merely “unimaginably large” – but it does reach from the center of the sun up to far above its surface where Sigil lies. In the center of that spire is a space elevator leading from Sigil down to the Outlands, which you might more properly call the Inlands, since they are the center of everything. The center of the elemental chaos, connected by teleportation gate to each of the outer planes, and directly below Sigil, the trade center of the solar system.

Next up, Mercury. As mentioned earlier, there is a bizarre paucity of volcano planets for us to use for not!Mercury. Mercury could also be used as a desert planet, but we’ve already got one of those in Mars, whose dusty red landscape is better known to the public than any other planet but Earth’s. Having a pale blue dot that’s all temperate and normal with a desert planet just beyond is the bare minimum for allowing people to import knowledge of our solar system to understand the super-setting faster (and I really don’t want to demand people learn a whole new solar system from scratch – if I can keep the number of sizable moons orbiting Jupiter and Saturn the same, I’d like to, even though most people don’t have the first idea how many large-ish moons Saturn has).

Complicating matters, the one volcanic world we do have is Phyrexia, which needs to be in close proximity to its targets of invasion in Mirrodin and Dominaria, which means it needs to be a moon orbiting a gas giant so that those two planes are also moons, thus explaining why Phyrexians have targeted those two. If Phyrexia is Mercury while Mirrodin and Dominaria are orbiting Saturn, it’s super weird that Phyrexia skipped over the entire inner solar system on their way to invade not one, but two worlds. It works much better if they’re all in the same planetary neighborhood.

I’ll get to the outer planes from planescape later on, but suffice to say that I wanted them all in one place and have what I think is a pretty cool idea for them, so I don’t want to use Mercury as the Lower Planes planet with Baator and the Abyss and so on (although it’s not a completely unworkable idea – if you consider the sun’s gravity well to be the “bottom” of the solar system, Mercury is the lowest reach of the system except for the sun itself, though this is complicated somewhat with this “sun is an elemental supply depot” concept). As a side note, I also don’t want to combine Phyrexia with Baator over on Io. There’s definitely some overlap between the two, with Phyrexia even being referred to as “the Nine Hells,” but scratch the surface and Phyrexia’s got a lot of differences. They could definitely be stitched together if we didn’t have enough real estate for both of them, but again: Bizarre lack of volcano worlds leaves almost nothing to put in the Mercury slot.

I’d like to give each of the four inner planets a noticeably different climate, though – no doubling up on desert worlds, especially since Amunkhet and Dark Sun are the only desert settings to go around and neither comes close to filling up Mars by themselves. so I’m leaving Mercury blank for now. It’s a problem I’ll have to come back to and solve in the second pass. It may end up being an uninhabitable wasteland or the blasted remains of a setting I dislike. Fans of whatever setting ends up melted probably won’t approve, but if I end up going that route it’ll be using a setting I had no room for anyway, so they weren’t going to be happy to begin with.

Next, Venus. There are two routes to go with this one: Venus as tropical world on the basis that it’s closer to the sun than Earth but further than Mercury and also is colored green in the sky, and Venus as smoggy world on the basis that it’s a burning toxic hellscape in real life because the actual solar system is just no fun. We’re going with smoggy world, because giving Venus three settings is a good use of real estate, and we only have two mutually exclusive options for a tropical world: Ixalan and (sort of) Zendikar, which are separate Magic: the Gathering planes and therefore should be located on separate worlds if possible, since it’s explicitly only possible to reach one from the other with magic superpowers. Using just one (underdeveloped!) MtG world is a waste of Venus, which is nearly as big as Earth and can perfectly well host multiple different small-ish settings. Eberron, Kaladesh, the Iron Kingdoms, and DragonMech are located on Venus, which we’re calling “Eberron” as a world name. DragonMech is puny, having significant landmarks so few in number that they come across as barely the size of France, and Kaladesh is barely more than a city-state, with its major landmarks being limited to the city of Ghirapur and a handful of villages located in the prerequisite mountains, plains, swamps, forests, and islands nearby. The Iron Kingdoms can fit into a single continent, and while Eberron nominally has several continents, it doesn’t really need them to be Asia-size continents – Australia size is more than enough for many of them.

Continue reading “D&D Solar System Syncretism II: Inner Planets”

Sew You Want To Be A Hero Is Worse Than Stuff And Nonsense Except When It’s Better

Part 1: Threadbare Returns
Part 2: The Novelization Of A Dungeon Crawl Is Still Boring
Part 3: Halloween Wars
Part 4: Undead
Part 5: Spooktacular Free-For-All
Part 6: Dark Side
Part 7: Power Gaming
Part 8: It’s Not Ogre Yet
Part 9: Dark Side Boogaloo
Part 10: Magic Tea Party
Part 11: Threadbare Really Needs To Stop Trying To Criticize Racism
Part 12: The Final Battle Begins
Part 13: Finale

I can only assume that Threadbare author Andrew Seiple either isn’t hearing criticism of his attempts at anti-racist themes or else he just doesn’t care, but Very Special Chapters about racism have destroyed both of his books that I’ve read so far. The second book of the trilogy, Sew You Want To Be A Hero, was overall an improvement on the first, but the flaw that most crippled the first book has, if anything, gotten worse. Sew You Want To Be A Hero tends to focus more on fights with large parties which allows them to bounce back and forth between multiple perspectives based on whoever’s doing something interesting, and thus is far less prone to retreating into detached narration of the fight, which is good, because when Threadbare actually describes its fights, they tend to be really good.

This book is also far less enamored of the big reveal, especially as time goes on. What big reveal moments it does have tend to be resolved within a few pages rather than, as with Anise Layd’i’s identity in Stuff and Nonsense, the entire book, and by the end the book is relying much more on the question what’s going to happen next rather than what’s going on right now. People who’ve been reading these posts as they come out are probably getting sick of hearing that, but I’m gonna drop the one reference in here anyway, because it’s an important note to make for people who’re only reading the summaries.

And on top of that, the book has shaken off the aimlessness that was the original’s second biggest problem. Whereas Stuff and Nonsense was just a string of four-ish random side quests dumped onto an eleven year old girl and her favorite toy, Sew You Want To Be A Hero is about Threadbare finding Celia again (whose name is also Cecelia, now). Threadbare has Compulsive Hero Syndrome and is regularly distracted from his quest by people in need, but when he finishes saving his friend or the townsfolk or whatever he’s gone chasing after this time, he immediately reorients to his main goal of finding Celia, which gives all these episodic side quests a sense of narrative cohesion.

Part of the problem with Sew You Want To Be A Hero is that it’s developed one new flaw: Death has become completely meaningless. This wouldn’t actually be a problem if it’s something they’d figured out before anyone had died, or even if the people who had died in book one were treated evenly. Caradon is completely dead, beyond saving, but Zuula, who died at almost the same time (and didn’t she actually die before Caradon? I forget, but it was a question of minutes either way), is still around and can be preserved from death indefinitely by Threadbare’s necromancer powers. Caradon’s death is a big deal, but it’s the only death in the entire story that’s irreversible and you can feel the hand of the author demanding that Caradon and only Caradon stay dead. Having a “no one really dies unless there’s a TPK” mechanic is perfectly fine for a LitRPG setting, but having the climax of the first book revolve around “holy shit, people are actually dying” only to then pull back and say “ha ha, just kidding, nobody ever dies for real except when the plot demands it” is a pretty big problem.

Not as big as Threadbare’s persistent and consistently terrible anti-racist chapters, however. The internet is full of “keep your politics out of my media” types who are suspiciously only angry when left-wing politics form the thematic foundation of a work, so I want to be clear that the problem here is not that Threadbare wanted to have an arc about how racism is bad, the problem is that Threadbare botched that arc so horribly that it is actually super racist about it. The African American fishman in the Outsmouth arc is an obedient lackey to the evil racist Hatecraft for basically no reason at all, except that apparently when white guys start barking commands in an unknown language, African fish people are immediately compelled to obey. This is also the second non-white culture that has been depicted as fundamentally non-human, with the running total of actual human black people in the story still coming in at zero. In fairness, not every human character’s skin color is explicitly described so some of them could be black (or Arab or whatever), but Celia has frizzy red hair which makes her implicitly white which makes her relatives implicitly white, which covers Melos, Caradon, and Anise, by far the most prominent human (or ex-human) characters, and the others just don’t have skin color described at all.

I wouldn’t normally consider this a big enough problem to discuss in the summary, but like in Stuff and Nonsense, Threadbare has specifically drawn attention to how Racism Is Bad, which makes its failures in that department stick out like whoa. The story’s trying to win brownie points for being all woke and progressive and whatever, but it’s completely oblivious to how it is in fact being racist every time it brings up how opposed to racism it is.

D&D Solar System Syncretism I: How This Works

This post is pretty self-indulgent, but it’s also 36 hours past when I usually post the Friday article, so I think it’s pretty clear at this stage that it’s either a self-indulgent post most people will skip or a non-existent post that all people have no choice but to skip.

My recent musings on setting syncretism came from a hobby project to combine as many D&D settings as possible into a single solar system, that you can travel between using some kind of Spelljammer-esque space magic. I’m dealing with copyrights held by like eighteen different companies here, so I could never actually release a finished product, but it’s a fun exercise anyway. Some things fit in, others not so much. I’m going to go through the construction of this setting before delivering the final result, so you can sort of look at this as an example of how to syncretize different settings. I’m doing this on a lark and not because I think it’s actually a good idea, which means I’m not applying the usual standards of “this setting is too lame, we’ll have to exclude it completely” that you’d want to get a really good syncretist super setting, but other than that, I stand by these methods.

First of all, let’s look at what we’ve got to deal with: The 5e DMG lists seven official D&D settings, those being Forgotten Realms, Dragonlance, Greyhawk, Eberron, Mystara, Dark Sun, and Birthright. Not listed but officially supported is Ravenloft, the setting for the Curse of Strahd AP. Supported by previous editions but now not so much as mentioned are Ghostwalk and Council of Wyrms. Also the super-settings Planescape and Spelljammer, but those are obviously mutually exclusive to this single solar system idea, although we will be borrowing elements from them.

Right here we run into an immediate problem: Over half of these settings are very similar. Greyhawk and Mystara have a ton of overlap, Forgotten Realms, Dragonlance, and Birthright are politically and tonally distinct but culturally and climatologically similar, and even Eberron is more different in the civilization that occupies its landmass than in what that landmass actually is. They’re all temperate mostly-European settings with usually some jungles and deserts tossed in at the edges. Only Dark Sun and Council of Wyrms have an environment that immediately makes you think “yeah, this is a different planet,” although Ghostwalk and Ravenloft have enough weird weather stuff going on that they kind of work as different planets if you squint (and Ghostwalk isn’t anybody’s favorite setting, so if we make it super cold, no one will complain).

Luckily, we’ve got plenty of settings left to build our solar system from, so we can always use these climatologically similar settings as different continents on the same world or, especially for the smaller ones, moons orbiting other worlds. That still means we need to plumb other settings for what our major planets are going to be, however.

Continue reading “D&D Solar System Syncretism I: How This Works”

Sew You Want To Be A Hero: Finale

Cecelia Quest 5

Cecelia enters the dungeon, stepping through the woods at the edge. She’s attacked by a massive raggedy man, but Threadbare’s LitRPG mechanics don’t care about size and level 7 is level 7, so Cecelia and what’s left of her crew – the necro-knight Graves and also Anise – tear through it with no difficulty. As they approach, she realizes a few things: One, the trees are all wrong, including the one Caradon notched to measure her height on her birthdays, which is a weird detail for him to forget. Two, like the raggedy man, the house is ridiculously massive. Kind of like it would seem from the perspective of someone about twelve inches tall.

She got to the top, and peered down the hallway. There, at the very end, was her grandfather’s room. Light spilled from under the door, and she could hear the old man humming, as he did when he sat up and worked before he went to bed every night. An old familiar melody, but she knew it for the ruse it was now. “He left you behind, didn’t he, Threadbare?” She said, looking instead to her own room, darkness beneath the crack under the door.

“Left you behind to stall me, while he escaped. Come on. It’s me, Cecelia, all gr-grown up now,” she said, tears spilling from her eyes. “Come… come out and we’ll talk about this. I’ll get you some paper to write on or s-s-something.” Oh, the tears came freely now, and she tugged off her helm, shook her head. Her hair bounced, short but frizzy as it had ever been.

I think I got that paragraph break right. It looks wrong as a single mega-graph, but there’s a page break right there so it’s hard to tell. In any case, Cecelia’s hair has been a recurring motif for the past couple of chapters. She decided she was going to get it cut short after she finished murdering a village because it had gotten in the way while she was stress vomiting over it (this scene wasn’t as noticeably botched as the time Celia stress vomited over a screaming eagle having tried to kill her, but it was unexceptional enough that I didn’t bother commenting on it). The idea of shaving her head out of some kind of guilt or something has since been referenced once or twice. There’s a joke in here somewhere about that one time she ran a gauntleted hand through her hair, but I can’t find it.

Continue reading “Sew You Want To Be A Hero: Finale”

Sew You Want To Be A Hero: The Final Battle Begins

Cecelia Quest 3

The good news (besides Threadbare’s second interminable Very Special Chapter about racism) is that it does look like this book’s climax is actually going to be about Cecelia and Threadbare confronting one another as enemies rather than pulling a bait and switch where Cecelia and the stormtroopers show up just after Threadbare has left. The people of Outsmouth say they have nowhere else to go and don’t know how to live except by fishing, so they formally swear allegiance to Threadbare, Lord of Outsmouth, and get ready for a fight. Now Cecelia’s inbound with two hundred trash level stormtroopers and a couple of mid-level knights and casters. At the beginning of the chapter, she meets with Zuula’s daughter, and the dialogue dances around the fact that they both know Zuula but have opposite opinions on her without actually getting either of them to realize this:

“Well, nothing can make or break you like family. I should know that. I owe everything I am to my father, as well. Well, that and surviving the barn fire that was my mother. Fucking green bitch.” Mastoya barked laughter. “Guess the apple doesn’t fall far from the rotten tree.”

“I’m sorry. The only half-orc woman I ever knew was a good mother”

“Would have been nice to have that kind of mom,” Mastoya said. “Ah well. The past is past. All right, Dame Ragandor, you’ll have your shot.”

This is another bomb under the table moment, where instead of making the reader wonder what’s going on right now, the book is making us wonder about what will happen next. Narrative law demands that eventually Mastoya will confront her family (unfortunately, I do not find it likely that this will result in her killing Zuula permanently), and here the narrative alludes to the question of which side Cecelia would take in such a confrontation.

After getting the small talk out of the way, they get to the point of the meeting: There’s an old one cult in Outsmouth, which means the whole town has to be completely torched. Cecelia is not a fan, but is convinced that there isn’t any other practical way to quash the cult and prevent them from ushering in the end of the world. Also, Cecelia still hates Anise Lay’di specifically for “wearing her mother’s face” even though, again, Cecelia never knew her mother, so why is this violation so personally compelling for her? Anise also gets on her soapbox about how daemon cults are okay but old ones are doubleplus ungood. I’ll leave out the second part, because it’s the first I’m interested in:

“Yes. Daemons just want to show people the folly of virtue and torment the weak until they either get stronger or perish so that they stop sucking down resources,” Anise said, matter-of-factly.

This is a pretty stock villainous philosophy, but it is a philosophy beyond “mwahaha, mine is an evil laugh,” so normally I’d approve of this sort of thing. For this story specifically, though, isn’t this basically just Zuula’s philosophy? Like, sure, there’s some minor differences – Zuula is explicitly indifferent, rather than opposed to, traditional virtues, and she advocates immediate murder of the weak rather than torment that may eventually result in murder of the weak – but its fundamental principles are identical. Is this intentional? Is Threadbare actually going somewhere with this? Or is this story so lacking in self-awareness that it can give a protagonist and an antagonist explicitly stated near-identical philosophies in the same book without even noticing? If it is intentional, they’d better wrap that up by the end of this book, because after Outsmouth, I doubt I’m ever reading Right To Arm Bears, even if the title is kinda funny.

Continue reading “Sew You Want To Be A Hero: The Final Battle Begins”

Sew You Want To Be A Hero: Threadbare Really Needs To Stop Trying To Criticize Racism

At long last, my work on my Kickstarter is mostly complete. There’s still a bunch of data entry to do and I have to manage my freelancers, but while that can be time consuming, it doesn’t drain focus the way writing stat blocks or assembling maps does. That means that focus is freed up for reading books and then writing snarky blog posts about them, so Threadbare is back! When last we left our heroes, they were investigating a vaguely Lovecraftian cult that is super into having sex with sea food, something which our protagonists never fail to comment upon as weird and creepy, which leaves me wondering why the author felt the need to actually include it if he was going to put so much effort into distancing himself from it. It’s not like it’s a requirement of the genre or anything.

Chapter 11

Pastor Elpy Hatecraft lingered for a moment more, dwelling on the artifacts of an antediluvian nature retrieved from the very depths of what in aeons past had been a submarinic trench. The local peasantry had mistaken it for a mere lake, and more ignoramuses they, for it was clearly a hoary relic from a bygone age, when squamous tentacles reached forth deep from umbral places beneath the earth, to rend and manipulate the soil and the geography about them. Lake? Bah! The brobdingnagian body of water the quaint and curious locals referred to as Lake Marsh deserved a far more Sesquipedalian surname. He had a few in mind, but he’d been waiting until the engraver got back to him with quotes, for changing all the signposts.

This spoof of Lovecraft’s writing is pretty good, though. There’s some pretty archaic words in there, but the author actually knows how to use them, so it doesn’t come across as thesaurus abuse. Well, not as much, at least. The juxtaposition between the brooding cosmic horror and waiting on quotes from the engraver is funny, too.

Hatecraft is having his deep one lackey load up the boat with the treasury he’s amassed soaking the townspeople for all they’re worth.

“Load faster! Make haste!” He commanded the beast, and it muttered and grumbled, in its loathsome way. The barbels on its cheeks twitched in time with its irritable susurration, its very existence evidence of an uncaring cosmos full of helpless gods, a form that offended the reasonable man’s eye and raked at the very sanity of all logical onlookers.

Though, the effect was somewhat spoiled by its pants.

The brethren and sistren had put their foot down about that, they wanted YGlnargle’blah’s envoy to wear pants when he wasn’t engaging in blasphemous rites. Which was absurdity of the first order, but they HAD insisted, and so the herald of the octopodlian apocalypse, the evidence irrefutable of the truth of YGlnargle’blah, and the prominent celebrity in the rite of blasphemous conception now had to wear canvas shorts when he was off duty, as it were.

So Hatecraft is super racist against fish people, like how Lovecraft used his stories about fish people to express his racism for regular people. This is not a bad angle, but the details of the execution come across like a missed opportunity. If you’re going to make a character a direct critique of a real, actual person, you need to make sure that the character reasonably resembles them in more than just the specific aspects you want to critique. I brought up in the last post that having Hatecraft be an investigator rather than a cultist would be a better fit, and that is triply true if the character is meant to be a criticism of Lovecraft’s work and ideology.

Rather then a cultist exploiting the town (something Lovecraft never did), Hatecraft would be an investigator who just kind of assumes that the fish children are evil, the townsfolk who get it on with the fish man are deranged lunatics, and everything is being done according to the will of a hideous elder god, but then it turns out that no, the local townsfolk just find this fishman super charming, his betentacled sea god religion caught on because of his popularity, and that religion doesn’t have any norms against polyamory so he’s had kids with a bunch of women around town. You could still hit most of the same beats just by having the party encounter Hatecraft before the townspeople. Threadbare and company accidentally awaken an elder god early causing a revolt against the king’s garrison, the party goes to the church to investigate the “evil rites” and end up having a tea party with fish children, they go to the library to figure out what’s up. The cultists can still show up to take Annie Mata to meet their deep one herald of the abyss, and then the deep one just takes her on a candlelit dinner and tries to sweep her off her feet, and when asexual Threadbare running Annie Mata expresses no interest throughout, the deep one, understanding but dejected, goes home to listen to sad Taylor Swift music. And then Hatecraft’s investigations bring in the US military Darth Villainous’ stormtroopers.

Continue reading “Sew You Want To Be A Hero: Threadbare Really Needs To Stop Trying To Criticize Racism”

Syncretism

“Syncretism” is the religious concept that two or more previously separate religions were secretly the same all along. Sometimes this is presented as “both religions contained part of the whole truth” and sometimes this is presented as “your religion is just my religion wearing a funny hat.” We’re not actually talking about religions, here, we’re talking about fictional settings (anyone who thinks adding a “what’s even the difference” joke is still edgy will be flogged), which means we are focusing mainly on that first one, the challenges of combining different settings together.

This comes up a lot in free form roleplay. All my examples are ten years out of date because I last did this kind of thing in high school, but while the specific settings that are popular have changed and the medium for creation has almost certainly moved away from the forums and chat rooms I used as a teenager, I expect the basic principles still apply to babby’s first crossover setting even today. Back before I reached my elderly twenties, the most common crossover setting was Kingdom Hearts. It was popular amongst the kinds of nerds who did freeform roleplay in the first place and had what appeared to be a built-in means of stitching any number of settings together. One example I remember in particular involved someone making a map of an expanded gummi map that included four different worlds from Star Wars (I remember Bespin and I think Coruscant, but the details don’t matter).

I bring up this example because it’s a good demonstration of how not to do syncretism. Method #1: Different settings are haphazardly jammed together without any means of influencing one another, and quick excuses are used to paper over why they have completely different tone, technology and even physics from one another. I’m sure there was some explanation for why the Millennium Falcon could travel to Bespin but not to Halloween Town, even if it was just “we never explored what lay beyond these four worlds because they seemed pretty sufficient,” but the seams between worlds are extremely obvious. The Final Fantasy style fire/lightning/blizzard magic has some overlap with the Force (Force lightning is a thing), but there’s no precedent for mind tricks and telekinesis is a very high-level trick in KH, usable only temporarily as part of a special super-transformation, while it’s one of the first tricks that Jedi learn. Star Wars ships are buckets of bolts clearly distinct from gummi ships, which, as the name implies, are made of some kind of gelatinous or play-doh-like cartoon substance. The fact that the Galactic Empire has a giant army of stormtroopers and star destroyers demonstrably capable of traveling between some worlds doesn’t lead them to become an immediate and overwhelming threat to all neighboring worlds because their inability to travel past the original Star Wars worlds is handwaved away.

This method also has precedent in the “wormhole randomly opens up between Federation Space and the Galactic Empire” conceit that was popular in the 80s and 90s, and while that’s perfectly forgivable in the context of a Star Trek vs. Star Wars hypothetical situation, it’s not so forgivable in the context of actual Trek/Wars crossover fanfiction or roleplay, again because the seams are so obvious that it makes the setting very obviously artificial. It also means that the only thing you gain from the syncretism is the ability to take characters from one setting and put them in another. There’s no shared history.

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Still Alive

Just want to let everyone know that while yes, the blog has been distressingly fallow for a while, that’s just because I need to put together a Pathfinder conversion for my Kickstarter in a hurry, which, it turns out requires me to create about a hundred Pathfinder stat blocks. This is very time consuming and I’m committed to making my December ship date, so I’ve had precious little time and focus left over (it doesn’t help that Sew You Want To Be A Hero followed the same mediocre trajectory as Stuff and Nonsense rather than shedding its flaws to fulfill its full potential – in retrospect, it was foolish of me to gamble on a book that might end up bad while getting back in the saddle). The good news is that I’m something like two-thirds of the way done with the conversion.