Dungeon Born: The Finale, Such That It Is

Polishing off Dungeon Born today. Almost immediately after that train wreck scene with Rose, we go back to Cal and watch him try to make some weird rune network whose purpose I don’t fully understand, though in fairness that may be because I’ve stopped caring. Anyway, something goes wrong as he’s powering it up and he summons some kind of monster instead:

The paw alone was nearly twenty inches wide, the claws lengthened that by seven inches when fully extended. The leg revealed that it was connected to a large cat-like form. The powerful body was half again as large as a tiger, and pitch black. A tail twitched back and forth in anticipation, the creature obviously excited by this new hunting ground. Along its back four tentacles extended from each of its leg joints, each of them had its own mouth and was tipped with a sharp claw-like stinger which dripped venom.

This is a pretty cool looking monster.

But of course the book can’t go more than a couple of pages without fucking something up. After the cat monster kills Raille:

It hissed at us, ignoring the chance for a massive meal. I realized this was a creature that killed for sport. Obviously hating all other creatures, it didn’t even bother to eat its kills beyond what it wanted at any given point.

This is another example of the author beaming knowledge directly into the protagonists’ brain, not to mention something that would be better off left unstated. Let the reader figure out for themselves that this monster doesn’t seem interested in eating, and why that might be. Not that the options are particularly narrowed down. Raille attacked so it is hardly implausible that this is just a regular animal that killed an aggressor and didn’t happen to be hungry after doing so.

I doubt this creature’s sinister nature is going to be particularly plot relevant, unless someone recognizes it as a demon or whatever, in which case that moment of recognition offers a far more natural place to explain that it kills for giggles rather than “it didn’t immediately eat the creature it was defending itself from, clearly it’s evil.” Adventurers come down here and kill monsters without eating them on a daily basis, Cal never calls them evil. Sure, killing for treasure and killing for food are fundamentally pretty similar motives (despite what Captain Planet would have you believe), but for all Cal knows this creature does benefit from these kills in some way other than just entertainment.

Anyway, the cat monster reacts poorly to the silverwood tree and runs away. It then becomes the final boss when Dale recruits a barbarian and a cleric into the Team 2, along with Rose and Hans, the dagger-y guy from the original Team, enter into the dungeon. Now, when that cat escaped, it killed a bunch of people up on the surface before fleeing back into the dungeon when mages showed up to retaliate. So, Frank has the dungeon sealed off, unaware that the Team 2 is stuck down there. Thus, the Team 2 is forced to complete the entire dungeon, even though Cal has recently perfected and activated his mega-rune, allowing him to flood the dungeon with more monsters and control them more precisely than before.

The cat monster returns to the dungeon heart and starts trying to eat Cal, so Cal switches from trying to kill the Team 2 with his new powers and instead drops a bunch of cat killing loot and then clears out of their way completely in the hopes that they’ll kill it. They do. Everyone gets seriously jacked up in the fight, so Cal sends a bunch of his healer bunnies to save them, but it’s too late for Dale, who is mortally wounded. Cal is able to patch him up with his mad science, bringing him back to life.

I thought hard on my answer, <So, you know how I can feel all of my creatures, experience what they do, and influence them? If they were created by me they are always Mobs. . .>

Dani looked extremely nervous, “Yes. . .?”

<And when I use my Essence to give them life or whatever they also come under my influence, they become Dungeon born? Though if they are smart or strong enough I can’t directly control them, but they can hear my commands and experience what they do?>

“Spit it out Cal.”

<I think… Mind you I am not certain, but I think. . . I may have made Dale, um. Dungeon born.>

I was gonna dig up the same website I used to make the Threadbare title drop gag for this, but I can’t find it. Honestly, this limp “eh, I tried” reference to a joke that might have been is probably the ending that Dungeon Born deserves. Wrap up post coming on Monday and then let’s reads will be on hiatus until October.

How Not To Suck At The Road Of Trials

The middle of a story often drags. This is so common that “problems in the second act” is becoming a cliche movie criticism. You’ve set up your hero’s goal, but if they go and achieve it immediately afterwards, it seems trivial. In order to make the final conflict seem significant, you need the hero to try some things that don’t work, or go on some quest to gather necessary allies or weapons, or have some interminable training montage or something. The problem is, this middle part exists for no other reason except to pad for time in order to build anticipation for the finale. As such, it is often very boring.

If you poke around in script writing advice blogs for even a little bit, you’ll quickly come across the recommendation that you add a sub-plot so that you can resolve it here in order to keep things from seeming too dreadfully dull. Maybe that’s a good idea for screenplays. I don’t know, because I sneer at the constraints of a 90-120 minute movie and instead embrace the unrestrained decadence of novels and television, where a story having two or three times the amount of content as a movie is considered a minimum. My recommendation is that a mere sub-plot isn’t nearly enough. This section of a story is referred to in the Hero’s Journey as the Road of Trials, and if you do it right, being trials plural is usually beneficial.

There is more to this than simply having a hero overcome a bunch of obstacles, though, and some variation on just doing that is often the problem. The hero beats up a bunch of mooks or learns a bunch of secret techniques, and it doesn’t really amount to anything except time-wasting before the final confrontation. What needs to happen here is that a theme needs to be explored from multiple different angles, with each specific perspective being given its own mini-arc (if you really want to squeeze this down to a single event so you can fit it into a screenplay, you can have your beginning ask a question, give a wrong answer in the middle, and then the correct answer at the end).

Here’s an example: the heroes are a plucky band of rebels resisting an authoritarian dystopia. Out on the fringes, a resistance has formed, but it’s scattered and broken into pieces. The good guys go about to different rebel factions to convince them to set aside their differences and/or beat them into submission, and then they’re able to operate more effectively and topple the evil empire. Thematically, your story starts with a premise and a question: Authoritarianism is bad, so what would be better? At the end, you’re going to assert an answer, which is probably some kind of centrist liberal democracy or whatever. In the middle, you explore other answers, including how things might go wrong. You have a rebel faction who are anarchists and prone to constant infighting because no one will ever compromise any of their principles for the sake of getting along and working together with others, which means they constantly splinter into smaller and smaller factions. You have another who believe that absolutism is great except we accidentally gave the big chair to the wrong guy, and wants to put their cult guru on the throne, and despite lots of surface level differences they are basically the same. You can have a third that has too direct popular control over policy, that results in demagogues achieving total power because the system is too easily to completely rewrite overnight so long as you can convince 70% of people to agree to it, and one that’s bogged down in bureaucracy to the point where no one person knows how their leadership even functions or why they’re enforcing the edicts that they are, and so on. Each rebel faction represents a specific answer to the question of “what would be better than this evil dystopia,” and learning from the ways in which they are wrong allows our protagonists to do it right when they finally stab the Glorious Leader in the face.

That specific example might not appeal, but there’s plenty of other questions with multiple possible answers to explore, where it’s not immediately obvious what the drawbacks of one answer or another are. What is the nature of justice? What does it mean to love someone? What kind of bear is best? This middle section is your opportunity to explore multiple possible answers to the question and demonstrate their flaws before presenting the one you believe to be correct at the end (and if you don’t like providing definitive answers to difficult questions, you can always make interactive stuff, where it’s the players’ job to determine which answer is correct, not yours).

Dungeon Born: Skipping Nothing

I’ve been so busy that I haven’t noticed, but we’ve long ago passed the point where it’s time to enter into rapid-fire summary mode, because I don’t really have anything interesting left to say about Dungeon Born. The economics continue to make no sense, the prose continues to capitalize words at Random, the plot continues to lumber along with minimal stakes and opposition, the narrative continues to infodump about arcanobabble metaphysics that allegedly codify the ARPG-style mechanics into a proper literary magic system but in practice just add a bunch of jargon to the mechanics without any deeper implications at all, Cal continues to make dumb excuses about why he’s not really the villain just because he’s murdering people for personal gain and in fact he’s actually quite fair-minded about letting people good at dungeon raiding have a proper reward so it’s actually kind of heroic how he murders people for the crime of misestimating their dungeon raiding abilities, isn’t it?

This book is boring. I’m 60% of the way in, way past the threshold of giving it a fair shake, and while I don’t want to drop it completely, I also don’t really want to give it the attention I have been. It’s already got way more posts than it deserves. Like, you’ve seen the bits where Cal makes shitty justifications for outright murder, so you can probably just take my word for it when I tell you that the book has equally shitty justifications for absolute monarchies despite recognizing their total apathy to the well-being of unemployed citizens along with an unstated assumption that anyone who wanted a job could get one, despite the fact that this has been true in exactly zero societies ever. I’d have to pull quotes from three or four different paragraphs of chapter 21 to paint every piece of that picture for you, but come on, after “people who take risks deserve to die if I can profit from those deaths,” is “poor people deserve to die because we can safely assume they’re lazy” really that much of a stretch?

Cal experiments with runes. Cal experiments with mobs. The Team continues to raid the dungeon periodically. Occasionally, parties of nameless losers raid the dungeon and some or all of them get killed. Cal gleefully absorbs their essence in a way that is definitely doubleplus non-villainous. Dale meets elves. Dale sells magic items. Dale allows a restaurant proprietor to set up a shop in his growing dungeon town, and it turns out she’s A-ranked, has a half-elf granddaughter who wants to join the team that Dale’s forming as a leader, and fuck I think I’ll actually need to quote some of that just for the novel ways in which it’s dumb. None of these things are actually interesting, even though they kind of sound like it in brief summary form, because they never go anywhere. Things happen, one after another, building to nothing, meaning nothing.

Had I not been so focused on getting a blog post out of the way for the day so I could focus on trying to keep all my other personal projects running, I probably would’ve noticed a lot sooner that this book is like a tofu-flavored hot pocket, not just empty calories but also bland flavored. Like, I have no fear of jumping way ahead in the plot, because the plot doesn’t actually build on itself.

So when we’re jumping from 60% of the way through the book to 80% of the way book to talk about that one half-elf, I’m pretty confident that to the extent that things seem disjointed, it’s only because that’s how they are in the book. Chandra’s the secretly-a-wizard restaurant owner, Rose is her daughter, she has some mysterious essence-related ailment, and bam, you are one hundred percent caught up from where we were one-fifth of the book ago, because the closest this book has to a plot or character arc is that sometimes new characters show up and append themselves to existing character dynamics without significantly disrupting them, mostly because they’re so shallow to begin with.

Continue reading “Dungeon Born: Skipping Nothing”

Dungeon Born: Spooky Dagger

Chapter Nineteen

An assassin (well, a thief who decides to get into the assassination business when his mark walks in on him stealing stuff) shows up to try and kill Dale. He fends off the assailant by ordering him to leave, which he is magically compelled to do. So in addition to rendering all organizational management problems – which are really just interpersonal problems with money involved, and therefore perfectly good fodder for drama – completely moot, this special law magic is also reducing assassination attempts to “assassin, plz go.”

Really, here’s the complete fight scene:

His reactions trained from months of battle, Dale jumped to the side, barely avoiding a slash at his throat. His mind whirled with options, but he was without weapons or armor so he froze up, earning a brutal kick to his knee. Knocking Dale to the ground, the masked man raised his dagger to deliver a coup de grâce, ending his existence. Panicking, Dale screamed the first thing that came to mind.

“Get off my mountain!” Dale ordered with a frantic squeal. Mid-swing, the man turned and started jerkily walking away, his dagger flying from his hand at the unexpected and unwanted movement.

Emphasis is mine, I’ve bolded all the extraneous words (and in one case an adverb that could stand to be replaced with something less awkward). I stand by my position that audiences don’t care about line-by-line craft nearly as much as writers and editors, but since I’m a writer, I’m still going to complain about all this cruft in what should be a fast-paced fight scene. Particularly since there’s not even any new maneuvers or weapons or tricks in this fight scene, which is the usual hang-up of slow fights. You want to show off your main character doing something awesome, which means you have to slow down and describe them doing it, because it’s a unique and cool-looking stunt. Having those is certainly way better than turning every fight into a narration of a PS1-era Final Fantasy fight where everyone is just lined up and slashing at each other until one side is out of people, but you need to set up the existence of these cool stunts in advance so that your reader has already seen them described once and you can refer to them quickly in a fight. Alternatively, figure out how to get a description of the trick down to a dozen words or less.

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Dungeon Born: Stumbling Forward

Chapter Seventeen

The Team emerges from Cal’s dungeon and turns the bodies of the elemental rabbits over to a clerk for inspection, where he also makes a decision that the lower level is too dangerous for lower-ranked adventurers:

As a magically bound document, this would forcibly ensure that members of the Guild below D-rank could not enter the second floor, forcing them to have a C or higher ranked person with them who would have to give them special permission to enter.

This whole “magic document binds people to follow its rules” thing solves all kinds of what might otherwise have been interesting organizational problems. How does the Guild enforce their level gating? Do people ever ignore it? What’s the consequence if they do? You could have people subverting guild authority by going deeper into the dungeon despite standing orders, and others trying to catch them and put a stop to it before the trend catches on and casualties skyrocket. Instead, you sign a piece of paper with a magic wand and it’s impossible for people who don’t meet certain requisites to get down there.

Continue reading “Dungeon Born: Stumbling Forward”

Dungeon Born: Dungeon Renovations

Chapter Fifteen

While Cal has been sealed away working on his new mooks, the adventurers out front have noticed the dungeon is sealed up. Dale and his party are assigned to find a “seeker,” some kind of detection specialist mage, and get them to look at the door. You might assume this entails some kind of side quest, but no, apparently this mage needs an escort from one end of the camp to the other, and then for some reason needs to have their report back to the guild master relayed through Dale’s party instead of just going to talk to the guild master themselves.

We also get our first full look at Dale’s party:

They stopped and the other men in his group, Hans, the near silent Josh, and the ranger Steve, now looked upset at Craig’s words.

I can’t even remember which of Hans and Craig is the monk, and it’s still not clear what class Josh is supposed to be. Rogue, maybe? ‘Cause he’s quiet? Or maybe another Fighter, and he just doesn’t talk much.

In any case, without any dungeons to delve, Craig starts teaching Dale how to manipulate his chi more better. Which kind of mirrors what Cal is doing in his dungeon right now (remember that he spent a lot of time chi refining before he expanded his layout and experimented with the elemental bunnies), but I’m not sure what the parallel is supposed to indicate other than “both of these guys are protagonists of this book.”

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Dungeon Born: Elemental Bunnies

Chapter 14 (cont.)

I’m going to try to stick to a lot more summary here, just because by my estimate I’m quoting about half of the content of this book, which means I’m going to be running up against the highlight limits soon-ish if I don’t start exercising a bit more caution. The next several pages aren’t particularly interesting anyway, since it’s just Cal rearranging the furniture and refining his chi spiral in a manner that is moderately interesting in terms of arcanobabble but has basically no impact on the story one way or another. I do appreciate that there is some effort put into making the magic system follow some rules rather than having it work totally arbitrarily. On the other hand, it’s not really clear how these rules can be exploited. This isn’t a Brandon Sanderson-style magic system where a few super powers are defined and then can interact the world in a variety of interesting ways. It’s more like the arcanobabble that I developed a while back, where sure, there’s an explanation for everything, but you can’t actually do anything with that explanation, the mystical mumbo-jumbo just goes an extra layer deep.

During Cal’s expansion of the dungeon, we see him being weirdly dungeon master-y about things. Not in the sense of “is literally the master of a dungeon” but in the D&D sense of “bizarrely concerned with fair play.”

Everything I made was of course an attempt to gain as much Essence as possible, but I liked to reward intelligence and ingenuity, so I always added ways for these traps to be deactivated.

I’m reminded of that reporter girl from Sherlock who intentionally pressed her thumb into printing ink to give Sherlock a clue to spot that she wasn’t just a fan girl, but rather a journalist, and then Sherlock also picks out like four different clues that were already there that she didn’t even realize were there. The flaws with that show aside (especially as time wore on), that one scene certainly has a good point: If someone is really super good at something, you don’t need to design a solution for them. You can go ahead and design traps that are as inescapable as possible given the resources available to your dungeon inhabitants. As a game master, you have to ask yourself if you really want to demand that level of focus from your players, and to punish failures as harshly and irrevocably as the kobolds running the dungeon would like. Your players are here to have fun, and maybe they don’t particularly want to approach this dungeon with Tomb of Horrors-grade paranoia.

Cal, though? Cal’s goal is to kill a decent chunk of the people who come down here. Not all of the people, as he explains:

I wanted people to continue coming down here, after all, and with a reputation as a place where the smartest and strongest could almost always prevail, people would always assume they were among the ranks of the ‘certain survivors’.

But still, he wants to kill a decent chunk of the dungeon raiders. Designing a trap that will kill everyone who enters it is actually quite difficult (unless you’ve got access to things like utterly impenetrable yet very lightweight materials and flawless triggers that cannot be disabled and so on), because for all that players can murder-hobo their way into all kinds of sticky situations through pure obliviousness to potential consequences to their actions, once their necks are actually on the chopping block they tend to start paying attention and get pretty clever about finding a way out with most of their extremities intact. When it comes to traps, provided you respect the limited resources and energy investment that most monsters are willing to put into them, you can do your level best to murder your players and most of the time you will fail anyway.

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Dungeon Born: Religious Dispute

Chapter 14

This chapter opens with Dale having developed a Spidey sense from having cold water dumped on him on random mornings by Hans, he of the inconsistent accent. Apparently this has leveled up Dale’s ability to anticipate surprise attacks, and he wakes up early to grab the bucket out of Hans’ hands and toss it on him instead. Immediately afterwards there is a meeting with the chef, who has this weird quirk where he yells at maximum volume on auto-pilot and has to remember to lower his voice. This is apparently because he’s used to talking to soldiers, who I guess have terrible hearing? He also threatens Dale and his group into collecting herbs from him (again, it was a quest they did last time, not that it wound up making a difference much at all).

Now not only was he able to keep up in his heavy plate armor, he had a good handle on the skills and abilities he needed to decidedly defeat the deadly denizens of the dark dungeon.

That alliteration at the end feels like the author has gotten bored with his own story and is throwing in little tricks like this in the prose just to keep himself entertained. I have no idea if that’s actually what happened here, but that’s what it feels like and that’s a problem by itself. The narrator shouldn’t suddenly come to life and have specific speech patterns like this unless it’s first-person or third-person limited and matches the voice of the character, which this doesn’t. This sounds like Cal is still talking, showing off his basic linguistic abilities like an eight year old for Dani, but he doesn’t narrate Dale’s chapters. Having it crop up in chapters where it’s not Cal narrating feels less like those things were meant to be Cal’s narration and more like Cal just so happens to talk pretty much exactly like the author. Which is weird, because while the characters are kind of shallow, Dungeon Born doesn’t have that problem where different characters have near-identical mannerisms, with sometimes the addition of a single agonizingly terrible quirk (not that Dungeon Born is shy about attempting to characterize its supporting cast with agonizing quirks, like the chef who yells for dumb reasons or Hans’ terrible on-again off-again accent, but it’s not actually necessary, characters have noticeably different personalities on their own).

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Dungeon Born: I Am Beginning To Suspect The Economics Of This Book Were Not Thought Through

Chapter 13-Dale

Dale is super tired and goes straight to sleep after the dungeon raid. He is then woken up by a guy tossing a bucket of water over his head.

“Good morning sunshine!” A grinning menace, Hans was the group member who had been wielding daggers the day before. He loomed above Dale, holding an empty bucket.

So on top of a bunch of characters not being named at all, some of them are picking up names a full chapter after they’re introduced. Really does feel like the author is just naming people as he goes, not bothering with characters who aren’t important, slapping names onto people who turn out to be more important than anticipated, and not bothering to edit their newly given names into the chapters where they previously appeared.

Hans and Dale talk about the benefits of being in the guild. It’s nothing we haven’t heard before, except that we do confirm that a drastically extended lifespan is one of the benefits of a working chi spiral. Dale is shocked to hear this. It is not clear why an ability this useful and this easy to teach isn’t common knowledge. There is both large demand and large supply, but instead of being a huge market that turns a massive profit off of charging everyone and their dog, it’s instead a rare technique apparently not for sale. I’m guessing this is pilfered from xanxia. You wouldn’t expect the really awesome chi techniques to be taught for money. Real life monastic training is regarded with reverence so it usually makes sense for chi wizards with superpowers to have the same perspective on teaching the techniques. Indeed, I’d expect most people who want to buy chi cultivation techniques would be inherently unable to learn them.

These adventurer guys, though? They’re mercenaries, and the techniques they’re teaching are pretty much just basic meditation. Why aren’t they teaching chi cultivation for profit?

Continue reading “Dungeon Born: I Am Beginning To Suspect The Economics Of This Book Were Not Thought Through”

Dungeon Born: End of the Tutorial

Chapter 12

<People are on the stairs, Dani. Get ready for an incursion! This is gonna be awe-soome.> I nearly sang, enthusiasm dancing in my mental voice.

Hey, Dani, remember how an adventuring party stomped in here and completely wrecked my shit? Well it’s happening again, but this time, I have rabbits!

It’s entirely unclear what kind of party we’ve got entering the dungeon this time. Seems like we’re probably looking at Fighter-y fellows just on the grounds that only those types of guys appear to have arrived right now, but numbers are unstated and it’s not clear how many of them are properly geared up and how many are using hand-me-down chain or leather armor or whatever.

Taking direct control of the largest [rabbit], I launched my new body at the back of someone’s knee. A direct hit in the tender pressure point, and the man fell. The attacks on the other humans had varying degrees of success, with a few landing decent hits against legs, some bouncing off armor, and one even being knocked away by a shield that moved when the guy wasn’t even looking!

So, yeah, they’re not Monty Python style killer rabbits, they don’t have any special powers or anything. Cal is seriously just taking totally ordinary rabbits and using them to try and bludgeon his opponents. And he seems super stoked that this is gonna be super effective. His thorn-spitting, fang-mawed mushrooms are way more threatening, and to the extent that the rabbits are helpful at all, it’s that they might keep a target busy while a thorn ‘shroom lines up a shot.

Continue reading “Dungeon Born: End of the Tutorial”