Irritating Watch: An American Pickle @hbomax #GoodWatch

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American Pickle is a strange story. Herschel Greenbaum falls into a vat of pickle brine in 1919 and wakes up in 2019. There, he connects with his great-grandson, Ben. Both characters are played by Seth Rogan.

I suspect that the message I pulled from this movie isn’t what I was expected to get. The message I suspect we’re supposed to get is that people’s antiquated are harming American society, but that ignores the setting in which the story plays out. What I’m witnessing is that everyone is so focused on what everyone else has, they forget what they have. Both Hershel and Ben share this trait, but being out of time, Hershel is amazed at the things Ben, a relative loser, has. Hershel would be ecstatic to have the life of a renter with a struggling business, being focused more on his personal and family honor than on “things.” The idea of a machine that creates seltzer water mesmerizes Hershel, which shows us how silly it is to lose sight of the amazing things we now take for granted.

At this point, I think it’s best to say SPOILER ALERT. I’ll place the next paragraph as quoted, italicized text so it’s easier to ignore.

Ben is a complete villain. As Hershel’s work ethic pushes him to success, Ben’s jealously has him leveraging cancel culture against Hershel. He even tries to get him deported. I suspect that, as with all art, people will read into it what they need in order to justify their worldview, which gives it a guaranteed fanbase. That’s a bit heavy for something I think is supposed to be a comedy, but not necessarily a deal breaker. Ben’s behavior really didn’t make me laugh, and that’s the deal breaker. When Ben attempts to reconcile, Hershel’s old-time notions of honor turn him into the villain, and aided by a typical Hollywood mischaracterization of the legal system, does Ben dirty.

Of course, everyone comes together by the end, but to me it’s too little, too late (and honestly a little cheap). The movie is just a depressing tale of how selfish we all can be, and I can’t help but feel I’m being lectured over things I didn’t do. Moreover, it just drags.

As always, YMMV.

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DC Area Radio Stations @947theDrive @washfm @1027jackfm @98Rock @Todays1019 @dc101 #music #radio

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My cell phone recently died, so I had to replace it. It’s an identical phone but nevertheless won’t connect to my car stereo via Bluetooth. Google tech support was worthless, but if you want to hear me whine about that, you’ll have to visit my Facebook wall from a couple of weeks ago. This is a different rant.

Because I can’t connect to my phone, I’ve had to resort to listening to radio stations for the first time in about 5 years. I’m so used to hearing what I want to hear the moment I want to hear it that I’ve become spoiled. I forgot how bad it is to be at the whims of the deejays and program directors of radio stations. They play what they want, when they want, and with a very limited number of songs. I thought CHR went the way of the dinosaur when “mix” stations came into being, but the old habits (and FCC regulations) die hard.

You Know What Grinds My Gears?

But even that’s not my rant. My rant is this: The changes to the radio stations during those brief five years have been monumental. Nothing is as it was (see notes below), and that was an unexpected jolt as to how old I really am. I expect that phenomenon to rear it’s ugly head when I’m looking back at childhood, but I can’t even go back five years without a total upheaval.

Chicago

This isn’t the first time I’ve experienced this. I left the DC area in May, 1996, to attend law school in Chicago. When I came back at the end of 2000, the restaurants, radio stations, and roads really stuck out as completely different. I actually had difficulty driving around certain areas that were regular destinations for me in the early 90s (and especially those prior to that). I lived in Delaware from 2007-2008, but I frequently came back during that time, so the gradual changes never had an impact.

Don’t misunderstand me. I love change — I always want things mixed up — but this isn’t something that can be ignored. For someone with a fear of aging, it’s probably very difficult.

Notes

Some notes for DC area listeners.

WQSR (102.7) claims to “play everything,” and that sticks when it comes to the relative diversity of what they play. However, they still play a small number of different songs during any given week. It’s been two weeks, and all I’ve heard is Time After Time by Cyndi Lauper, Livin’ on a Prayer by Bon Jovi, Hot Blooded by Foreigner, Der Kommissar by After the Fire, and Hungry Like the Wolf by Duran Duran. The songs aren’t bad to a 70s/80s guy like me, but it feels like false advertising (even though they probably have a larger playlist). This isn’t much of a change from where they were when they started, but it’s more frustrating now that I’m dependent on them.

One of our mainstays since my childhood, Mix 107.3, nee WRQX, has changed its call letters to WLVW and gone Christian. There’s nothing wrong with that; it’s just not for me. With all these changes, I went scrolling through the wavelengths looking for replacements and found tons of new Christian stations where there used to be nothing but static. It seems like a plurality of stations that I can pick up in Northern Virginia are Christian.

At 10:07 am on Labor Day, 101.9 rickrolled me. Thankfully, 94.7 has stayed loyal to me.

Further complicating things are that I live in Northern Virginia, not Maryland, so some of the stations are too far away for me to hear. Losing them in 2000 wasn’t so bad, but now that I need them, their static-filled signal is a tease. I’m looking at you, 98 Rock and 101.9.

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Avengers: Endgame Deleted Scene @Russo_Brothers @MarvelStudios #MCU #Avengers #Endgame

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Sundays are now lazy days for me. Going forward, I’m just going to re-post other people’s work or just do something silly. Today, it’s the deleted scene from Avengers: Endgame the Russo Brothers don’t want you to see.

These are apparently a series of videos where “Bully McGuire” saves the day. Here’s a couple more.

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Wow! Watch: Class Action Park @HBOMax #GoodWatch

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Class Action Park on HBO is a 90-minute documentary on Action Park, an amusement park in Vernon, NJ known for violating just about every regulation to which it was subjected. Gene Mulvihill founded the first modern water park — so far; so good — where the visitors to the park had total control over the “rides” (including speed boats) — ummmm — and supervised by teenagers, some of which were too young to work — wait; what? — who were operating on little sleep because they spent every night getting high and have sex with each other. The results were exactly what you expected.

But that’s okay. Our legal system would protect the visitors, right? Legally, the park was required to be insured, regulatory authorities could cite him for irregularities, and people could always sue for damages. Watch the show to see how all of that works out for the victims.

On July 8, 1980, someone died. It was the first of six deaths that occurred in the park. Despite the deaths and injuries, the park didn’t close until 1996, but it eventually reopened and still operates today.

I really enjoyed the show. As always, YMMV.

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9/11: First Responders #911 #FirstResponders

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A topic worthy of two posts in a single day. First one is here.

Editorial: Lawmakers must protect Sept. 11 first responders - Daily Press
Let’s always do them right.

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9/11: Never Forget #911 #NeverForget

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Sen. Cruz: May We Never Forget 9/11 | Ted Cruz | U.S. Senator for Texas

For people within a certain range of ages, this was our JFK assassination moment. We remember exactly where we were. I lived and worked in downtown Chicago during the worst year of my life. I was riding the bus to work, and everyone on the bus was talking about it. When I got to work, the news reports (many false) were pouring in. We were told to go home by 11 am, but I left around noon.

When I got back to my apartment in Lincoln Park, I called my friend, Matt, and we headed out to a bar to watch the news coverage together. During our time at the bar, we saw the first tower fall, and then the second. I grew up in the Washington, DC area, so I was calling everyone there to make sure they were alright. Unfortunately, things were so chaotic that even reliable sources of information were being fooled by false news reports (e.g., “They hit the State Department!”). It took about a day for all of that to be sorted out, at least for me (I have what I’ll call “connected” family and friends).

Regardless of how you feel about our efforts against the Taliban and Iraq, it’s all hindsight. At that moment, all of America was pissed off and demanded action.

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Growing-on-Me Watch: Star Trek Lower Decks @StarTrek @CBSAllAccess #GoodWatch

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Star Trek: Lower Decks is CBS’s attempt to capture the magic of Rick & Morty without losing its target audience. That would seem to be a tough sell: trying to do something but tying one’s hands in an important aspect. It certainly started that way. It’s first couple episodes fell flat for me, but even Futurama had a boring first episode. All first episodes are set ups.

Five episodes in, it’s finally growing on me. It’s better than Star Trek: The Animated Series, which was ridiculous. (There was only one good episode, and it was good because the third act was ridiculously funny.) This doesn’t mean I’d ever re-watch and episode of Lower Decks, but it’s decently entertaining, and I’m already paying for it. The gimmick with this series is that its main characters are ensigns rather than ship captains and senior officers. However, the higher-ranked officers get far more attention than was initially advertised, so they don’t really stick to the gimmick.

I think CBS missed the mark on this one, but if it fills the gap between the other shows such that we always have Star Trek, I’m on board. A low production budget show to fill that gap may have been the idea. Besides, Lower Decks may get better.

Now if you’ll excuse me, I’m off to watch today’s episode. As always, YMMV.

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Good Watch: 1BR @Netflix #GoodWatch

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I don’t like horror movies. They’re ridiculous. This one’s a little different, and it works for me.

This isn’t a movie about an insane human with no superpowers that somehow gets up after getting stabbed in the neck. This is far more believable, and that makes it more enjoyable to me.

Per Netflix,

Seeking her independence, a young woman moves to Los Angeles and settles into a cozy apartment complex with a disturbing sense of community.

The community seems awesome, but it has a secret, and it doesn’t take long for Sarah to be forced from her comfort zone.

If you’re into horror movies, this may be too tame for you, but I liked it. As always, YMMV.

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#Persistence

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One of my favorite quotes comes from Calvin Coolidge:

Nothing in this world can take the place of persistence. Talent will not; nothing is more common than unsuccessful men with talent. Genius will not; unrewarded genius is almost a proverb. Education will not; the world is full of educated derelicts. Persistence and determination alone are omnipotent. The slogan Press On! has solved and always will solve the problems of the human race.

No excuses. Just keep fighting.

Yeah, this is a lame post, but you all needed a break after yesterday’s treatise. 🙂

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How I Prefer to Play Dungeons and Dragons, and Why I No Longer Do @Raddu76 @Luddite_Vic @SlyFlourish #DnD #RPG

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A couple of weeks ago, one of my posts raised some questions from my social media contacts both on Facebook and Twitter. Specifically, they were wondering what I meant when I said I played Dungeons & Dragons differently from most others. It’s tough to express what I mean by that, but there’s been some back and forth, so I’ve given some thought on how to express it. I’m going to do my best here in an uncharacteristically long post. I’d like to make four quick points for context before I explain.

1. For RPGs, I limit myself to D&D out of necessity. I could play other games (and have), but nothing is more accessible than whatever the current edition of D&D is, especially in light of the living campaign being run for that edition.

2. There’s no right way to play D&D. Nothing I’m saying is a criticism of how other people play except to the extent that I’m saying I don’t prefer to play that way myself. Moreover, I was in Sly Flourish’s home game for years, and people like me can absolutely coexist on the same table as people . . .  not like me. That was probably the best gaming group I’ve ever been in because no matter who was in the group, everyone let everyone else do their own thing. I credit the DM for creating that atmosphere. He certainly guides the game but always places fun ahead of his own ego. Not many DMs do. Unfortunately, my gaming experience has conditioned me to go along with what other people expect, so even in that game I’d often sabotage myself by becoming what I didn’t want to be. But if that’s the way you want to play, then go for it. Some people reading this will know I’m talking about them and their play style. They shouldn’t be offended. None of this is meant as an insult.

3. Combat is part of the game, and I’m capable of enjoying a good combat.

4. Luddite_Vic and I have been designing our own RPG for a few years now. It’ll probably never see the commercial light of day because we’re too busy to meet regularly, but to some extent game design can absolutely accommodate my play style. It can even encourage it, though the best game system is going to be one that allows anyone to play it the way they want to play it.

So, what am I talking about?

I’m an Actor

No, you shouldn’t be asking me for my autograph. I didn’t say that I’m a good actor.

There are several player types. Some players change their type over time, and some fall into several categories at once. I’m certainly what I call an actor. I create a character with at least one notable, obvious personality quirk, and I play that up for maximum effect. Sometimes it’s funny, sometimes it isn’t, but it always defines my character, so much so that years later people reference the quirk by shouting, “Honor duel!”, “Bongos!”, or something referencing a character, when they see me. Whether I’m in combat or not, if I’m not playing up that quirk (or quirks), I’m not having fun.

Sometimes character concepts fail, so in theory I could impose an annoying play style on others, but I don’t. If I make a mistake with a character concept, or if it just doesn’t work within the game system, I move on from it before it becomes a burden. I’m self-aware of the impact I have on others, so if I’m annoying you, it’s intentional 😊, but I avoid doing that with characters.

True Immersion

The key to me having a good time is true immersion in the game world. I don’t think many players do that, and I think the best way for me to explain this is through a few examples.

The simplest and most talked about example of that is alignment. If you’re playing a lawful good character, then your character should act as such. I see far too many players choosing an alignment because of some mechanical bonus it gives, or because it serves a class build well, but then they act according to tactical needs rather than character philosophy, and their alignment goes right out the window. Again, if it makes you happy, fine, but I think you’re losing something valuable by doing that. After all, rolling a critical hit isn’t really an accomplishment. It’s random unless you’re cheating. As the great philosopher, Neil Peart, once wrote, “The point of the journey is not to arrive.” Misplaced modifier aside, by that he meant that how you get somewhere can often be more rewarding than where you wind up.

Assuming your character has roughly the same alignment as you, is that how you’d behave in the real world? If you’re playing a character with vastly different morals than you, is that how such a character would behave in the real world? If not, you’re not immersing yourself in the game world.

Here’s a better example. I openly wanted to test a story line but covertly wanted to test whether others would be interested in my play style, so I took over a 4e campaign when our characters hit paragon level (11th level). This is 4th edition, so even the bard had at least 70 hit points. The first encounter in the paragon campaign was clearly underpowered. It was designed to be a “James Bond” moment, where everything started off with a bang, but the point was to deliver the story hook. Any experienced player could recognize that, and in fact they all did.

The characters were visiting “the Lawns,” which was an area of the city best described as a much smaller version of Central Park. Commoners were everywhere, and I had the PCs place themselves randomly on the board. There were three magical cages containing a bear, a destrachen, and a manticore, all of heroic tier. Collectively, they were no match for the PCs. A blast of energy wipes out the vegetation in the immediate area and causes the cages to burst open. The bard wins initiative. He’s standing near the bear, an elf, the elf’s two small children, and a human. He elects to run over to the manticore to gang up on it with two other PCs. I say, “Just in case neither the minis nor I have described the scene properly, you have the jump on the bear, and the bear has the jump on the commoners. If you run away, those commoners, including two children, are as good as dead.” He said he understood but was going for the better tactical move, and the other players agreed, saying, “Get over here!” (or words to that effect).

I know these players well, so I knew this would happen — this encounter was also designed by me to be an ethical set up — but I couldn’t believe they fell for it. What exactly is the “better tactical move”? In my mind it was to limit as much damage to the citizens as possible. That’s what heroes do. (If I recall correctly, only one character was neutral on the good-evil axis, and I know it wasn’t the bard.) The party instead defined “better tactical move” as personally taking the least amount of damage possible. (Later, I’ll provide more evidence that this is their thinking.) This was the case even though the bard would be looking at taking, at most, one healing surge worth of damage in a one-on-one combat against any one of them.

When the bear got its turn, I described the event in gruesome detail. The elf shouts out, “Run to your mother, children!” right before he’s disemboweled with one claw. Then the human has his face ripped off by the other claw. I don’t expect the players to lose any sleep over make-believe characters getting killed, but not one of the characters expressed the slightest bit of sadness or regret. And don’t think for a second that I missed it. I was watching them carefully and prodding them in character (through NPCs) to let me know what they thought about these events. From a meta perspective, that was the entire point of me taking over the game as DM.

Isn’t a role-playing game supposed to be about writing a story? What kind of a story are these “heroes” writing?

As I said, I knew this would happen because I knew these guys, and part of what I was testing was this principal of immersion. I was trying to see if the right story would change the players’ approach to the game. So, I had some more tricks up my sleeve. I bit my lip for three months waiting for the story to progress to a specific encounter. The players needed to research some very obscure information, so they visited the “Black Library.” This place held all the knowledge of the universe in special crystals, including dreams and memories.

The Black Library was at a very important place in the multiverse. It was near the “Grand Stairwell,” which (as far as mortal minds could perceive) is a stairwell that leads up and down to each of your potential final resting places after death (e.g., the Nine Hells, Archeron, Nirvana). There was always a long line of souls of the recently departed waiting their turns for final instructions. Go up four levels, go down two levels; whatever.

I asked the players to make a Perception check. It didn’t matter what they rolled. I said, “You seem to recognize one of the people in line,” and they took the bait. It was the elf they let die. He confronted them, and once again all of the player characters showed no remorse other than an insincere, “Sorry, but . . . .” I gave them one more shot though. The elf said, “Okay, I don’t agree, but I at least understand the tactical approach. So did you at least make sure my children were okay? Did they find my wife? My wife and three children, one of them a newborn, depended on my farming to earn a living. My wife doesn’t know how to farm, and now she must feed three young children on her own. How are they doing?”

This sounds really sad, and it was somewhat predictable considering the scene in which the elf (and human) were brutally killed. Nevertheless, I received no showing of true sympathy despite closely looking for it. Instead, the characters (players, really) stood their ground and responded (essentially), “It wasn’t our problem.” They were so intent on being right that they couldn’t muster any sympathy for such a tragic circumstance their choices created. And of course, even after this conversation, not one of the characters even suggested checking in on the elf’s family. These were 15th-level characters at this point with more wealth than entire towns, but they just didn’t care. If that’s how they wanted to play, so be it, but that’s not immersion.

As I said, when bad things happen to innocent but make-believe people, I don’t expect players to be sad, but I do expect their characters to be, especially where the bad things were the result of the characters’ own choices.

If you were in an analogous situation in the real world, would you have behaved this way? Would you have any remorse for these circumstances even though there was no financial reward or information to be gained?

Another Example: The Puzzle Encounter

I created a puzzle encounter, which I’ll describe here. There’s a magically charged, metal plate with an array of 100 lighted buttons (10 rows of 10) in front of it. Each button is numbered from 0 to 99 in order (left to right). You must figure out which buttons to push and in what order. If you fail, the plate will light up and zap you (but not your allies) for an amount of damage equal to the number of the button you should have pushed. For example, if you should have guessed 4 but pushed 87, you’d take 4 points of damage (not 87!). You then should push the 4 and continue with the sequence. Remember, at this level, the relatively fragile bard (now at 13th level) has at least 80 hit points, so even a 4 would result in 5% of his total. If you couldn’t figure out the answer before running out of buttons to push, you couldn’t try again in your lifetime, so another player would have to try this level. If you push two correct buttons in a row (something you could pull off by guessing in some cases), the plate acts as an elevator and moves you and your allies up to the next level, where you face the identical situation but with a different code. There are four levels you must pass to get reach your goal.

All this information was deduced care of an easy Arcana check. My intent wasn’t to hold back the nature of the puzzle at all, so if someone was confused, I freely shared any information they needed. What they never got was a hint as to what the code was applicable to each level. The only way to discern the codes were through trial and error, and that was the actual puzzle. Hit some buttons, get zapped for a tiny amount of damage, but figure out how to avoid it and move forward.

Answer: FYI, the codes were based on various sequences. The first sequence was a series of squares (i.e., 1, 4, 9, 16, 25, etc.), the second was a series of cubes (i.e., 1, 8, 27, 64), the third was the Fibonacci series (i.e., 0,1,1,2,3,5,8,13), and the fourth was the digit product series (i.e., 1, 2, 4, 8, 16, 22, 26, 38, etc.). Again, the only way to discern the codes were through trial and error, and the players were angered by that. More on that later.

The point is this: If you truly immersed yourself in the game world, you wouldn’t have a problem with this puzzle. In fact, you’d expect this because of course this is how a puzzle would be designed. These are meant to keep out would-be intruders. They aren’t supposed to give you an out in which you take no damage, and logically you wouldn’t expect there to be any way to deduce a code unless you personally knew the puzzle’s creator and the way he or she thought. If anything, puzzles should be a lot harder (e.g., a simple 6-digit pin impossible to guess), but that makes the game inaccessible, which we don’t want. However, it’s reasonable that 1) you’re not going to be able to reason out the code except through trial and error; and 2) you’ll be punished when you get things wrong; however, 3) the initial punishment is easy in case the puzzle-maker himself makes a mistake or forgets which code goes in which order.

Remember when I said above that I’d provide more evidence that the players define success by how much damage they take? When we were finished with the third level, the players had had enough of my nonsense. They accosted me because the puzzle was unfair. The straw that broke the camel’s back? The third sequence was the Fibonacci sequence, which means when they got the first number in that series wrong, the plate lit up, and one player took a whopping . . . zero (0) points of damage. That’s right. A couple of them actually raised their voices and complained because one of them took 0 hit points of damage. After they were finished complaining, we continued. They pressed the one (per the instructions), then a two (which zapped them for one point of damage), and that’s all the damage one player took. Another player immediately deduced that 0, 1, and 1 were the start of the Fibonacci sequence, so for this sequence, a single 13th-level player with close to 100 hit points took exactly 2 points of damage, and that was unacceptable to all of them. I was so annoyed at this point that I didn’t tell the about the fourth level. I just said that they had reached their goal after the third puzzle (essentially, “Congratulations! You won D&D!”). The digit product series would have been a bit tough anyway, so frustrations aside, that was probably a good call.

Explain that any way you want. To me, it’s as simple as this: Some people just want to win D&D flawlessly, but that won’t always be possible if you immerse yourself in the game world. You always lose at least a little. I don’t get this at all, but I at least respect the fact that some of these players admit that immersion isn’t what they want from the game. Others claim they like immersion, but it seems like nothing but talk to me.

So Why Is This Important?

Why is this important to me? Why do I think this sort of thing would matter to far more players than it does if they ever gave it a try? Simply put because all mechanical bonuses and victories in the game are illusory. The only true successes or failures are story-based.

Let’s first look at the mechanics. Game designers, take note. As a DM, you may want to balance your encounter or campaign to be easy, even, or hard. I don’t care which; that’s not the point. The point is that you want a certain “balance,” which I’m using as a general term that doesn’t necessarily mean having a 50% chance of success. If a game is designed such that a 3rd-level PC is expected to have a +1 sword, then that disturbs your balance. It doesn’t do something cool like 4th edition frost brand weapon does. It simply increases your chances to hit by 5%. To keep the game balanced as you want it, the NPCs must have built within their mechanics a boost to defenses at 3rd-level (more or less). That means that the +1 bonus isn’t a bonus at all; it’s just keeping things consistent. Maybe you’re falling for that, but I’m not. I see it for the poorly-disguised illusion that it is. A frost brand weapon, on the other hand, allows (for example) a fighter to become a wizard for just a moment or two by giving the fighter a limited-use blast attack. It’s not enough to steal the wizard’s thunder, but enough to mix things up a bit. It’s a far more legitimate reward, though even that is still a bit illusory (just not as noticeably). It also allows the fighter to get a nice boost of damage against cold-vulnerable NPCs (if the game designers would ever create such creatures!), which mechanically is balanced by the fighter’s reduced damage against cold-resistant creatures. Thus, the reward is that the fighter has yet another avenue to get their moment to shine within the story. That’s much closer to a real reward.

The same can be said of encounters. If you’re trying to sneak by a campsite but get caught, you have an extra fight on your hands. Worse, if they’re able to sound the alarm to their allies, you have a single fight on your hands against, let’s say, 25 opponents. Levels don’t matter at that point. Even 25 kobolds 5 levels below you will likely be unstoppable. So, what does the DM do? He fudges it. He has the kobolds choose poor tactics by not all rushing the PCs, or he eliminates an encounter or two so that this extra encounter doesn’t upset the balance. Sure, the math allows some wiggle room here, but not a lot. Too many encounters, and you’re facing an inevitable TPK simply because you stepped on a dry twig. Because DMs don’t allow for a single twig to result in a TPK, the punishment is also illusory.

Something Real

So, what’s a real reward or punishment? A story-based one. Let’s say you’re approaching that same campfire, but the kobolds have prisoners. The prisoners are commoners who have no money, no information, and aren’t even important enough to have names. If you immediately charge, one of commoners gets their throat slit before you get there. If you’re sneaking but step on that dry twig, a few get their throats slit. Before you know it, you’ve got a lot of dead kobolds, but also a lot of dead commoners. That shouldn’t be seen as a victory despite the dead kobolds. Instead, the dead commoners should be your punishment for your failure. The more that die, the greater your failure. After all, aren’t you adventuring to save the world (assuming it’s not an evil campaign)? Unfortunately, commoners aren’t a concern to anyone unless they find enjoyment in immersing themselves in the game world. I haven’t met many of you that truly do, or perhaps most of you (like me) have resigned yourself to how things are done, so you don’t play that way despite it being your preference. I don’t know what’s in your heads; I can only guess based on your words and actions, and I’ve never heard anyone voice these specific concerns. Many adventure and game system writers don’t write that way either. Ergo, gaming has grated on me, and I no longer enjoy playing. The one time a year I do is at Winter Fantasy, but if I play too much, I get into a bad mood.

End Rant

That’s it. Rant over. I hope that explains my position. Please keep in mind that if all of this is falling on deaf ears, that’s fine. You don’t have to agree. None of you owe me a game played the way I want it played. If I’m not enjoying the game, I’ll find something else to do. We can still catch a movie together when the pandemic passes. That’d be fun. I rarely drink, so I can be the designated driver if necessary. 🙂

Side Note: 4th Edition D&D

In response to something someone said to me on Facebook, I’ll add that I love 4th edition. It’s my favorite edition of D&D. Despite the way I want to play, and even though it’s largely a combat simulator, I really enjoyed it. The math and logic were largely normalized, meaning you could focus on story above the math, which was easily dealt with as you went along. I wish more people took advantage of that. Instead, I think people prefer the convoluted, illusory math because they want that to be their focus. If true, that’s rather ironic considering the primary criticism of 4th edition is that it’s too rules heavy. But now I’m just picking fights. 🙂

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