Showing posts with label Rule of the Dice. Show all posts
Showing posts with label Rule of the Dice. Show all posts

Wednesday, December 3, 2025

The darkness and the mist had vanished with it, for it was a clear, cold, winter day (#IWSG December 2025)

It's been a weird, hard year, especially the last few months.

We did not do our annual Haunted House for Halloween, though we did have a Halloween party for the family, which was I think was good for everyone, and I'm sure what my father-in-law would have wanted. I also did not write a Christmas book for anyone this year, which is the first time in a very long time. My mood was just so bad for most of the year, and then with everything that was going on in the fall, my head was just not in the right place. I hope the kids are not disappointed. I know I am.

Everyone wanted to know how this ended. Especially me.

The good news is I have been writing a bit again, and I've got a few things well underway. Here's looking forward to a fresh start in the new year. 

But anyway, before we mope too much, let's jump to this month's question...

December Question - As a writer, what was one of the coolest/best gifts you ever received?

I've been thinking about this for a few days, and believe it or not I can't think of a writing-related gift I ever received for Christmas. Maybe a journal or something? I hate getting fancy journals though, because my thoughts are not worth writing down in something so nice and expensive. I have received gifts related to my other creative interests, like paint and brushes, models and crafting tools, but never anything for related to writing.

I keep asking for a gift certificate for book editing, but my wife tells me that's not a Christmas gift. Then time rolls around to actually pay an editor, and I'm like, "See, don't you wish we had paid for this months ago?"

In a related tradition, we do a book gift exchange with my extended family every year on Christmas Eve, in the tradition of Iceland's Jólabókaflóð (literally, "Christmas book flood"). We draw names and give a book secret-Santa style. Usually we make wish lists so people know what to get (there's a lot of readers in my family so it's hard to know what people have and have not read), but sometimes we have special themes, like gifting a book we loved from our childhood, or something a bit obscure that we think the other person would like. And yes, I have gifted several books from IWSG writers. Originally we did it just among the adults, but this year our youngest is old enough, so we've invited the kids to join. It will be sad because we're also short one person overall this year, but I suspect everything about Christmas is going to have a bit of sadness hanging over it.

The more you know.

Anyway.

On an related note, I found this blog post I wrote many years ago about the first time my father-in-law played Dungeons & Dragons with us. It has some tabletop RPG references in it you might not get, but I enjoyed reliving it. Many of my RPG posts from this period were terrible, but I thought this one was pretty good.

Anyway, Merry Christmas and Happy Holidays to everyone out there in IWSG land. May your year end on a high note and your new year start off positive.

Hugs & Kisses,
-CDGK



The first Wednesday of every month is officially Insecure Writer’s Support Group day. Writers post their thoughts on their blogs, talking about their doubts and the fears they have conquered. It's a chance for writers to commiserate and offer a word of encouragement to each other. Check out the group at http://www.insecurewriterssupportgroup.com

Wednesday, April 3, 2024

Still Blogging (#IWSG April 2024)

Busy, busy, busy... It's the craziest week of the year at my day job, so I have to keep this short. Which is too bad, since I actually had a story cooking about the monthly question.

Writing and revision have been slow due to how busy it's been at work, but it is plodding along slowly. Hopefully when I'm over that hump I can jump back into it and finally put Gale Harbour 3 to bed (or at least off to the editor).

April Question - How long have you been blogging?

My first blogging experience wasn't with this blog, but with a tabletop gaming blog called RuleoftheDice.com. I wrote about role-playing games and tried way too hard to be edgy - some of the early posts are particularly cringy. 

I won't go into too much detail, but suffice to say I do miss the community. The RPG community at the time was very vibrant, and despite the arguments between "Old school" and modern games, there were a lot of great conversations to be had. A lot of it took place on the now-defunct Google+ social media platform, which I also kinda miss because I never found those same groups again. I mean there are also gaming groups on Facebook but OH MY GOD those people are obnoxious.

How about you? Anyone else lament to the changes to blogging and social media over the years?

Hugs & Kisses,
-CDGK

The first Wednesday of every month is officially Insecure Writer’s Support Group day. Writers post their thoughts on their blogs, talking about their doubts and the fears they have conquered. It's a chance for writers to commiserate and offer a word of encouragement to each other. Check out the group at http://www.insecurewriterssupportgroup.com/

Monday, March 13, 2017

My First Time (#MyFirstPostRevisited)


#MyFirstPostRevisited was created by Sarah Brentyn at Lemon Shark, and I was tagged to participate (after some prompting) by Loni Townsend. It's an excuse to share your very first (hopefully terrible) blog post.

I wrote my first blog post six years ago. It wasn't at this blog, it was at a gaming blog called "Rule of the Dice" that I still write for occasionally. An acquaintance of mine was bumping up his game-related content and recruited a bunch of gamers to write for his site.

The post is not as embarrassing as you're probably hoping. I actually did write some REALLY embarrassing and obnoxious posts over there, but I'm not sharing those today. This was just an intro to me and my first time playing Dungeons & Dragons. Appropriately, this year is the 25th anniversary of me getting into role-playing games. This is amazing for two reasons:

1. I have wasted SO many hours playing those games over the years.
2. I am getting really f*cking old.

January 25, 2011

It was the summer of 1992. Super Nintendo was still all the rage, and Final Fantasy II was my favourite game (still is, actually). A bunch of artists from Marvel comics started their own upstart comic company, Image, which featured lousy stories but very pretty pictures. Batman Returns was in the theatres, though it was actually Basic Instinct that my 12-year old self wanted to see. Of course, being 12-years old, I couldn't get in.1 I was about to go into Junior High, an awkward, pimply, unpopular kid with ugly glasses (why parents let their children wear ugly glasses, I will never know), and spent my afternoons hanging out on my friend's patio.

One day, one of my friends (I can't remember if it was Carl or Chris) pulled out these green-lined character sheets covered with arcane runes like "THAC0," "Bend bars/lift gates," "Constitution" and "Save versus Death." The Advanced Dungeons & Dragons logo was featured at the top. I had heard of D&D but really had no idea what it was. "It's like Final Fantasy, but you can make whatever kind of character you want," they explained to me. "Then you make up stories and adventures and stuff for them to go on."

F***ING AWESOME.

My 12-year old mind was blown. I immediately made a character, which I remember vividly (I think his name was Arik). He had 20 Strength, 20 Constitution, 20 Dexterity, 5 Intelligence, 5 Wisdom and 15 Charisma. He had 600 hit points (we all started with 600 hit points) and had a Sword of Elements, which could attack with whatever type of damage was appropriate at the time.

We obviously had no idea what we were doing. We had no rule book, no dice, very little idea of how the game worked besides a few hours one of the other guys had played with some older kids. All he had were those ugly green character record sheets. And we loved it.

Pictured: Gateway drug.

Most of our games looked like this:

DM: You meet an ogre.

Player: I hit it with my katana of destiny.

DM: How much damage do you do?

Player: Um, 500?

DM: It's dead. You find a potion, but it's not labeled.

Player: I taste it, does anything happen?

DM: It was poison. You die.

We played that for awhile, and then tried Marvel Superheroes, which was even more fun. You could make your own superhero? With whatever ridiculous powers you wanted? And I can beat-up Spider-Man??? Once again, we neglected to read the rule book, so that made it even better. It wasn't until Christmas that year when I got the D&D Basic Boxed set, and I sat down and realized that role-playing games actually had RULES. So many things suddenly made sense now, like: "Oh, so Turn Undead doesn't actually mean you transform into a zombie!" The box also came with a set of ugly polyhedral dice. I still have them, and though they really suck (I usually don't believe in luck affecting the probability of dice, but that stupid twenty-sider can't roll a 20 to save its goddam life), they hold a special place in my heart.

I'm now approaching 19 years playing table-top RPGs. Have I learned anything interesting or useful enough that people will want to read what I have to say? Probably not, but I still hope I can sufficiently minimize the suck so you'll stop by from time to time to read my ramblings. While you're here, leave a comment while you're at it. Tell us all about your first time.2

Join me next week when I'll tell you about the greatest RPG ever.

Later,

CDGK


1 Which was probably for the best - even when I saw that movie years later, it still made no sense to me.

2 Yes, I mean first time-time playing D&D. But if you want to tell me about other firsts, that's okay, too.

##

Some things of note: I love foot notes, and used to use them extensively in my writing, but they really don't work very well digitally. No one wants to scroll down to the bottom in a blog post, and setting them up in an ebook is even worse. So sadly I don't use them much anymore.

I wrote lots more about roleplaying games on Rule of the Dice until I ran out of old stories, and had kids so I didn't have much time to create new ones. Then I started releasing my fiction and writing this blog, which I don't really have time for either but at least I can do it by myself, without having to schedule game days with other people.

If anyone wants to participate in the hop, the rules are below:

The Rules:

  • No cheating. (It must be your first post. Not your second post, not one you love…first post only.)
  • Link back to the person who tagged you (thank them if you feel like it or, if not, curse them with a plague of ladybugs).
  • Cut and paste your old post into a new post or reblog your own bad self. (Either way is fine but NO editing.)
  • Put the hashtag #MyFirstPostRevisited in your title.
  • Tag five (5) other bloggers to take up this challenge.
  • Notify your tags in the comment section of their blog (don’t just hope they notice a pingback somewhere in their spam).
  • Feel free to cut and paste the badge to use in your post.
  • Include “the rules” in your post.
Here are the folks I'm tagging to participate, if you're feeling up to it:

Monday, February 29, 2016

Excuse Me While I Gush About Roleplaying Games for a Moment

Most of you know I'm a gamer in addition to a writer. Specifically, I'm a table-top gamer, preferring old-fashioned board games and pen-and-paper roleplaying games to video games. I don't usually talk about roleplaying games much on this blog since I write for another site that's devoted entirely to RPG's, but today I just wanted to share with you an awesome new game I've been playing lately. I think I would be better served discussing it here rather than for an audience who all know what I'm already talking about and are probably just thinking "yeah, so?"

Hopefully you know what role-playing game is. Dungeons & Dragons is of course the classic example, as it's the oldest version out there. It's a game where a group of players each create a character and "roleplay" them through adventures to (usually) accomplish a group goal, like defeating an evil monster, finding a lost treasure, saving a kingdom, etc. One of the players acts as the Game Master or Dungeon Master, sort of the defacto referee who plays all the enemies and secondary characters the player characters/heroes encounter, and generally guides the story by creating the world and the setting with which the characters interact.

There are rules to adjudicate how your characters interact with the world - each characters has numerical values to represent their strength, agility, intelligence and so on, which indicates how good they are at certain tasks. In most games you roll dice to determine if your character succeeds at a task or not (like casting a spell or attacking something with a sword) and your chances of success are modified by your skills and abilities.


Many writers enjoy being Game Masters because the two roles involve similar functions: creating worlds, characters and stories. I also enjoy game mastering, but in the last few years I've found myself enjoying it for very different reasons than why I enjoy writing.

In most games, the GM or DM sets out the scenario: Where the players are, what they're doing, what is their goal. The players then follow the clues, plotlines and story as set out by the GM to try and accomplish the ultimate goal of "finishing the adventure." A good Game Master can adapt and improvise if something changes or the characters do something unexpected, but ultimately they're still moving in a pre-defined direction. In the worst version of this, the characters and players end up like pawns moving through the GM's pre-written story.

Even at the best of times, when the players have some choices in the outcome of the story, this still feels false to me. Many times players go through the motions because that's just the way it works. We fight these monsters because the Game Master wrote it this way. But why? Unless the player characters have a very good reason for wanting to accomplish this goal, why are they doing it? Why are they trudging through a dungeon, hunting for this treasure, slaying this dragon? If these were characters in a novel, what is their motivation? That's the part that interests me: why do these heroes do what they do?

For some heroes, it's to get back at their exes.
This is where Dungeon World comes in. Dungeon World is a "stripped down" version of Dungeons & Dragons where game mechanics and rules crunch take a backseat to storytelling and character development. It uses brilliantly simple mechanics that leave a lot to interpretation and imagination, and encourages the players to fill in as much (or as little) as they want.

My favourite difference between Dungeon World and D&D is that it takes a lot of the agency away from the Dungeon Master and gives it to the players, which is a very good thing. In classic D&D, the DM builds the game world and the players wander through it uncovering its secrets. In DW, the players build it themselves as they go.  The Dungeon Master is there to nudge them along and get the story flowing, not to create the world himself, and the players get to decide exactly what kind of game they want to play. By having more of say in their game, the players ultimately feel more involved and invested, and their characters develop true motivations to do what they do.

A great example is the classic booby trap: the pit in the floor, the poison dart, the falling block from the ceiling. In D&D it's very common for the DM to place traps in a dungeon for the players to overcome. They have to make a roll to seek out these traps at the proper time and then find a way to disarm or avoid them. Much fun is had as the players try (and often fail, sometimes fatally) to figure out how the trap works and disarm it. That's the fun of the game. In DW, the Dungeon Master doesn't set a trap in advance. Instead, when a player decides to "look for traps," he makes his roll. On a success, he finds a trap and disarms it - what exactly that looks like is up the player to make as cool, devious or silly as he chooses. On a fail, he misses the trap or fails to disarm it and it blows up in his face. Again, he may choose to describe exactly what that looks like.

Traps should be fun. No, seriously.
At first it may seem counter-intuitive to "intentionally" hurt yourself in a game (remember, if the player didn't choose to look for it, the trap probably wouldn't have been there), but you have to remember the fun of the game is finding the trap and either setting it off or not. Having no traps is boring to everyone involved. Not to mention you actually gain experience points every time you fail a roll, so it's in your best interest to try everything you can.

The best mechanic is when your roll falls between a "success" or a "failure." A "partial success" means you have succeeded at your task but... some complication has arisen. You hit your opponent but he hits you back. You sneak silently into the queen's bedchamber but you find yourself in an awkward position, perhaps under the bed and the king just walked in. Or maybe your spell puts most of your enemies to sleep, but one of your companions is caught in the area of effect and accidentally gets knocked out as well. These are fun and interesting occurrences that keep the action moving, and that you can use to build on the story and move the plot along. The player and GM working together can turn these complications into compelling set pieces that make the characters and the world around them come to life.

Perhaps the character had only meant to sneak into the queen's bedchamber to steal a signet ring to forge a letter. They assumed they would either succeed or fail and get caught by the guards, and have to fight their way out. But now we have another option, with the character under the bed, eavesdropping on the king. Perhaps the GM had an idea that the king was plotting to attack a neighbouring kingdom, and now the player character hears part of that plan. Or perhaps the player throws out the suggestion that the king is having an illicit encounter with someone unexpected - the queen of that rival kingdom, or the royal sorceress, or the queen's sister, who knows. No one had planned that detail in advance, but adding that wrinkle now adds a lot of interesting possibilities to the story.
All of our Harry Potter games end in unexpected player actions.
Though honestly, this would have solved a lot of problems in Harry Potter.
And that's what I enjoy about roleplaying games. Telling a story, together, and letting it develop and turn in unexpected directions when the need arises. I shared with you awhile ago about the time we were playing a zombie apocalypse game and one of the players turned on another and killed him at the climax of the adventure because he had been bitten by a zombie. It was completely out of the blue and against the generally accepted "no player vs player violence" of most games, but it made perfect sense to the story and the character in the moment.

I've played other roleplaying games via email and through messaging, where the whole game interaction takes place in writing. We were basically writing a communal novel, going back and forth between the players and the game master. When it works, when everyone is throwing ideas out there and adding to the story with each message or post, it's an exciting and amazing experience. It's also usually hilarious. Dungeon World really plays into that same communal storytelling sweet-spot, and it's a game I hope to play a lot more in the future.

What kind of experience do you have with role-playing games? Have they mostly been just complicated board games? Or have you delved into them as shared storytelling experiences?

Monday, January 4, 2016

2015 - A Great Year


I'm a few days late with this - my holidays were a whirlwind of doing nothing so I'm still recovering and putting things back together. At this point most people are looking forward to the new year (or slogging through their first day back to work) but I didn't want to miss the opportunity to look back at last year, even if it's a few days late.

In all seriousness, 2015 was a huge year for me so I wanted to take a moment and be thankful for all the great things that came along since I last did an update like this. I called 2014 a "pretty good year," but in all honesty this one has been many times better. Let's discuss, shall we?

1. First off, on March 13th (Friday the 13th no less!) we welcomed my daughter Evangeline into the world. She is beautiful and healthy and doing wonderful and the best little girl in the whole world. All you other parents out there with daughters will just have deal with it. She also makes these terrible growling sounds like a cross between Gollum and a Gremlin while smiling the whole time, and I'm afraid one of these days I'm going to wake up in the morning with her chewing on my face.

2. In addition the best little goblin girl, we have an amazing son named Benjamin who is just about to turn 4. It is utterly mindboggling to watch his continued growth from a baby to a boy, and I'm so proud of him. He's so smart and sensitive and perceptive and full of life. He's also massively stubborn and hard-headed, but knowing who is parents are it's hard to fault him for that.

Also, my wife refused to name our son Luke when he was born because she didn't want her kid named after a Star Wars character. Now, almost four-years later, he has retroactively become named after Han Solo's son. Score!

3. I self-published my first novel, Ten Thousand Days, on May 6, my birthday. For some people publishing their first book is the final step in a long struggle of many years. They work and tinker and query and write and rewrite and so on and so on. While I have done all of that, it wasn't with Ten Thousand Days. Ten Thousand Days was my test-run to see how publishing (particularly self-publishing) was going to go. It was the first step in what I plan to be a long journey. The things I've learned in this process is going to go into my next, better book, and the even better book after that one. I'm optimistic that 2016 is going to be a very big year for me, writing-wise, as I continue to develop and find my voice and pace.

Of course all that said, you can still buy Ten Thousand Days right here. Or here. Or here.
4. I had the steadiest blogging year ever since I started writing online. My overall hit count is no where near as high as last year (because I haven't written much at Rule of the Dice, which always generates good traffic), but I have more than doubled the hits on my personal web page, which is probably better in the long run. Better people come find me and get to know me at my own site than read funny Dungeons & Dragons stories from the faceless guy, right?

5. Also on the topic of writing, I released a short story on Halloween, Tentacles Under a Full-Moon. It was written as a joke but I liked the way it turned out so I made it available first for free and then as a $1 download at Amazon and other places. I've gotten quite a few downloads on that one and I think some people have even read it!



I also have a couple of other books and projects in progress that will likely see the light of day in 2016, first and foremost my spectacularly-failed crowdfunded novel. You'll hear more about that one very soon.

6. Improved on my running in all aspects - better times, longer distances, more work-outs - despite having a new baby, no energy and a messed-up schedule. In spite of the increased activity though, somehow I've actually gained 10 pounds from this point last year. Getting older sucks.

7. I did my first narration as I recorded an "audio book" version of Will Bly's touching (and crude) holiday tale "F*ck You Santa: A Christmas Story." It's available for free here from the fine folks at the Grim Tidings Podcast.



8. Speaking of which, I've greatly expanded my circle of friends and acquaintances online, talking to and getting to know lots of people in the writing, podcasting and gaming world. I've never been much of a social person so it's weird to have people I talk to even semi-regularly, especially since I've never met any of them face-to-face. I know most people first went through this experience like 15 years ago, but I'm just catching up now.

9. I saw Star Wars: The Force Awakens. I've been waiting 30 years for that movie. That's all I have to say about it right now.

So that was my year in a nutshell. How was yours? What are you looking forward to in 2016?
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