Toldain Talks

Because reading me sure beats working!

Name:

Toldain started as an Everquest character. I've played him in EQ2, WoW, Vanguard, LOTRO, and Zork Online. And then EVE Online, where I'm 3 million years old, rather than my usual 3000. Currently I'm mostly playing DDO. But I still have fabulous red hair. In RL, I am a software developer who has worked on networked games, but not MMORPGS.

Friday, December 09, 2011

In Praise of Pink Sneakers

Amina Mae Safi wrote a guest post at Geek Feminism Blog about having a Ladies D&D Night.


Last night, we had our first meeting. We began the processes of picking out our characters, and, obviously, learning much about one another in the process. We drank cheap wine, discussed who we’d take to the Yule Ball, made esoteric references to Tim the Enchanter, got excited about speaking Draconic and hacking shit up in dungeons, all while feeing free enough to admit excitement over planning our characters’ costumes and buying pretty dice.

No one derogatorily accused anyone of being “girly” the entire night, despite swooning over a couple notable nerd-girl heartthrobs (Han Solo, Sirus Black) or waxing nostalgic on old boy band crushes. It was the most comfortable I’d felt around a larger group of nerds in years. I was free to be a girl, in my own sense of the word, and free to be a nerd, in my own sense of the word as well. There were pumpkin Rice Crispy Treats and there was a suggestive drawing of Matt Smith on the walls.

What I’m trying to say, rather wordily, is that I felt actually a part of a community for the first time in my geeky life.


I love geek women. I'm married to one. She probably likes playing D&D more than I do. She doesn't make Rice Crispy treats, and she isn't all that fussy about clothing, either. She does, however, get excited about speaking Draconic, hacking shit up in dungeons, buying cool-looking ("pretty" doesn't really enter her vocabulary) dice, and Sean Cassidy (We have to count him in the category of "boy bands" don't we?). I think she leans to Han in preference to Sirius, she tends not to like facial hair. Although head hair of the fabulous red persuasion is quite to her liking. However, she's taking ME to the Yule Ball, thank you very much.



For some reason, I associate geek women with pink sneakers. Not the really fashionable ones, but the big clunky ones that go up to your ankle. They are meant for srs bznss! If you are woman and a geek, and you don't wear pink sneakers, I'm cool with that too. I'm sure there are lots of you, I've worked with many such women. Pink sneakers take something which seemed to denote a "boy"-hightop basketball shoes - and claimed it for girls, too. In my mind, it's simultaneously a stupid, gross oversimplification, and a fun metaphor. And for the record, I don't think Mrs Darkwater has ever worn pink sneakers, but I could be wrong on that.

I played one long tabletop campaign in the Call of Cthulhu system with four women, one of which was only there for part of the time. There were three other men playing, too, and the GM was male. We each had multiple characters, typically switching between them depending on which part of the plot we were advancing. One of the characters Mrs Darkwater played was male (we call that "gender bending", it's been part of my RP since the beginning.) Another woman also had one character who was male.

We once spent one entire run in Paris in 1926 while the women characters in the group stopped and shopped. The male characters represented the patient and the impatient. One of the women players had some books of fashions in that day, and we had a glorious time. The run ended with one character, the young actress, missing the train (The Orient Express, of course) and having to hire a motorcycle with a sidecar to catch up to it.

That run turned out to be one of the most memorable of the entire seven years the campaign ran, even though there were no cultists, aliens, or dark gods to be seen. Those would come later.

I would say that I don't understand why any man would not want women at his RP gaming table, but I think I do know. At least, I think I can think of at least one reason.

To be a man is to have your masculinity always in question. People will be eager to tell you that you aren't a "real man" and that they can show you how, for a small fee. Or if you will do their dirty work, that will make you manly, too.

This masculine insecurity drives men to find activities that signal that they are men, rather than "not a real man" (I don't really think that "not a real man" is synonymous with "woman" by the way.). One of those activities might be Dungeons and Dragons. It's happened that way for a lot of men, I think. They first played in their youth, when most activities were gender-segregated because of, "OMG COOTIES".

That wasn't what happened to me. I first played D&D in grad school, with a woman GM, and a group of male players that flipped a coin for each character to determine its gender. (At least one of those players, I found out later, was gay as well.)

We had a rocking good time. The GM had some romance subplots, but they weren't front and center during the run. When we played women characters, we tried to make them as believable as we could, and we were probably about as successful as we were with the male characters.

But we had fun. For me, fun with D&D and later with MMORPG's has always involved women. Sometimes, sexual feelings do come up, and I'd bet that that's true for women, too, in most any mixed group. Sometimes.

But that wasn't the point of our group, so that stuff didn't get any oxygen during our sessions, out of respect for our group. (I know of several relationships that started over D&D or MMORPGs).

To me, its fun to have different viewpoints at the table, and the true joy of tabletop RPG is getting into a group head space. It's like a great big canvas that the GM has sketched an outline on, and we're all filling it in and embellishing it. And I mean that not just in terms of character, but in combat, too. Combat is character. (If you don't know what I mean, try watching "Crouching Tiger, Hidden Dragon" again with this in mind.)

Sometimes, other players will bring in some twist that will take everyone's breath away. You can almost think of it as a derail, but really, we embrace it as an embellishment. This requires a DM to be pretty flexible about plots, though.

And so, people who are different than you are become an asset. As long as there is accord on the basic social contract of the campaign, diversity adds to the enjoyment of the game, it doesn't subtract.



So men, relax a little. Brace yourself to ignore the catcalls of "not a real man". If anyone tries to shame your masculinity, give them the Braveheart treatment (shown above). Well, at least in your imagination. You'll feel a lot better. They have an agenda, and it isn't to your benefit, count on it. They are trying to drive you away from something that you love! If there are women at your table, DO NOT hit on them, not there, not during the session. That breaks the social contract of an rpg session, which is to focus on play. It will irritate everyone else. And don't shame them for doing stuff that you wouldn't do. There might be consequences, it's true. Know that the consequences might make the story more interesting.

To women, I say "show up". If you're new to the game, listen and read. Ask questions. There's a lot going on, and some of the advice you'll get is really useful, others not so much. But feel free to play your character. Don't worry about "being a woman", be yourself, and know that it's ok. A little mental Braveheart for you might be good, too.

What everyone needs to do is find some accord on the basic social contract of the game, and that goes for all groups, not just the mixed gender ones. The group needs a few ground rules about how the game is going to work, and logistics. A few such possible rules:


  • Explicitly say that you're going to let players make mistakes and have failures. You can expect them to learn from these, but have a good time with it. Laugh when things go wrong. It makes a better story.
  • It's probably best not to bring sexual material into the game unless you are really, REALLY sure that everyone's ok with it. I mean REALLY sure. No, not that sure, even more sure than that.
  • Don't allow unlimited cross-table advice during combat. We use a mechanic called "idea roll" which is INT based if someone wants to suggest a course of action. Or they can shout out something short ON THEIR TURN. Otherwise, they can shut up. Maybe the new girl (or guy!) has a dumb idea, but maybe it isn't that dumb after all.


Finally any group needs a shared goal or focus that will pull the characters together. It might be rescuing kittens, it might be toppling evil overlords (Did I say "overlord"? I meant "protector"!), it might be pulling a heist. As long as everyone is on board with this, the group can tolerate an enormous amount of diversity. The way RPG's usually work, as long as that stubbled-cheeked, cowboy-boots-wearing, mass-murdering psychopathic lunatic is helping you, they get a pass. Why shouldn't the same go for the bubble-gum-chewing, pink-sneaker-wearing, fashion-conscious psychopathic lunatic?

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Thursday, July 07, 2011

The Xorian is Deciphered

Last night we tackled a DDO quest called The Xorian Cipher. It's described as level 8, very long, and extreme challenge. We played it on Normal difficulty.

In attendance were Karayasama (Sorcerer 7, Thief 3), Profundo (Bard 9, played by Phritz), Thio (Fighter 6 or 7, played by Lobilya), and your favorite 3000-year old (Wizard level 10). I brought along Tower, a level 8 fighter hireling, and Profundo brought a level 9 cleric hireling to fill out the group. Tower is warforged, so I can heal him, and I've focused some enhancements and gear on doing that well. Profundo's healer gave us the ability to raise dead during the heat of battle. This was quite useful.

I died a lot. In this dungeon there are maybe a dozen rifts, which spawn these strange black glowing energy globes. They wander around aimlessly, and if they touch you they cast a random spell on you. And I do mean random. We got Bull's Strength, Enfeeblement, giant heals, Polar Rays for 100 hit points (that was one death for me), and Stone to Flesh (another one, after something else beat the crap out of me).

There are runes near each rift that allow you to close it, activated by either high Intelligence, Wisdom, or Charisma. We had all three available. But finding the runes and getting them turned off while there are cultists and undead chasing you isn't the easiest.

The craziest fight came late in the dungeon where we were forced to split up, standing on each of four pedestals to proceed further. Karayasama and I went one way, and Profundo and Thio the other. Karayasama and I managed to clear through a couple of encounters without too much trouble - making a few opponents switch sides at the beginning of battle can do that - and found ourselves in a high arched opening overlooking a giant hall with skeletal archers, a rift, and four named undead who shot lightning bolts.

Profundo and Thio had made it to this hall and were having serious trouble. Thio dropped early. Profundo had survived, with the help of his healer. I summoned my teleporting devil, hoping he would jump down and join in. But he was reluctant. I stood in the doorway as close to the edge as I could, trying to get him to engage. The archers evidently had arrows that did a sonic with a stun, or one of the nameds could do that. I stood there like a fool while they drilled me. Well, I stood there like a fool before that, too, but never mind. I died and the demon did not engage. Quoth Karayasama, "Tolly, you have to dodge in and out, don't just stand there!"

Now that I'm dead, I jump down into the chamber and order Tower to engage. He's doing ok, but he can't manage by himself and eventually he dies.

Ok, things are bad. I think at some point maybe Karayasama got tagged too, I'm not really sure. But it turns out that down a long hall leading from the big chamber is a rest shrine and a rez shrine. The first time I try it, I am tantalizingly close, the cursor even changes to the correct icon, but I'm recalled to my soul stone before I can click. The next two tries are not as close. The fourth time I make it, and my hair is once again red and fabulous. (Rezzing is great for split ends!) I rest and recharge all my mana, too. I call Tower back and he rezzes. I get another summoned creature (another devil, in fact). Profundo, I think has stayed alive, or rezzed himself. We push back down the hallway, killing skeletons, but avoiding the nameds. I grabbed someone's stone, maybe Karayasama's and run it back to the shrine. Profundo grabs the other one.

We're all back in the game, and I start putting up electrical resistance and protection. Which is good because the nameds have decided to chase us into the shrine area. But the resistances are enough to turn the tide and we prevail. However, the orbs from the rift claim another victim - Thio - and we pause to turn off the rift before we recover Thio's soulstone.

When the dungeon is cleared there is jubilation. That was sloppy, to be sure, but we pulled it out, turning what seemed to be disaster into success, though success with a high repair bill.

The last fight went easier, though I died due to stupidly throwing multiple lightning bolts at the named hellhound right from the start. Doh! Fortunately nobody else was so stupid, the hireling raised me, and we grabbed the loot and did a victory dance!

This is how I like to dungeon. I don't demand that stuff be completely fresh - Karayasama had done part of the dungeon before, and helped us speed things along. But it's the polar opposite of what running instances in EQ2 had become: Pull all the mobs in the room and burn them down. No real danger or risk. Any puzzles or lore are completed by someone else that had done the instance dozens of times before I can even read them.

I understand the mentality, and if I had ground through an instance a dozen times or more, I'd be in a hurry. Because I would be farming them for drops or points or whatever, and feeling impatient. But I don't play D&D or RPG's to farm, I play them for adventure. Running something for the fiftieth time and concentrating on efficiency is kind of the opposite of adventure.

Not that there isn't a place for that. That's more the realm of economic/strategy gameplay. Such as mission-running or ratting in EVE. Of course you're repeating it, the mission itself isn't the adventure.

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Friday, May 06, 2011

Zombies All Around Me

...I be hackin' them all up.

Roll a D6 from Connor Anderson on Vimeo.



If you are a clueless old dude like me, you probably didn't know that this is a parody of "Like a G6" by Far East Movement.

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Friday, November 19, 2010

Lawful Neutral?

I Am A: Lawful Neutral Human Wizard (7th Level)


Ability Scores:

Strength-14

Dexterity-13

Constitution-16

Intelligence-18

Wisdom-15

Charisma-12


Alignment:
Lawful Neutral A lawful neutral character acts as law, tradition, or a personal code directs him. Order and organization are paramount to him. He may believe in personal order and live by a code or standard, or he may believe in order for all and favor a strong, organized government. Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot. However, lawful neutral can be a dangerous alignment because it seeks to eliminate all freedom, choice, and diversity in society.


Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.


Class:
Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells, everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar- a small, magical, animal companion that serves her. With a high Intelligence, wizards are capable of casting very high levels of spells.


Find out What Kind of Dungeons and Dragons Character Would You Be?, courtesy of Easydamus (e-mail)



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My Good-Evil axis score had 14 points for Neutral, 13 for Good and 0 for Evil. Meh.

Lawful is a fair cop.

What's your score?

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Wednesday, August 25, 2010

Dungeons and Dragons Ate My Baby

Via Neogrognard, I just ran across the original broadcast of the 60 Minutes episode investigating the role of Dungeons and Dragons in murder/suicides. It was run in 1985.

I highly recommend watching these, they are instructive.








The videos feature Patricia Pulling, who's son, Irving "Bink" Pulling committed suicide. Also Thomas Radecki, who is a psychologist.

srm complains:

Gygax and his PR dude came off as defensive and insensitive pricks who were using D&D money to shut down investigations. Remember that this is the height of the great Satanism scare of the 80s. It was a strange time.


There was never going to be another outcome. There is no argument to be made that will make you look better, if you're E. Gary. With 3.5 million people playing, and 35 deaths, you have no real case. If you are going to run the segment at all, you have to have some narrative to support it.

And it's always a strange time. There are people today who will swear that vaccinations cause autism, and refuse to have their children vaccinated. It's causing a whooping cough epidemic in California's Central Valley. People are strange, even redheaded elves have their kinks. They always will.

Of course, Dungeons and Dragons doesn't kill people. Nor does playing the online versions of these games. For some debunking of this stuff, The Escapist has a nice little encyclopedia of unfavorable media references. For example, his entries on Bink and Patricia Pulling.

(I have a little small spot of sympathy for Mrs. Pulling, who died in 1997. Stuff can go wrong with children, even when parents mean the best, and do the best they can. It seems she made some mistakes, and in her case, they turned out to be fatal for her child. That would suck.)

In some ways, the internet makes conspiracy theory mongering worse. People who are in the grip of a crazy idea can find other people with the same crazy idea much more easily, and reinforce each other. But that doesn't mean I want to shut down the internet, because that same internet let me do the research to debunk it.

So I come to how much I like the concept of Net Neutrality. If someone could pay off someone else to keep stuff that embarasses them off the internet, that would be a great, great loss.

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Tuesday, August 24, 2010

"I Don't Think D&D Will Ever Be Mainstream"

Stephen Radney-McFarland (aka srm) recalls a conversation he had roughly 10 years ago with Jeff Quick, then editor of Polyhedron magazine, and an employee of Wizards of the Coast, who were about to publish Third Edition Dungeons and Dragons. Those who follow the hobby know that this spurred a huge wave of interest in the game, reigniting the passions of 3000-year-old redheaded elves everywhere. That's not a very large market, though, so luckily for WOTC (and for the hobby) a lot of other humans, halflings, gnomes and dwarves were interested too. And a few half-orcs, no doubt.

Anyway, I loved this paragraph:


Learn from [...] outliers. They’re not afraid of their geek. And not just the outliers in RPGs. People paint their entire body when to go to watch football. Dressing up like the people of Mad Men has become vogue in some circles. Some men love their motorcycles more than their wives. We are all geeky about something. In modern culture where we spend the majority of our time in the fluorescent flicker of gray cube walls, our geek passions give us color. And this world needs more color.


Stephen recounts telling Jeff the quote that is the title of the post. But from the perspective of 10 years later, it seems that he was wrong. Wrong in a way that he (and I) never expected.

Roleplaying has become huge. In part this is because of games like Diablo and World of Warcraft. Adults are getting the basic idea of pretend play back in their lives. I never expected this, but I think its good.

I've seen Army Colonels say that they think D&D is good for the troops, teaching them valuable lessons in teamwork and boosting morale. I know a woman that runs a after-school/summer camp based on doing RPG with the kids, and injecting specific lessons about geography, math, and sociology into the runs. When you have to do a math problem to unlock the treasure, there's a little more motivation.

In about 1981, about a year after my first introduction to D&D, the local store stopped carrying any D&D related product. They had concluded that Dungeons & Dragons constituted demon worship, and wanted no part of it. My personal reaction was of the nature, "But don't you get it? We're killing the demons!" I don't know how much of this reaction is still out there, I would imagine very little.

The web has been a huge boon to the hobby, beyond the advent of MMO's. Sites like DriveThru RPG sell roleplaying stuff. and Think Geek specifically targets a geek audience.

Film and television has become laced with D&D and roleplaying sensibilities. The actual "Dungeons and Dragons" movie kind of sucked, it's true. But then there's "The Mummy". Steven Sommers, the director of "The Mummy", "The Mummy Returns" and "Van Helsing", plays D&D. There is a sensibility to these films that is very familiar to those of us who gather around the table with strangely shaped dice. Particularly when we've played a non-D&D game "Call of Cthulhu". John Rogers, writer of "Transformers" (the movie) and co-creator of the TV series "Leverage" not only plays, but has contributed to some of the D&D books. Vin Diesl not only plays D&D, it's what inspired him to try to become an actor. Karl Urban (Eomer) plays too. Dame Judy Densch runs a campaign for her grandchildren. The very-indy film "Rise of Dorkness" is an engaging, feature-length film about a group of D&D players and the characters they play. It is apparently funny even to those who have never played any tabletop RPG.

Anyway, Steven's post is really good, go read it. He has an embedded video that is really, really funny too, where the britcom "The IT Crowd" takes on D&D. Ne plus funny.

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Thursday, June 10, 2010

One Day My Hair Will Be Gray





Of course, it will still look fabulous.

[Phritz sent me that, I thought I'd share]

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Wednesday, April 21, 2010

But I Still Have Fabulous Red Hair



I am a d10


Take the quiz at dicepool.com



You are a d10: You are analytical, rational, and logical. You see the world around you as a succession of problems that can only be navigated via insightful and elegant solutions. You insist on precision are often forced to waste valuable time correcting others. Your attention to detail is extraordinary, and will sometimes focus all your attention on details that others consider unimportant. You are not so interested in doing the right thing, as you are in finding the best way to do it. In other words, you're a complete nerd.


Seriously, for those of you who cross paths with polyhedral dice on a regular basis, the quiz is a hoot. It might be fun even if you don't, but who am I to say? I think the best way to handle this would be for y'all to post your dice in comments. Be detailed and specific.

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