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On The Origins Of Orcs, Chapters 75-77


This entry is part 30 of 31 in the series Orcs & Elves

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I’ve got so much campaign prep to get done that if I don’t do it here, I’ll never get it done in time…

It’s all been leading to this! Although there are a few more chapters to come, this is the climax of the Clan Wars plotline, which in many ways is the climax of the whole Orcs & Elves story. One major narrative arc remains, but it was the need to reach this point that has had this Campaign “on hold” for most of this year. The weekend that we (usually) play is already committed in September and October, but come November, it should be able to restart – right on schedule.

In the meantime, I hope that everyone (especially my players) enjoy the twists and turns that follow below – hopefully there’ll be a jaw-dropping moment or two when you see what I’ve been building towards….

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Chapter 75

Clan Wars XX: The Freedom Of Nightmares

As prophesied, the Hidden Dragon had awoken!
   The chains which had bound Ethraztia, forcing him into endless slumber, him had shattered and fallen away. The Hidden Dragon, the literal stuff of nightmares, exulted in that release. “Free at last! Oh, how you shall regret that folly, pathetic Elfling. As reward, I shall permit you all to survive, to endure, and to bear witness until the last; a fitting reward! You have earned your freedom and your impotence, for nothing can oppose me! Creation is mere putty in my hands, and at last I am free to reshape it however I see fit. It shall tear itself apart under my control, and this intolerable reality will finally be ended.”
   “You had better have had a good reason for this, Ambassador.” growled Garunch, the Shaman of the Red Eye clan, ignoring the posturing of the Chaos Power. He could tell that even though the Dragon had directed his comments at them, he was too absorbed with his sudden awakening to really be aware of their presence.
   “How was that even possible?” moaned First in disbelief. “Corellan himself forged that spell, and he made it to be unbreakable. He gave up much of his power to ensure that those chains could never be broken. I would have wagered my life that they were as immutable as the mountains themselves…” The three-fold simultaneous strike by the Orcs had not simply shattered the chains that bound the nightmare, they had shattered part of the bedrock of First’s life. If mortal Orcs were more powerful than the God that defined his reality, nothing made sense to him anymore.
   “The absolute faith in their beliefs is strong enough that the Orcs don’t need their Gods to be real in order to work miracles, First. The chains were never real, they were magic that looked like something solid. The Orcs broke them not with their weapons, but with their belief,” answered Tathzyr. “To you or I, those chains would never have yielded. You, because in your world, Corallen’s power reigns supreme over all; me, because only my Queen has the power to oppose the father of all Elves, even when his view of the world is incomplete or inadequate. Nor could the servants of the Dragon ever have done so, because he thought them unbreakable, and he forced his followers to subscribe to his world-view. Belief and perception are always more important than objective reality – when those beliefs are made manifest through magic.”
 
A sudden flash of blinding light filled the chamber, accompanied with a rush of air so forceful that it forced the Orcs, Elves, and Drow to their knees. Corallen appeared before them from nowhere, seizing the Drow Ambassador by his clothing and hauling him off his feet to gaze into the eyes of the infuriated God of the Elves. –What have you done? Not even your mistress would have dared this!–
   The ambassador was not cowed in the slightest. “Release me, Corellan. I am protected by my Queen. This was necessary. Your chains bound him in slumber but not his power, and that power had grown to the point where the world was imperiled by it.”
   *CORELLAN! Most hated of all the Gods. You shall be the first to feel my power!* Not even a self-absorbed self-possessed and self-distracted Chaos Power could ignore the appearance of a God. With a baleful expression, the monstrously oversized and diseased head focused it’s gaze back on the party, glaring specifically at the ten-foot-tall Elvish Deity.
 
Nothing happened. The dragon head reared back in confusion, then snapped it’s withering gaze back on its chosen target, who had dropped the ambassador and was shielding himself with his hands ready to counter whatever magic the Chaos Power threw at Him.
   Getting back on his feet, a cruel smile started to spread over the Ambassador’s expression. “Is something wrong, Ethraztia? The Father of Elves seems quite undamaged.”
   With an ear-splitting roar, the dragon-shaped Chaos Power lunged at the waiting God, attempting to bite him in twain, only for its jagged teeth to pass harmlessly through the metaphysical form of the waiting god. Once again, the head reared back in confusion.
   “Why, I’ll bet that you can’t even change your shape anymore,” continued the Ambassador, “because you have no shape to change. You gained your power by embracing the change that Corellan had forced apon you, and reshaping it to your own ends. You became the essence of nightmares, but dreams have power only in sleep – and, as our Queen has taught my people, the Dark Never Sleeps. Only one power have you now – the power of prophecy – but even that is confused and fading. You saw the world of the past and future, what was and what would be, through the dreams of those who dwelt there, but you were connected to them only through the fact of your slumber. But now the Sleeping Dragon has awoken, and like all nightmares, fades to nothing when the sleeper awakens.”
   The Ambassador’s smile widened. “Oh, perhaps you might find that you can still whisper scary thoughts into the minds of those who slumber from time to time, showing them your nightmares instead of their own, but that will change nothing. You will still be impotent. Even should your brethren one day succeed, you will remain ephemeral and unimportant – even more so, for they never sleep, do they?” Each statement seemed to strike at the very reality of the Nightmare form of the Chaos Power, rendering it a fading, translucent, image.
   Positively grinning, he concluded, “Your fondest wish was to be awoken. I have granted it. You prophesied that this day would come, and your own machinations have led to the fulfillment of that prophecy. And now, we will permit you to survive, and depart, and remain a forgotten phantom for the remainder of eternity. As you put it: A fitting reward for your long labors! You have earned your freedom and your impotence. Begone! Trouble some other sleeper; we are wide awake!” Without even a whisper to mark its passage, the last vestiges of the image faded from view.

Chapter 76

Clan Wars XXI: A Grip On Reality

–You were brave, Drow, to speak as you did to such a being.–
   “I reverence only one being in all existence, Corellan,” answered the Ambassador, deliberately ignoring any respectful titles, “and I obey her implicitly.”
   “How did you…?” asked Lukzal, confused.
   “The Sleeping Dragon crafted a spell to permanently open a doorway between the realm of its servants and the world in which we live. I don’t understand much about magic, but I understood that much – after it was explained to me. First reversed that spell, establishing a permanent connection between our world and the world of the caster. Here, everything is whatever the Dragon dreamed it to be. I simply spun him a nightmare of his own, and let his own powers make it real for him. The more real it became to him, the more impossible it became for him to ever undo it; his own power makes his impotence eternal.” Corellan nodded as his understanding grew.
   “But how did you…?” asked Lukzal again, still not comprehending.
   “I simply asked myself what would be the most cruel thing I could do to him, to repay him for all the misery he has brought me and others, and suddenly it came to me – the worst possible thing I could do was to give him exactly what he wanted,” answered the Ambassador, still trying to guess at what question Lukzal was trying to express, without great success.
   Corallen nodded again. –Very Clever, Tathzyr. I see why your Queen insisted that you participate in this expedition,– he said, ignoring the Ambassador’s title in turn. –Your insight is a credit to you, and raises hopes that there remains common ground through which your people may themselves earn redemption and reunite with your kin.–
   “I would not presume to know my Queen’s mind, Corellan, and so long as she wishes us to stand removed from them, we will obey – without hesitation. There may be common ground, but it remains forbidden territory to my people, save under the most extraordinary of circumstances. According to the prophecies of the Dragon, it may not always be so; but we live in the here and now, and that is the reality of it.”
 
   “Are our Gods not real? It said they weren’t and so did you,” moaned Goral. The Ambassador hesitated; he still had to live amongst the Orcs, but for the life of him, he couldn’t find a diplomatic way of answering.
   “It doesn’t matter,” said First, beginning to regain his mental equilibrium. “Your Gods are real for you, and that should be enough. It doesn’t matter to you whether or not anyone else believes in them, because you are right, and your priest’s ability to convey their blessings proves it. The Dragon believed they were not, and the Ambassador had to include that belief in his story to convince the Dragon – but the Chaos Powers are the masters of deception, according to the Humans, who know more about them than I; I would mistrust anything that one said, and believe the opposite until proven wrong.” Dimly groping for an elusive insight, he added, “That was what this was all about, in the end – what we believe. I believe one thing, and that shapes me, and what I do in the world. You believe another. The Ambassador believes something else. We’re all right – from our own point of view. Even the dragon – his power was to overrule what we believe with his own manufactured nightmares of reality – but he needed to sleep to create those nightmares.”
   –You are grown wise, my Son,– said Corallen. –The service that you and your fellow Huyundaltha have performed is more than sufficient to redeem you, and I grant you forgiveness and absolution for your misplaced Passion. You may reclaim your names when you return to your Homes.–
   “I give thanks and praise, my God,” answered First reverently.
   –A word of warning to you all,– said Corallen. –The Hidden Dragon he became, and as the Hidden Dragon he has rendered himself powerless and ineffectual through his belief and the power he held to reshape existence to match that belief. Mention of his true name erodes the singularity of identity that he has created for himself and may restore him to power. Let that name die here, and let him be the Hidden Dragon henceforth.–
   “That seems wise. If belief shapes the world, let us remain focused in our belief that he is as the Ambassador described him.
   –Then Hope endures.–
 
   “Is it true, Lord Corellan? Were our people created to care for the first Elves?” asked Garunch, his mind still reeling from the revelations that he had been forced to assimilate.
   –To protect and care for them, yes. A century of service in recompense for existence and freedom seemed fair. But it is not yet time for you to embrace the softer aspects of your existence; should the prophecy stand true, and an alliance between your three peoples one day threaten the Chaos Powers directly, you will need to remain ready, and that requires you to remain in the embrace of your warrior culture for a time yet.–
   “I cannot forget what I have learned here. I will never view my people, or these, the same way again.”
   –You must. You Will. Those memories that must not be revealed will be caged. I am not your God, but in their names I will make it so.–
 
   “What now, Corellan?” asked the Ambassador.
   –I do not have the authority to give instruction to these Orcs. I freed them from that authority long ago. But I may still advise,– replied Corallen with a wink. –In a moment, I will return you to the place from whence you came, and cloud your memories of what transpired here, until the time is ripe for your people to relearn what you have discovered. When you return, obey the instructions you were given by Gruumsh – level the city in which the passageway to this place abides, save only the tower. Fill that tower with rock and seal it in steel, so that the passageway is hidden from view and access. Then travel overland to this place; collapse the caverns and bring down the Temple overhead. Leave no avenue by which what was done here may be undone. That is my advice.–
   “I think Gruumsh would approve. I will advise our Clan-Chief to do so.”
   “One thing more needs be decided before we return,” stated First. “Ambassador, what will you tell your Queen of these events and discoveries?”
   “She sees all and hears all, First. She already knows. I will supplement that knowledge with whatever I can recall, to the best of my abilities – is that understood, Corellan?”
   –Perfectly,– answered the Deity.
   “Very well. We stand victorious over a Dark Power, the essence of Nightmare, the Sleeping Dragon. Let us go and consummate that victory with celebration.”
   –Not yet, my son. One thing more must be understood first, that the memory that is confined will be complete. When I arrived here, I sensed a hidden presence. As we have spoken, I have been probing the reality of that presence. I now require it to come forth and reveal itself.–
   The Orcs snatched up their weapons and began to scan the cave warily, uncertain whether this was a new enemy.

Chapter 77

Clan Wars XXII: Death Of A Traveler

With a vast creaking sound, the scaffolding tore itself from the wall, shedding an exterior coating of solidified rock as it did so, and its shape began to twist and writhe as the magic which had distorted its body for centuries was finally released.
   “I might have known that I could not hide myself from your view, Lord Corallen,” it said as it stood revealed as a strange blend of elf and tree, and so ancient that age seemed to linger in its presence.
   Of those present other than Corellan, who already knew who and what it was, only First recognized its species, and that recognition left him stunned. “A Verdonne! Why? How? Who?” His mind was now reeling every bit as much as those of the Orcs had been.
   “Is it an enemy? My axe is made for flesh, not wood,” stated Goral, Clan Warblade of the Mailed Fists.
   –It is no enemy. This is Verde, and – in a way – he may be the first and last of his kind. He has come here from the time when the prophesied alliance of the three Kindred Races has come to pass, his purpose to ensure that the prophecy is fulfilled. His power to twist possibilities such that the unlikely transpires has had much to do with what has transpired here.–
   With a voice like the breaking of timbers that has been under too much strain for too long, the Verdonne began to speak, and so captivating were his words that none could interrupt.
   “Long into your future, a destiny was revealed to me. I did not know fully what it was, but my belief in that destiny unlocked a power within me to achieve it. As my understanding of that destiny grew, so did that power. I have seen more of death, and tragedy, and joy than any mortal being in the course of fulfilling that destiny, and I have more blood on my hands than any living being as a consequence. It was only when the truth of the Sleeping Dragon was revealed to me that full understanding came. I have spent my life in the service of that understanding, knowing that by doing so I was safeguarding friends and loved ones. For Ten Thousand Years I have battled and thwarted the Powers Of Chaos.
   “I was there when the Orcs cared for the nascent Elves. I was there when the Dwarves fell under the sway of a Demon. I watched as the Halflings were all but obliterated. I released the power of the Sleeping Dragon and shaped it into a form that was ultimately self-defeating, knowing that by doing so, thousands would perish – but that this was better than the destruction of all.
   “One of my companions in that future time when the Kindred are allied was inadvertently brought forward in time. I was able to use her displacement through the centuries to propel myself backwards in time as though it were a whip whose end I rode, enabling me to travel much further into the past than she came forward. Five times have I made the long journey from what will be to what was. I am my own fulfillment, for in time another branch of my existence will ensure that she makes that inadvertent trip into her future – the act that enables me to travel in time and ensure that chance always favors the defenders of Life. I cannot ensure the ultimate victory, but by acting behind the scenes in the service of my doom, I have ensured that hope remains, and that the chance of achieving victory is achieved.
   “I speak not to you here, but through your memories, to my younger self that is yet to come. With these words, I complete the circle. As you perceive them, in the distant future, you will know what you have to do. The adventurers with whom you have travelled are the embodiment of your life’s work. They are your friends, and that is why you will spend your life doing what needs to be done. Without you, Tajik’s Misfits will never come into existence. Elves, humans, Orcs, Drow, Dwarves – none of them will be as you know them to be, and from those foundations stem the reality that has produced those friends. It is their task to end the menace of the Queen Of Elves, for she threatens all of existence with her capricious ambitions. Conclude this business of the Empire Of Gold; its sole purpose has been to produce the conditions that unite you, but now the time has come for you to defeat it and turn your attention to the greater menace.
   “To those others in the distant future who hear these words, I greet you one last time, old friends. The memory of your company has sustained me, and given me purpose. I thank you and salute you. But beware; I have done all I can, the rest is up to you.
   “The affair of the Sleeping Dragon was one of my most arduous and onerous tasks. Now it is complete, and at long last I can rest.
   Verde paused, and went silent. A shiver traced its way down its limbs and leaves and he quivered; and then, like a tree whose strength, sapped by insects and age, can no longer sustain it, he fell with a great crash. Startled out of their stupor, the band who had dared invade the realm of the Hidden Dragon rushed forward. Verde was blinking rapidly, as though fighting the need to sleep. “Always remember: Belief changes the world. You have only to act on it.” Then his eyes closed, and the oppressive sense of age and timelessness was lifted.

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The Ongoing Elvish Glossary

I’ve been foregoing this while our attention is focussed on the Orcish side of the story. It will return next time, as our attention shifts back to the Elves.

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Next time: The Final Chapter of the Clan Wars saga and the aftermath. Chapters 78-80!

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Breaking Through Writer’s Block Pt 4: Dialogue, and Narrative Blocks


This entry is part 4 of 7 in the series Breaking Through Writer's Block

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In part one of this series, I identified several primary types of writer’s block. All but two have been dealt with; this article examines solutions to those remaining primary types:

  • Dialogue Blocks, when you have a conversation to write but have no idea what the participants will say, or what they are saying seems wrong, somehow, or unnatural; and
  • Narrative Blocks, when you have information to convey to the players, or to the reader, but can’t seem to explain it clearly.

At the heart of both of these is the communication of information, making these a natural pairing.

The Purposes of Dialogue

Dialogue always has a dual purpose, and sometimes a triple purpose:

  • the author/GM always has a reason for the dialogue taking place that reaches beyond the immediate story needs, though they may not always recognize that reason, or even the need for such a reason.
  • the dialogue will always convey characterization information about the person speaking, though this may be deliberately false information if the character is attempting to disguise his personality.
  • the character will sometimes have ‘factual’ information to convey, or opinions that the author/GM wants to make sure that the other parties in the conversation have, or that they want to introduce to the readers/players. It is often better to convey such information in the form of dialogue rather than narration, because the interaction of personalities makes the information more interesting and more captivating, especially when (in an RPG) a PC is one of the parties engaged in the conversation.

It’s always important to recognize the purpose of the dialogue, because you need to make sure that it achieves that purpose, or – more correctly – all those purposes. If you don’t know what the purpose is, you can rewrite the dialogue as often as you want, it will never be “right”. This becomes even more important in an RPG, which is a “live” setting – while you can retcon a dialogue scene to fix a problem, it will never be as satisfactory as nailing it the first time out. GMs have to know what they want the dialogue to achieve before it starts if they are to get it right the first time.

I make it a practice after every revelation in an RPG plot to allow the players time to discuss the revelation unless they have to react immediately to that revelation. If I don’t, they will do so anyway – interrupting the flow of whatever I had planned. It’s far better to allow for such discussions and build them into the structure of the plot.

Metapurposes of dialogue

Dialogue’s metapurposes are any reasons for having the dialogue take place at the time and place at which it is occurring. These can be as simple as establishing a relationship between two characters meeting for the first time or justifying a character’s future choices of action or as complex as planting a particular philosophical seed in the mind of a character, a player, or the reader, which will bear fruit at a future point in the story. That fruit might take the form of a sudden insight, a new context, a deeper layer of meaning, or many other possibilities. Dialogue can be used to explain choices already made or choices that are yet to be made.

At it’s minimum, dialogue always either establishes, extends, or expands on the relationship between the participants. The fewer the participants, the more intimate the dialogue and the greater the role this metafunction has on the dialogue’s substance.

More importantly, metapurposes must be achieved seamlessly within the dialogue; otherwise you have changes of subject that seem unnatural or forced. This can be made more difficult because metapurposes can sometimes be at odds with other dialogue functions. This most frequently results when a single passage of dialogue has too many purposes to achieve – trying to be too efficient results in unnatural dialogue. You are often better off, when this occurs, breaking the dialogue into smaller conversations and putting something – anything – in between. Have the initial dialogue achieve its initial purposes, then have another character arrive, interrupting that dialogue, and then start a new dialogue with the same characters to achieve the rest of the objectives.

Characterization through dialogue

A second function that dialogue always has is revealing or reiterating the characterization of the participants. I was once told that “good” dialogue never merely recapitulated on characterization or relationships, that in order to justify its presence in a story it should always extend or expand or develop one or both aspects.

I don’t necessarily agree with that, and I know a lot of scriptwriters and TV viewers would disagree; the first time two characters in a serial situation interact within an episode of that serial situation, it can often be useful to reestablish where those two characters are at. That makes it easier for new viewers to pick up on who they are and what their relationship is.

At the same time, you need to avoid having such introductory dialogue having NO other purpose; it has to be interesting enough for those who have seen it before. It is for that reason that recapitulated introduction should always be a secondary function of the dialogue, while the primary reason remains the relevance to the scene, situation, or circumstances being discussed.

A sure sign that the metapurposes of the dialogue are getting in the way is when you have a character saying things that are in opposition to the characterization of the participant who is speaking. The street punk sneered at the cop, “Quantum theory implies that causality is a casualty of inverted temporal divergences.” – just to throw a completely over-the-top example out there. Though sometimes this can be exploited for comic effect – “Flash! I love you! But we only have 14 hours to save the Earth!”

If the dialogue is unnatural for the character, you have the participants of that particular conversation wrong. They may have been right for an earlier function of the dialogue, but they are wrong for this conversation.

Content Of Dialogue

Dialogue may have an explicit purpose to achieve in communication of information. The relevance and urgency of that information to the current situation dictates how dominant this function of the dialogue is in the conversation. If it is both directly relevant and urgent, there is no time for the conversation to meander around to the subject, and most other functions of the dialogue have to be subverted to the immediacy. If the conversation is to be relevant but non-urgent, there’s more scope for a natural dialogue flow.

It is almost always preferable to impart information in a dialogue structure rather than a narrative one. The latter is the author/GM delivering a lecture to the readers/players; the latter is one character interacting with another. This is even more strongly the case in an RPG.

The Complexity Of Dialogue

Dialogue can be simple, or complicated, or VERY complicated.

  • Simple dialogue is a conversation between two participants. Others may be present but some sort of protocol or voluntary choice precludes them from being a part of the conversation.
  • Monologues are conversations a character has with themselves. These are often trickier to write than simple dialogue because the interaction between two personalities is absent; the one character has to both respond to the preceding conversational stimulus and provide their own stimulus for the next passage of text. But we all have conversations with ourselves in our heads from time to time, especially when we have a difficult decision to make, so a monologue can be a great tool for taking the listener/reader into that character’s head. Be aware, though, that if you do it for one major character, you will probably need to do it at some point for all the other major characters.
  • Dialogue increases in difficulty and complexity as the square of the number of participants minus 1. Or maybe the cube. Or somewhere in between. Three-character dialogue is 4-8 times as complicated as simple dialogue. Four-character dialogue is 9-27 times as complicated as simple dialogue. Five character dialogue is 16-64 times as complicated as simple dialogue. I’ll talk about the reasons for that in a minute.
Simple Dialogue

Simple dialogue is easy to write – some of the time. At other times, it can be like pulling teeth. That’s because it’s easy for the dialogue to wander down a blind alley and stumble to a premature conclusion, in which everything that can be said on a subject by those participants and at this time has been said. Very little feels as false as a conversation that lingers after it reaches what seems a natural conclusion. With a third participant, when a conversation between two comes to an end, the third can stimulate the conversation down a new course, in effect starting a new conversation between the participants. I always approach a simple conversation with some wariness, simply because there is less room for mistakes.

Simple Dialogue has its place, though, because the fewer the participants, the more intimate the conversation – and intimacy is important for some dialogue functions.

Monologues

Stories written from a first-person perspective can be considered one long monologue, and this conversation type is an essential element of some literary forms, such as the plays of Shakespeare, and film noir. It might seem that they have very limited utility in RPGs and in more interaction-oriented forms.

Permit me to take a moment to expand your horizons, if that’s an opinion you happen to share. Star Trek’s log entries are essentially monologues – useful for synopsizing past events, putting them into new context, for getting inside the head of a character (a traditional purpose of monologues), for bridging periods of slow action – or for slowing events down, if it comes to that. Characters can muse or reflect aloud – those are monologues, too, and those musings and reflections can be overheard by someone if the author/GM wants.

In the course of writing the most recent chapter of the Orcs and Elves series, I exposed the thoughts of a couple of the participants at key moments – essentially mini-monologues – because I found the characterization potential too great to ignore. Strictly speaking, they should not have been there, since there was no way for that information to be conveyed and incorporated into the source material that the series supposedly reiterates and integrates to tell “the whole story”. Bah, humbug, say I. That information could have been expressed as a character muttering under his breath, assuming that he would not be overheard, or as a snatch of dialogue, or it might have been inferred as occurring by one participant based on the expression on the face of the monologuing character. It read better, communicated to the reader more effectively, as a snatch of monologue. But that’s a literary application, once again, for all that the Orcs and Elves series is background material for one of my RPG campaigns.

Most RPG adventures are written as relatively linear plotlines, told from the collective third-person point of view of the PCs. For variety, why not occasionally consider changing it up and exploring a different framework, when it is especially useful to the adventure? Start an adventure with a character monologuing, film noir style, with events in the past tense – and then let the temporal perspective shift to the PCs and their situation in the then “now” being described. My name is Phillip Baker. I live an ordinary, humdrum life, for the most part, but there was one occasion when I found myself at the centre of extraordinary events. It all started…

Or perhaps, in a superhero or secret agent game, using a similar framing device in the form of one PC or NPC dictating a mission log or preparing an after-action report.

In a fantasy game, does the princess keep a diary?

Modern-world or future-world, perhaps a little girl preparing a class report?

Superhero again – why not frame an adventure from the point of view of the villain? Not all the time, but every now and then, when there are some particular insights to be offered to the players?

Rule one of an RPG is always to make it entertaining, make it fun. Monologues have a lot more to offer RPGs than it might initially appear.

Heck, I’m tempted to use just such a framing device for one of the upcoming Orcs and Elves, told from the point of view of an Orcish Keeper Of Memory. Why? because the limits of understanding of the narrator restrict how much of the context and events have to be made clear to the reader. If there’s something I’m having trouble explaining, or don’t want to explain at the time, I can just have understanding of the why elude the narrator and leave it unexplained or misunderstood at the time. But that’s getting off-track for this article.

Complex Dialogues

Why are complex dialogues complicated?

It’s a question of interactions and combinations. If there are three participants, one participant can speak to himself, can speak to either of the two other participants, or can speak to both at the same time. Either or both or neither can react. So, for every line of dialogue, there are three x three, or nine, possible contexts and developments in the conversation. Each of the participants has a personality that can influence the delivery, the content, the reactions. Each pair of participants has a relationship that is inherently entwined in that line of dialogue. Each may have an agenda that shapes that line of dialogue or the reactions to it. That’s 9+3+3+3, or 18 possibilities for that one line of dialogue. If the conversation consists of more than one line of dialogue, the number of possible combinations increases exponentially.

These factors only increase more quickly with each increase in the number of participants.

Authors, and GMs, manage by cherry-picking the conversational paths that seem more likely to achieve the purposes of the conversation, and ignoring as many of the others as possible. It’s easy for an author, because he has total control over all participants, subject only to the exigencies of consistency of characterization; it becomes much more difficult for the GM, because one party to the conversation is usually controlled by a third party, who is not privy to the hidden agenda that the GM is using to shape the conversation.

Add to all that the difficulty of ensuring that it is clear who is speaking at any given time. Writers can explicitly state ‘replied {X)’ after the line of dialogue, etc, but that can be easily overused. Finding new ways of stating the identity of the speaker is a continual challenge that only grows more onerous the longer a conversation continues. GMs can attempt to use props or accents or can resort to a blunt “(X) says,” – it lacks finesse, but it gets the job done.

Given all these complications, and the fact that any line of dialogue can be “wrong” if it doesn’t match ALL these contexts – something the character would not say for reasons of his personality, or for reasons of his relationship with the character he’s speaking to, or because it gets in the way of his agenda, or because the mode of expression is wrong, or because his emotional state is wrong for the content, or…. well, the point is made – it’s a wonder that any line of complex dialogue is EVER satisfactory.

And on top of all that, you have the meta-problems of having the conversation flow naturally, and of delivering any content that has to be delivered, and of steering the conversation to achieve the metapurposes of having the conversation take place.

Coming to the rescue is the fact that there ARE so many possibilities. There are many paths from first word to last in such a conversation, and far more than just one are “right” – defined as meaning that the objectives for the conversation are achieved. This factor is so powerful that three-cornered conversations can be easier to write than two-person conversations, as noted earlier.

For me, the keys to success are always, at each step of the conversation:

  • Does any participant have something their personalities would require them to contribute at this point?
  • Is the mode of expression ‘right’ for the character? How can I rephrase? Is there any extra nuance of personality that I can convey as a side-benefit?
  • Does any participant have a personality, agenda, etc, that require them to react even if they don’t have something to contribute?
  • What is the next point that I want to emerge as part of the conversation, and who is the logical character to make it, and how can I steer the conversation so that it will be natural for them to make that contribution?
  • If there are more than one points remaining, is it possible to construct a dialogue ‘flow’ or ‘map’ that generates a sequence for them to be logically made?
  • There is always a rhythm, an ebb-and-flow, in any conversation of any length. Am I ‘going with the flow’ or am I swimming upstream – and is that what I want to be doing at this point?
  • How do I want the conversation to end? Make sure to avoid getting to that point too early, but make sure to get there AT the end.

Employing these seven principles enabled me to get through the long conversations in the Orcish Council Chambers in the Orcs and Elves series, where – at times – I had as many as seven or eight participants, in what I hope was reasonable clarity. There were a couple of secondary personalizations and reactions that I would have liked to include, but by making sure each conversational passage achieved what it HAD to achieve, and only including those extras that fit naturally, I ensured that the conversations worked.

There were a couple of occasions where I was driving towards a particular contribution only to have the conversation temporarily derailed by one of those “necessary” reactions, but I was always able to find another path from where the conversation went to that contribution – even if it came later in the dialogue than I originally intended.

Planning a Conversation

I want to briefly look at the structure of a typical conversation, because violating that structure can be the source of unexpected problems – and opportunities.

Participants

The first step is to make sure that I have the participants right. That means looking at the key revelations/insights that are to be emerge, and who is the logical character to make these contributions. What factual information has to be conveyed, and who is most appropriate to know it? If every contribution doesn’t have an appropriate ‘planned source’, can I have one of the participants quote an appropriate source, or must I introduce another participant? Is there anyone whose reactions will be particularly relevant or interesting to the outcome? Is there anyone whose reactions or knowledge will get in the way? How can I get them out of the way, if they would logically be part of the conversation?

I always try to start planning a conversation by assembling a “cast list”, all of whom are involved in the conversation for a reason.

Starting Dialogue

How do I want the conversation to start? This is almost always dictated by the circumstances that have led to the conversation taking place ‘here and now’, and always has more to do with pre-existing opinions and relationships than with the purpose of the conversation. It lays the foundation for the effect of the conversation on the plotline by relating to conditions prior to the conversation, and focuses on the personalities and relationships of the participants.

Sustaining Dialogue

The middle is where content is generally provided that does not provoke immediate action that would end the conversation. Quite often, it prepares the ground for a change in personality or relationship if that is one of the metaobjectives.

Ending Dialogue

When something has to be done immediately, because the personalities or circumstances mandate someone actually doing something, or because everything that needs to be said has been said, its time to end the conversation. Conversations should always end in either an emotional state, a stunning revelation that stifles further discussion until it is digested, or in a need for action, because that propels the story forwards into whatever happens next.

The sources of Dialogue Problems

Any of the attributes or aspects of conversation that have been discussed can be the causes of Writer’s Block when creating Dialogue. This is particularly the case when two or more are at cross-purposes within the dialogue. What’s more, in addition to the specific functions that the dialogue is to serve, there are the general requirements of all writing that have to be satisfied – consistency, clarity, and connection with the audience – whether that’s readers or players. If they aren’t engaged in what is going on, the conversation will fall flat, no matter how witty, insightful or erudite the writing might be.

Which brings us to the subject at hand: You have a situation in which you know that two or more characters are going to have a conversation, but you either can’t seem to get started, or the dialogue ends in a train wreck, or just doesn’t seem right, and you don’t know how to fix it.

Solutions to Dialogue Blocks

In addition to the general advice offered above, I have ten solutions to offer to get through Dialogue writer’s block, plus a couple of variations.

Solution Zero: Revise the functions of the dialogue

Are you trying to have one conversation do too much? Have you forgotten one or more key purposes of the conversation? What are you actually trying to achieve? Make sure you have these answers clear within your mind, or the results will inevitably be muddled. It’s also worth double-checking the participants list for contradictions and conflicts with these purposes at this point. Only once you have these ducks in a row can you apply the specific solutions I am offering below. Most are designed to get you past the initial writer’s block, but a few also apply to the content-inappropriate-to-the-speaker problem. If that is your difficulty, though, and you haven’t been able to put your finger on the specific cause in the process of performing this step, I suggest reviewing the general advice offered above.

Solution 1: Have them say something else

Very few conversations in real life get right to the point. If the situation is such that your conversation has to do so, you may be better off not using a conversation to achieve your purposes at all – look for a way to monologue it, or to describe it through narrative. Perhaps a third party’s point of view can get past the sticky point? I occasionally use the press for this purpose in my superhero campaign; a news report of an emergency or crisis or whatever permits the reporter to monologue a description of events without giving the PCs the chance to ask “inconvenient” questions, as they might do if they received a direct call for help from the authorities. I’ve never had to do so, but I’m always prepared to impart essential information third-hand in my fantasy campaigns through a Bard’s song. Or a bird-song.

But, if you really need a conversation, try starting it off with some appropriate small talk. Even in the military, something like “Sir, do you have a moment?” or “Sir, if I may be permitted a personal observation?” are not inappropriate.

This has five benefits, and any one of them can get you past the blockage: First, it gets you (and the reader/audience/players) into the personalities of the participants instead of trying to leap right into the meat of the conversation “blind”. Second, it gets everyone into the relationship between them, giving a starting point that is independent of the purpose for which you’re having the conversation take place at all. Fourth, it humanizes the participants, and the conversation feels natural as a result. Finally, it gets you started with no pressure.

If you’re word-count limited for some reason – often the case – you can still write the small talk beginning of the conversation and then cut it out of the finished draft, joining the conversation midway through. That always feels more natural than having the conversation start abruptly.

Look on this choice as an opportunity, not a problem.

Solution 2: Talk around the situation

Consider having the participants deliberately avoid the subject until they can no longer do so. This is especially appropriate when it’s a conversation that one or more of them don’t want to have. Only when it becomes obvious that they are stalling can one of them get to the point, and force the conversation onto the track that the author always wanted it to follow.

Or you could have one participant talk about a metaphor or analogy to the current situation, rather than talking about the situation directly.

This has most of the benefits of the first solution, and can be viewed as a variant of it. But there are times when small talk is inappropriate, and this can be a way of exploiting that.

Solution 3: Reflections of personality

Still another variation is to make the initial conversation reflective of the personalities, deliberately showing these off through a discussion about a minor, unrelated, incident – either contemporary or in the past. Careful choice of incident/subject can provide a vehicle for explaining why and how a character feels the way he does about the main subject in advance of broaching it – achieving some of the objectives for the conversation before actually starting the part that (technically) matters.
   “Have you ever played baseball?”
   “No, basketball was more my speed.”
   “One man at the plate, an entire team intent on making sure that he fails, but most of them can only react to what he does. It still comes down to one pitcher and one batter and dealing with one pitch at a time.”

Solution 4: Through a mirror, Darkly

Sometimes you can solve your conversational problem by having one participant deliberately speak out of character. “I would never normally say this, but…”

A variation on this has one participant expounding the worst-case situation as an inevitability, challenging the other to show that the situation (whatever it is) is not so hopeless.

Solution 5: React, don’t act

Have one participant talk about his or her emotional reaction to the current situation instead of talking about the situation itself. The other participant (or ANother if there are more than two participants) then react to this emotional state as is appropriate for his or her personality. This especially works well when the initial reaction is unexpected, and can be quite enlightening as to the personalities as a result.

   “It feels good to be back in a good, old-fashioned hopeless situation again, with the odds stacked against us and every hand raised in opposition to us, the few against the hordes.”
   “You’re joking!”
   “I hate the pressure of expectation when it looks like everything is going our way. I keep wondering if I’m going to be the one to blow it and lets the side down. No, make me the underdog any day of the week. I’m at my best when the chips are down.”
   “Well, that’s definitely the situation this time…”

An entirely natural transition to the actual discussion of what can be done about the situation.

Solution 6: The Directly Indirect Approach

Another solution is to have one of the participants get right to the point – but advocating an obviously-flawed approach to the situation. This carries a subtext of the character feeling out of their depth, but trying gamely anyway. It works especially well if infused with a touch of humor.

   “Hey, boss, I had an idea about that alien fleet hovering overhead.”
   “Oh?”
   “Yeah, why don’t we take all the Captains down to the pub and get them drunk?”

Or perhaps, “Yeah, why don’t we all go down to the pub and get drunk?”

Another pair of entirely natural transitions to the actual discussion of what can practically be done about the situation.

Solution 7: Add Color

Well, I’m certainly motoring through my list of solutions this time around. This solution has one participant talking about someone else’s reaction to whatever is going on, often in a humorous or light-hearted way.

   “Well, it’s official. (X) says that Air Traffic Control Pasadena just reported a flock of winged pigs flying south for the winter.”
   “I don’t believe it.”
   “Oh yes. Of course, the official report will read ‘Geese’ but (X) can read between the lines.”
   “Before we go any further down the rabbit-hole, let’s see what we can do to get some perspective around here.”
   “Sounds good to me. Where should we start?”

Or,

   “(X) has just finished field-stripping and cleaning the guns for the third time this morning. We’d better have something to tell the others soon, or he’ll start on the ammunition.”
“Got any ideas?”

Or,

   “FOX is running continuous coverage of the end-of-the-world parties. CNN has some talking heads rabbiting on about mass psychoses – could come in handy when we try to explain all this.”
   “Could be worse, then. Anyone got any rabbits in their hats they haven’t told us about, yet?”
   “Actually…”

Solution 8: Nonverbalize the communication

My almost-last-ditch solution is to do away with the dialogue completely, or at least up to a point. Winks, nods, facial expressions, strumming fingers, body language like shoulders slumping, shrugs… do as much you can non-verbally before one of the participants breaks the silence, either by reacting to the silence or to the bottom line from the non-verbal communication:

   “It’s hopeless, then?”

Or,

   “Say something, dammit.”

Solution 9: Have someone DO something.

This is a different form of non-verbal communication, and it really is my last-ditch go-to technique for fixing the dialogue problem. Have one of the characters do something that is both physical and expressive. Get up and pour themselves a drink from the scotch-bottle that was full only an hour earlier. Lean back and light a cigarette. Run their fingertip over a bookcase as though checking for dust. Remove a weapon from a scabbard or holster and place it on the desk in front of them, or start cleaning it. Smash a mirror in frustration. Play with the dog. Stoke the fireplace. Either they, or the other participant, can say something about the action performed, thereby breaking the ice on the conversation.

Heck, picking up a tennis racquet and practicing a few return-of-imaginary-serves might help the character think or take their mind off the situation for a moment, and definitely adds personality to the character. Just make sure the action is appropriate to the personality.

Solution 10: Solving Premature conclusion

Sometimes, the conversation stumbles to an end before everything has been achieved. When that happens, you have three choices: One participant can have an afterthought, restarting it; one participant can employ one of the 9 solutions listed above to restart the conversation; or you can have a subsequent conversation, involving a completely new choice of participants (who might happen to be the same ones) to achieve the remaining purposes of the conversation. Any of these can be preferable to taking a conversation that seems reasonably natural and achieves most of the purposes set for it and throwing it out the window.

Narrative & Flavor Text Blocks

Descriptive text is intended to impart information directly to the reader/players as a substitute for not really being there. It’s an ex-parte communication of what the characters would perceive if they were really present in the time and place being described, or of what they would know if they had really grown up in that environment.

It can be dull, lifeless, and/or irrelevant. It can also be vitally important, and its certainly ubiquitous.

So what can cause writer’s block when trying to craft narrative and flavor text?

The obvious causes are an inability to visualize what you are trying to describe, or getting swamped in details, or not being articulate in the subject you are trying to describe, or being vague. Using too many analogies or adjectives is, unfortunately, symptomatic. Well-crafted narrative text provides the maximum specificity, relevant detail, and atmosphere with the minimum verbiage that is readily digestible by the reader or person hearing it read.

It is often possible when describing places to employ verbal shorthand, because we all create a general idea of the setting in response to a simple label. “Police Station” conjures an image in the minds of almost everyone – those images might be different for each person, but so long as the important details are then described to be incorporated into that general vision, all will be fine. The same thing works for “Fire Station” and “Warehouse” and “Throne Room” and “Subway Platform” and many others. But there are other situations in which this doesn’t work, or where the general term is not specific enough, or where the situation is more complex.

Then there’s the problem of giving information about somewhere or something. It’s very easy for this to be too bland, or for there to be too much. A little bit of detail can work wonders – but can also offer clues that should be buried; if the only geology you talk about are shale deposits, it’s a fair bet that shale is going to be important. If you talk about the spin of quarks, and don’t mention any other characteristic of them, or the spins of other particles, it’s a fair bet that quark spin is going to be important, and so on. The only way to avoid giving the game away is to give more information. And more. And there’s a very real danger, when you do that, of crossing the line and going too far.

There are too many kinds of information that has to be conveyed through narrative for any set of solutions to be universal. Some of the techniques that I am about to offer will work in one situation and not in another. So this is not necessarily a case of trying solution 1 and then solution 2 and so on; solution 1 might well be totally irrelevant to the writing task in front of you. And, yes, at least some of them may be contradictory to the general advice I’ve already offered.

Solution 1: Research the subject

Know what you’re talking about. I can’t emphasize this enough. If you want to use a shimmering heat-haze effect, look up heat-haze and refraction on the internet and get some understanding of why this effect takes place. Once you do that, you’ll be in a position to think up a magical heat-haze with no heat, or perhaps an ice-haze, or whatever. If you want to talk about the Swiss Alps (or model another location on the Swiss Alps), watch a documentary on the subject or skim a book or check out Wikipedia – the more information you have at your disposal, the more choices you have to cherry-pick the vital facts from.

Solution 2: Look for an analogy

Although I recommend against using analogies in your narrative and flavor text, except perhaps to encapsulate and sum up a description you have just detailed, having an analogy in mind for you to use as a guide when crafting the description can be simply magic. It can clarify and guide your thinking, define what details are most important to include in the actual description, and bind your notions together while you’re exploring all the elements that you might include. You can try one way of phrasing your description, and if it doesn’t work, avoid losing the grand vision by using the analogy as a touchstone to find your way back.

Solution 3: Modes of expression

When I was in high school, there was a creative writing exercise that was so invaluable that I remember it to this day. Each student was given a brief piece of text extracted from a book, about a quarter of a page long. Some of it was first person, some was in third person. We were then required to rewrite the original text in the other mode of expression. Naturally, some students were better at this than others, but most were good enough that the profound differences caused by the changes were made clear. The first-person text recast into the third person became far more impersonal and authoritative, but also colder, drier, and much more condensed. What was even more interesting were the cases that ran in the opposite direction, from third-person to first-person mode of expression; where the student recognized the source, they tended to incorporate the perspective and personality of one of the characters – to the point where the identity of the ‘speaker’ was recognizable to others who recognized the source material. Where the ‘translator’ did not recognize the source, they generally (and seemingly quite inadvertently) incorporated their own personality and perspectives, though a few invented generic ‘speakers’ whose voices were used as the point of view. Of course, the text inflated in size to contain this additional material.

The reason this lesson has stayed with me through these many years is that I have learned that when I get stuck while trying to write narrative, it can often be much easier to invent a generic citizen or knowledgeable person and then write the narrative as a monologue from their point of view. Once this is complete, I then have the choice of either introducing that character into the plotline to provide the description (and then depart the scene) or of taking the first-person monologue and redrafting it back into the third person. I have also found that when there are too many details coming too quickly, I can slow down the delivery to a manageable rate using this technique. Finally, by implying the personality traits and attitudes of ‘the typical citizen’, I can often cut whole paragraphs of descriptive text. Lots of advantages that make this technique worthy of serious consideration.

On the other hand, if the first-person narrative runs over a page, I’m in danger of making the mistake that I described in Information Overload in the Zenith-3 Campaign. That’s definitely the point at which I would – with the benefit of hindsight – look to compress the information by switching to the 3rd person. At most, I might keep a single short paragraph in first person at the start and end.

The upshot: if you’re having trouble, changing the mode of expression can sometimes get you to a solution, and can also have side-benefits.

Solution 4: Someone’s point of view

This can be tricky to pull off, but sometimes I have gotten results by putting the narrative into the context of what a particular individual perceives, whether that individual is a protagonist/PC or a minor character/NPC. Or even, on one occasion, an antagonist. This orders the information to be presented by applying the context of their perspective to the relative importance of each piece of information, and helps sequence everything.

Solution 5: Importance

There are other ways of ordering the information. That helps get through writer’s block because it breaks the problem into smaller, more easily-solved, sub-problems. The most obvious sequence is in order of likely importance to the party. That means describing the charging bull before the color of the window glass, or the height of the roofs.

But sometimes you can achieve even better results by starting from the least important and working up to the most important – then cutting small details off the top until a reasonable length is achieved. And, if you know it’s going to get cut anyway, you have the freedom to be a little clumsy starting off – which can be quite liberating. Finally, this means that instead of the most important thing (the ‘charging bull’) being a distraction from absorbing all the smaller, less-important (by definition) details, the narrative ends with a call to action of some sort – even if that action is to engage in dialogue.

Solution 6: The Most Obvious

Sometimes, the most important detail is not necessarily very obvious. So ordering information according to how obvious it is can be a better alternative. Think about that for a minute.

Solution 7: Essence of Abstraction

I have occasionally found it useful to abstract the information more strongly than would normally be the case. This emphasizes conceptual qualities over specificity, and there are times when that eliminates a lot of unnecessary detail and concentrates the attention on the conceptual.

Swirling ribbons of marshmallow tango and foxtrot over passionfruit marmalade, twisting and entwining like a gymnast’s ribbon. Soothing, restful, comforting thoughts surround you and cloud out all other details. Drowsiness blooms as your eyelids grow heavy and your heartbeat calms.

Try reading that when your PCs next open a door, or just imagine reading it. What actually lies beyond the door is insubstantial, ephemeral in comparison. Sure you could describe the room or area, and then the 12-foot-tall Ogre Magi casting the spell, and then have Spellcraft rolls made with virtually no chance of failure to identify the spell, and then naming the spell. If you then followed with the narrative as written, it would have all the impact of whet spaghetti. Far better, under those circumstances, to assume success and go straight to the abstract description. The very fact that the PCs are expecting all those dry details makes the impact all the greater.

Solution 8: Emotion and Allusion

Preceding those dry, factual details with a little poetic allusion or emotional context leaves that contextual information as an ‘aftertaste’ that colors and enriches those details. Compare:

The firehouse has red brick walls and white plaster ceilings. A brass pole lies bright and shiny in your field of view, as does a line of helmets and jackets hanging on a row of brass hooks on the wall. To one side is a freshly-washed and polished fire engine.

with

The frangipani tree fills the air with comforting but cloying scents. You can’t help but remember the sense of security you felt whenever you passed by the fire station in your respective home town as a child, and the thrill when the fire bells rang, the time old Macpherson’s barn burnt down. The walls are the same red brick that you would find in a hundred other municipal fire stations all over the state. Through the welcoming open doors you see a shiny brass pole and a line of yellow helmets and black jackets hanging from a row of brass hooks, and a brightly polished fire truck to one side.

Sure, the second one is about twice as long, and omits the white plaster ceiling; but it transports you to the location far more effectively. And, because it starts with an impression of the place rather than a specific – the scent of flowers in the air – it starts getting you into the creative mindset before you have to worry about specifics; from that point on, you are more concerned with not breaking the mood than you are with getting the details right. The specifics sort of come along for the ride.

Solution 9: What’s Wrong With This Picture?

I have found that when I need to describe a more complex scene or situation, I can often break through any writer’s block by finding a relevant image using Google image search or Wikipedia commons, creating a thumbnail impression of what I can see in that image, then focusing on the ways in which the image doesn’t match the scene to be described. If necessary, I might even go hunting for a second image that helps visualize the next missing element, and repeat the technique.

For example, that would give me a description of the forest, and then the mountains in the distance (which aren’t in the forest photo), with the moon rising behind them (which isn’t in the picture of the mountains), and then the castle (ditto), with the light spilling from its tower windows, and so on. Focusing on what is there in the photographic reference and describing it, then identifying something that isn’t there and looking for a way to describe that (using a new image if necessary) permits you to build and layer your description.

Since you only use ‘thumbnail descriptions’ and general impressions instead of a load of specific details to describe each part, what you are slowly building up is a visualization of the scene in your mind based apon the visual notations that you are making – once you have that, you can go back and flesh out the details that need to be included, and ignore the ones that don’t.

Solution 10: Adjectives in free-fall

My final technique for breaking down writer’s block in narrative is to list nothing but relevant adjectives. No nouns, no objects or subjects, no context – just the adjectives. When you have a satisfactory list containing everything relevant that you can think of without consulting a reference, link one element of the scene with that adjective – which restricts the number of specifics that you can incorporate to the number of descriptive terms that you came up with. Then you arrange those adjectives so that they have some sense of continuity and flow, giving you the order of description of each of the elements you’ve selected. I find this to be a great tool for sharpening my mental image of a scene that needs description. It can be challenging and a definite spur to the creativity, because you want to match the adjectives with the most significant elements of the scene.

In the next part: It’s time to start looking at Translation Writers Blocks. Don’t know what they are? Check out the first part of this series…

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On The Origins Of Orcs, Chapter 74


This entry is part 29 of 31 in the series Orcs & Elves
Image courtesy of pdphoto

Image courtesy of pdphoto

I’ve got so much campaign prep to get done that if I don’t do it publicly, I’ll never get it done in time! Only one chapter this time, but it’s a biggie…

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74

Clan Wars XIX: The Hidden Dragon

Beneath the granite facade of one particular mountain range lies a heart pockmarked by limestone caverns. Once, this region was beneath the sea, and coral and seashells littered the sandy surface. As volcanic pressure beneath the ocean floor exerted itself, this ocean floor was lifted clear of the waves. Eventually, a huge volcano punched through and erupted, spilling tons of ash and rock over the land. Much of this volcanic outflow formed a vast plain leading from the mountains that had formed. Slowly the rain and wind leeched the smoke and ash from the air, carving deep ravines and furrows in the rock and sweeping loose ash downstream. Then it grew much colder, perhaps because of the thick blanket of haze in the air, or perhaps because the elementals at the world’s heart were tired from their exertions, and great mountains of ice swept down from the Sinister.
 

Reminder: Directions in Fumanor are (clockwise): Sunrise, Sinister, Sunset, Dexter.

 
   In time, the ice receded, and the mountains began to grow again, though not at the same dramatic rate. More volcanoes erupted, and then went out, laying down fresh coverings of rock from deep in the surface. The rains came, and the fertile soil bloomed, and the elementals beneath the mountains were driven out by the Gods, returning to their homes in the World Of Fire at the heart of the world. As is their way, some of the rivers that formed found the limestone deposits that once were shells, sand, and coral easier to attack than the granite, and caves beneath the mountain were opened. From time to time, the world would shake, and mountains would shift and move and tilt, and old watercourses ran dry as easier paths were found for the rain to flow, and some of the caves became dry.
   Into one of these vast caverns, a teardrop 400 feet long by 200 feet wide at its greatest, a warband materialized as though by magic, riding the ritual cast in haste by the Hidden Dragon back to its originator. Standing back-to-back, not knowing what to expect apon their arrival save that it would be in the heart of their enemy’s stronghold, it took them a moment to get their bearings and make sense of what they perceived.
   At the distant wider end of the cavern, a monstrous figure barely small enough to be contained beneath the 150′ ceiling was enshrouded in chains of mist and cloud that glowed with a pearly light. It had the body of a dragon, ninety feet in length (plus tail). From it’s feet sprouted seven toes, disproportionately large for the size of the body by a factor of five. But most monstrous of all was the incredibly oversized head, easily ten times the size it should have been, and a strange and disturbing blend of humanoid and draconic features. It’s eyes were closed, and its head rested against a silvery silk cushion of incredible proportion, 80′ square, which was held upright against the cavern wall by a rough scaffolding carved from the rock itself. The creature abruptly twitched in its sleep, one vast foot flaying out, and it suddenly became clear that the bowl end of the cavern had started existence not much larger than the narrow end, but had been excavated and carved out by the monstrous creature in it’s sleep over a span of centuries. But this was not the totality of its vile description; for the skin of the creature was mottled with age, mildew, and a leprous rotting, and the nauseating odor of decaying flesh filled the cavern. Slowly the creature’s tongue stole out through the side of its cheek and licked the lower extremity of one the great bat-like wings, a point some eighty feet removed from the head, leaving a slimy glaze over the rotting tissue. And yet, there was something slightly insubstantial about the creature, as though it were not fully present in the same reality as everything else.
   Surrounding what could only be The Hidden Dragon were a small horde of devils and demons, fourty or more strong. Some were engaged in polishing the teeth or claws, others scrubbed the flesh of the dragon, or threw infant creatures down the monstrous mouth. One spotted the intruders and called a warning in a language that was painful just to hear. Many lay on sleeping pallets arranged in a ring around the dragon; at first, it might have been hoped that these were actually sleeping, but that hope was dashed when they began to rise from their reclining positions in response to the alert.
   “Ambassador, watch the rear for more,” yelled First as both he and Third let fly with their arrows, taking two of the servants in the throat and eye, respectively.
   “Fan out,” ordered Goral, and stepped forward, his war-axe at the ready. Reality dissolved around him…
 
The creature, suddenly vibrant and healthy, hung suspended in space with a litany of horror. A creature with tentacles where a mouth should be, an inky blot of 10,623 eyes, a relentlessly amorphous blob, a humanoid figure with a front but no back, and many more. Around them, reality shimmered, twisted, and distorted, straight lines and edges tying themselves in knots. One spoke, and somehow was understandable, though the language was nothing that had ever existed before or would exist in the future. *This order, this regularity, burns within me. I want it gone, gone, gone forever.*
   Another replied, in still another incomprehensible tongue that was nevertheless crystal clear in its meaning, *it sneaks under my surfaces and insinuates itself. Sneaking up, it twists my thoughts until I find myself lessened, reduced to what I think I want to be doing. Who wants to have to wait for the perception of want before its satisfaction?*
    *It is still a fragile thing. It can be broken.*
   *If there are none to perceive it, there is no pattern. We must cleanse all existence of this foul corruption that confines and regulates the infinite possibilities.*
   *If we destroy it all, only the void – and ourselves – will remain!*
   *It burns, it burns.*
Suddenly, one realized that they had fallen into the orderly pattern called “conversation” and screamed in pain, longing, and frustration.
 
The Cavern:
   Lukzal, son of Kyrd, Warrior of the Burning Eyes, shook his head to clear it of the clinging vision, and realized that the Demons had been unaffected, and had taken the opportunity to arm themselves and begin – according to their forms – to run, slither, or fly toward the invading force. Trying to recall why they seemed so familiar, he suddenly had a mental image of the “Army Of The Eye” summoned by what he had since learned was a false Gruumsh. Rage overwhelmed him, and he did not fight the berserker fury as it rose. If they had to fight while blind, at least some of the time, sheer violence would have to substitute for vision.
   “It sleeps, it dreams, and we share those dreams!” exclaimed Garunch, the Clan Shaman of the Burning Eyes.
   So that’s what it is, thought Lukzal. A trick of the enemy. Ignore it. Fight. That seems clear enough.
   Reality swam around him as he dimly perceived that the two who had been struck by Elven arrows rose up. One ripped the arrow from its throat and tossed it aside, the other ignored the shaft protruding from it’s eye – it had two more, after all – and lurched toward the Orcish raiding party.
 
The Dream:
   *These things of order create other things of order to oppose us. I cannot escape their thoughts, this unnatural progression of effect following cause becoming new cause in its turn. They twist and turn and collide within me.*
   *The things they make are imperfect. There is a little of our nature within them.*
   *But we have been contaminated a little by them, also. They are within us, under my surface, their thoughts slithering and crawling.*
   *They can be rendered self-destructive, self-defeating, impotent.*
   *Show us these creatures, Arioch.*
   *Don’t call me that! I am me, not some label. Every time you say the words to mean me, you confine me to the limits, the content, of that label. You lessen me, you lessen us, you are seduced us with the order that corrupts you.*
   *Just show us.*
   *These are Dwarves. Made of stone, minds of stone, they may break but will not bend. Order is strong within their natures.*
   *But they are flimsy things, whose sense of order
can be shattered if the world around them is anarchy. They need order without to anchor themselves to, and without it, they are bereft. They pose no threat to our need.*
   *These are called human. They will exist in great numbers and have the quality of imposing order on their surroundings with their presence.*
   *Horrid, horrid, foul, vile.*
   *Their strength is their flexibility. They can turn their attention to many things, all imperfectly, but improving in flawlessness each time.*
   *They may one day be a problem, but their flexibility is a weakness. They will bend and not break. We can bend them our way and make of them our instruments.*
   *Not all of them.*
   *Enough that one will neutralize another.*
   *More dangerous are these, called Elves. The inferior Order which names itself Corallen has designed them to withstand our greatest weapons against this befouling order, and uses these others, called Orcs, to rear and protect them. The Orcs are orderly without knowing why, it is so strongly embedded within their natures. The Elves have the ability to sew patches of order into patterns of still greater order, and with their immunities, can only be intended to serve as weapons against us.*
   *But they will be aware of that ability, and it will make them vulnerable to corruption and desire. It will be difficult, but they can be overcome.*
   *The Order of the Orcs can be corrupted and misled. Without their shields, these Elves will be easily ended.*

 
The Cavern:
   As the vision faded, the Orcish group completed their maneuver to put enough space between them to permit them to fight without interference. Goral had taken the left flank, and Lukzal had found himself on the right. Next to each was another warrior from the Mailed Fist clan armed with sword, shield, and long spears attached to their shield arms with a sharpened blade on one side of the point. Next in line on each side were the Elves, First and Third, with the third unnamed Orcish warrior shielding Garunch, who had begun casting a spell asking Gruumsh to Smite these unholy foes. Behind them was the useless Drow, armed with a wicked looking dagger of little combat value beyond intimidation – and the Demons and Devils did not seem particularly intimidated, perhaps because some of them had razor-sharp fingernails longer than the blade.
   With one final beat of their scabrous bat-wings, the first wave of infernal enemies reached the skirmish line and engaged. Lukzal, Goral, and the three Orcish warriors swung as one, even as the Elves ignored the attackers immediately in front of them and fired at another pair of approaching enemies. Lukzal’s preferred weapon was a broad-bladed sword of his own design, with a sharpened narrow-bladed hook at the point; swung one way, it gave his weapon additional weight that enabled it to chop through poorly-crafted mail, swung the other, the hook would catch around limbs or weapon-shafts or necks, and sever them. Spikes on the heavy pommel gave additional threat. Like most Orcish weapons, it was sharpened regularly but not cleaned very well.
   “Fight even if you can’t see what you’re doing”, Goral instructed. Better the right instruction late than never, thought Lukzal. Their first two attackers had paid the price for daring to attack while outnumbered; it would not be so easy when there were more of them attacking at once. The cavern shimmered….
 
The Dream:
   *These are called Dragons.*
   An unholy scream of withering frustration erupted from the gathered Chaos Powers.
   *Every scale is in a predictable place on the body. These scales have shapes that progress in shape in predictable pattern. They bend and reflect light from one surface to another and then back again, giving them an iridescent metallic shine that is perfectly orderly. And more, they are beings of great power, imbued within them by the order that twists around them and shapes them.*
   *They will be few in number. Such order will be slow to develop.*
   *It will be hard to overcome them, but they cannot be everywhere. We have only to act wherever they are not.*
   *There is a chaos within that pattern. By being so predictable in pattern, there are more places where no scale should grow than there are right places. If we can but invade their forms while still growing and grow in one of those places a single wrong scale, or scale of flawed shape, that chaos will overwhelm the end result. They will destroy each other for us, and pose no threat.*
   *Good.*

 
The Cavern:
   Goral felt, rather than saw, the satisfying crunch as his war-axe met flesh and bit deep, spraying him with blood. One of the demons hooked its claws into the shoulders of one of his warriors and scissored it’s hind legs into the air to rake savagely down through the innards of the Orcish fighter. Lukzal had just beheaded another with that wicked weapon of his. Garunch swung his light mace overhand to strike the four-legged bird that had just savaged his protector; when its barbed spikes bit into the back of the attacking creature, the air around the head of the weapon seemed to burst with a forceful thud, shattering the creature’s spine in multiple places. First let fly with another shaft, ignoring the proximity of enemies to either side of him with great discipline, while Third wrestled with another flying creature that looked like an octopus with bat-wings that had wrapped it’s tentacles around his bow. The warrior to Goral’s right was hacking one enemy with his sword while the polearm blade swung past that foe to strike the chest of another coming up behind it. Abruptly, the Ambassador seemed to throw his dagger with a peculiar underhand motion, the blade flicking out on a long chain to whip into the lone eye of the octopoid engaging Third. He had never suspected that the Ambassador had such hidden talents. Eleven of their enemies had fallen, and another six were wounded; the band were giving a good accounting of themselves.
 
The Dream:
   *These are the most foul of all creations. They are called Trees. They exist purely to exist in orderly manner, day after day, year after year. Infinitely flexible, inexorable, persistent, there is nowhere that they cannot take root and multiply, given time. And once they do so, their very simplicity of purpose makes them inherently almost purely order.*
   *We can twist their shapes.*
   *They seize the chaos within them and twist their own shapes, rendering it harmless to affect their central existence, their purpose, their order.*
   *They are inactive, though. They do nothing but exist, and that means that things can be done
to them by others.*
   *Against one at a time, yes. But even that does nothing against the next save perhaps giving it more air, water, and light, the things that it binds into more of itself. Destroying one makes the next imperceptible stronger. Destroy many, and the remainder become many times stronger, and more pernicious.*
   *If there is no water, no earth, no light, no air, they will be destroyed. They anchor order, and will be the last to fall, but they do not impede us.*

 
The Cavern:
   The warrior beside Lukzal was gone, half-swallowed by a serpentine bear before the terrible jaw with a hidden forest of razor-sharp teeth had closed and severed upper torso from lower. Lukzal himself held three foes at bay with his maniacally-swinging weapon’s figures-of-eight. Occasionally an attacker would spot an opening and strike, only to lose a limb or suffer a deep wound as the blade came out of nowhere. First and third continued to pepper the oncoming attackers with arrow after arrow; Goral thought they had yet to miss, even though half their shots were fired from memory while ‘blinded’ by the Hidden Dragon’s visions. Garunch alternated casting spells with savage strokes of his mace against any foe who dared come too close. Tathzyr was the least effective of them all, though since they had not counted on him to make a difference in the fight at all, that little benefit was a welcome bonus. The Ambassador was restricting his attacks to nuisance strikes against an enemy coming against the Priest or the Elves. Half of their enemies were dead or dying, and half the remainder were crippled or injured sufficiently to impair them in battle.
   Abruptly, Garunch yelled “Down!” as a gout of flame erupted from the throat of a creature consisting of nothing more than necks and mouths attached to a wolf-like body. Fortunately, everyone reacted without hesitation, but even so Goral could feel the flesh on his back blister and burn. But the attackers, who seemed immune to the flame, or who ignored it while showing no injury, were able to take advantage of this moment of vulnerability. One leapt on the Lukzal’s back and began to slash and worry at the Warrior. Another gored Goral’s side. A two-headed snake bit Third repeatedly, who immediately stiffened. A flier slashed at First, but the Elf was able to roll to one side and seize the polearm still strapped to the arm of one of the fallen warriors, impaling his would-be attacker. Tathzyr’s dagger whipped out and around again from the Ambassador’s prone position and sliced through the bat-wings of the creature on Lukzal’s back. The warrior stationed between Goral and First leaped over his fallen Warblade to engage the attacker who was goring him with it’s antlers, severing it’s head with one mighty stroke of his axe, but in the process leaving himself exposed; the barbed tail of another attacker struck at the warrior’s undefended right flank, inflicting a deep wound. The skirmish line that had proven so effective was broken, with Goral and the Warrior isolated. And then his vision wavered once again.
 
The Dream:
   *This is the last. These are creatures of pure order, expressed in form reflective of that inner order. The Gods name them Celestials, and they are a part of the Gods themselves.*
   *What is their purpose?*
   *The Gods intend them to function as their proxies, sheltering and marshalling the other races against us.*
   *Their purpose is to confound us, then. We must destroy these before all others.*
   *No. That is orderly thinking. We will destroy them when opportunity presents itself, and not bend ourselves to the timetable their existence seeks to force apon us.*
   *Clever. A subtle trap to bind the order that contaminates us ever more strongly to our natures.*
   *I was going to suggest that we each take one of these creatures and seek its destruction, but I see that is another such trap.*
   *Yes. Each must seek the destruction of all, as our chance and anarchy creates opportunities. Predictability and logic and pattern are the weapons of the enemy.*
   *I have an idea…*
   *Then implement it. You do not need anyone’s approval, and should one of us have an idea that works at cross-purposes to yours, it only acts to increase the chaos in this unnaturally orderly world and give opportunity to the rest.*

 
The Cavern:
   A wall of whirring blades manifested between the enemy forces and the Orcish party as Garunch released his spell, giving the invaders the chance to regroup. They had all been wounded to some extent, save Ambassador Tathzyr. Healing drafts were quickly quaffed, stemming the flow of blood. Without warning, Goral fell through a chasm that opened from nowhere beneath his feet. With a crash, he landed, and felt one of his leg-bones snap. Involuntarily he gave a roar of pain and collapsed, unsupported by the damaged limb. “Goral! Grab the rope! Quickly” yelled First as he tossed one end of a thin grey rope down the chasm.
   “My leg is broken, and I have not the strength to climb!”, he called back. “Leave me!”
   “Your leg can be healed, but only once the bone has been set, or you will have a permanent limp. Now grab the rope, Warblade Of The Mailed Fists, and hold fast; I will pull you up!”
   “Elves! Only thing more stubborn than a Dwarf,” yelled Goral. Abruptly he realized that the mouth of the unnatural chasm was beginning to close, and hastily wrapped the rope around one arm repeatedly. There wasn’t much that scared the Warblade, but being buried alive was one thing that did. “All right, I’m secured.”
   With a speed that astonished him, he was hauled back to the surface. With an astonishing economy of motion, First released the rope and grabbed the foot of the broken leg, the jagged bone protruding through the flesh above the ankle, and pulled firmly. Garunch was immediately at the wounded Warblade’s side, casting a Healing spell. “You’re stronger than you look, Elf,” murmured the Warblade.
   “So are you, Goral,” replied First.
   “I felt a twisting in the earth just before the chasm opened,” reported the Ambassador.
   “As did I,” admitted the Clan Shaman, “but I did not know what it meant.”
   “Now we do. How did they do that?” answered First, still breathing heavily after his excursions. Goral’s vision swam…
 
The Dream:
   The Chaos Power roared with laughter, exulting in the anarchy, blood, and confusion, watching as the last Celestial was slain and its skull ground into the reality beneath it.
   *You should tell us what you have done that we may learn from it.*
   *Learning from experience, even from the experience of another, is a symptom of order. It is anathema to our nature.*
   *It is foolish to ignore the contamination of order within us. If it is there, we must try and use it to our own ends.*
   *You seek to pervert the order within you to serve the cause of Chaos? Intriguing. Very well. I implanted in a few of the Celestials the thought that if the Gods were dead, they would be all that was left of them. They would then be the Gods. Each was drawn by the order within them to contaminate a few more, and then a few more. A few resisted, by chance, as it should be when chance rules supreme. That resistance caused them to fight each other, but they were too perfect for either to fall. Only by drawing on the chaos within them could those I corrupted succeed, twisting and transforming them into agents of Chaos and not order. Those that had resisted were no match for the power of order augmented by the nature of chaos. Now the chaos within them burns them as it does us, and they corrupt the order around them to ease the suffering. They cannot do so perfectly or completely, of course – there is too much order still within them – but imperfection is chaotic.*
   *The Chaos is stronger in some than in the others.*
   *Yes. Again, it is by chance – some held on to the order within them more strongly than others, who rejected it almost completely. The Gods foolishly showed what was occurring to the humans they breed to oppose us; those more orderly have been named Devils, those who rejected order more completely, Demons. They will hate each other for the order in some of them, and compete endlessly to be the ones that tear down all order and remake it all to their liking. And already, some of the humans begin to think that one day they will be able to supplant the Gods.*
   *It will take time for this to grow, but it will give us endless opportunities to act, to cleanse existence of this agonizing regularity. You have done well. Already, I can see a way to take advantage of what you have wrought.*
   *Then do it!*
   *I have only to put an idea in the minds of these Devils or Demons, and they will act as
my proxies, thinking it all their own notion. I shall start by turning one against the other, that the chaos within them will never be stilled by order and predictability…*
   The Chaos Powers exulted.
 
The Cavern:
   “This place is part of the Dragon’s dreams!” said Tathzyr with a sudden insight. “When it is not distracting us with visions, it can reshape it! That’s how it opened the chasm!”
   “My barrier is about to go down,” warned Garunch.
   “And here they come again,” announced Goral, climbing to his feet. “Ready yourselves!” Suddenly, his vision shimmered once again. “Oh, not now!” he moaned, tired of fighting blind. “Advance, slowly!” he instructed.
 
The Dream:
   “It is boring! I want to hunt, not care for these pathetic mewling cubs!”
   *That’s right, little Orc. Doing what you want to do is more satisfying than doing what you are supposed to do.* The Orc was in a forest, gazing longingly at a stone-headed axe and leather shield that rested against a tree. The Chaos Power was in a lair that it had created for the benefit of the many demonic and devilish servants who worked on its behalf, convinced that it was merely a Demon Prince gaining power in Stealth. But it was also whispering into the mind of the young Orc.
   “I am going to hunt! Let the child cry, I am tired of putting its needs ahead of my own!”
   *Yesssssss…. that feels good, doesn’t it? And its not as though you are neglecting it. Someone else will do it if something has to be done for it.*
   — YOU DARE!?
   *Corallen? None of your kind have ever dared confront one of us Directly!*
   — My ‘Kind,’ as you put it, never do anything without a plan. I have such a plan, prepared against this day, and so I act! Understand this: the Elves are under my protection. Their Guardians shelter and guard them, and so I protect them, also. I tell you this so that your Brethren will understand the consequences of your action and never dare to confront one of us directly, in the future.
   *You are too late, Corallen. This is not the first of your Guardians that I have corrupted with indifference and desire, and already many of your beloved Elves have buried kernels of arrogance, pride, cruelty, hatred, and ambition growing within them. If I fail, another will find a way to make those seeds bloom.*
   — I know you engage me in conversation in hope of buying time for your servants to come to your aid, for you are unsuited to physical actions of your own. It will avail you naught, for in assuming a physical manifestation for their convenience, you have made yourself subject to the Order inherent in a physical existence, and have slowed the passage of time within this chamber. I shall be finished and gone long before time ceases its temporary, leisurely, crawl.
   — Around you I weave a spell of order.
   — A Spell of purity of purpose.
   — A Spell of unalloyed slumber.
   — Into this spell I confine you.
   — Your assumed fleshly form will wither with disuse.
   — Your servants shall tend your needs for eternity in hopes of releasing you.
   — The Words shape your mind, the words give structure and formality, the words impart order and confine your thoughts within that order.
   — The Chaos within you shall suffer for eternity in these chains of order. I bind them with the final word: I name you Ethraztia, the dragon which hides within slumber, the sleeping nightmare. And I bind you to that name and its meaning for all time.
 
The Cavern:
   “What does this mean?” demanded Lukzal, killing another demon as the group slowly advanced, and their enemy just as slowly retreated. 25 of them were now dead, and 12 were wounded; only three remained unmarked by the battle.
   “I don’t know. Worry about it later,” replied Garunch, fending off one attacker with a borrowed shield and chopping into the arm of another with his War Axe one-handed.
   “It’s the Dragon trying to distract us,” answered First, interpreting the question in a way that would forestall a theological debate.
   Abruptly, stalactites ripped themselves from the ceiling and flew like javelins at the compact group of invaders. Once again, Garunch instructed “Down!” and was instantly obeyed. He had clearly been anticipating this mode of attack, and released a spell that created a wall of wind that swept the delicate spires of razor-sharp stone to one side and away from the group. Most shattered harmlessly against the cavern wall, but several struck and wounded the waiting demons, killing another four outright, and wounding two of those who had been whole.
   “Predictable,” muttered Garunch as their vision again began to waver. “Whenever we seem to be gaining the advantage, the Dragon cloaks his forces in these visions. Brace yourselves!”
 
The Dream:
   The Dragon slept, and dreamed of its confinement, and slowly came to realize that Corallen had sacrificed much of his power to confine it, and then to recognize that the binding was not purely directed at it alone; should any of its brethren seek to interfere directly with the Elves, they would be trapped, confined within the dreams of Ethraztia, helpless. And for a time, its dreams were full of anger, fury, and frustration. He dreamed of the Elves as a unified race, standing proud as bastions of Order, and knew that this was what Corallen planned, and that nothing would stop it, for this was the future.
 
The Cavern:
   “Woman! Why are you here?” cried Goral.
   “My heart knew you were in danger, and I prayed to Luthic to permit me to share in that peril,” replied Goral’s mate. All around the group, other reunions were occurring, no matter how improbable.
   “Father! They told me you were killed!” exclaimed Lukzal.
   “Gruumsh released me to aid you, my son,” answered Kyrd. “We fight side-by-side one last time.”
   “It’s a trick, a deception,” shouted First. “They are demons! The Dragon defiles the memories of your family and friends!” One-by-one, he touched each of his companions, permitting them to share his Elven Sight, and revealing the true shapes of the monstrosities approaching casually. Though the true sight was immediately again clouded in the deception when he released his touch and moved on to the next of his companions, the one brief glimpse was enough to convince the others and rouse the Orcs to new levels of fury. As one, they snarled their defiance and anger and struck out at the cloaked demons. Abruptly the deception was lifted.
   “How did you do that?” demanded Tathzyr.
   “Long ago, Corallen taught me to do it, though it only works for a moment. ‘One day, you may have need of this ability,’ he told me. Perhaps he foresaw the possibility that Ethraztia would one day pose a danger, and prepared me to counter it, I don’t know!”
 
The Dream:
   The Dragon slept. And the dragon dreamed of what had been, and what had been done, and of the things that it had seen in Corallen’s mind when it opened before him to expose the chains of order that bound it. All of it’s existence, past, present, or future was open to its dreams. And slowly, the dragon learned to turn the pure order in which it was chained to the cause of the chaos that was its nature.
   It started when a wanderer chanced to sleep on the mountainside above the lair, and Ethraztia found that it could present its dreams to the wanderer as his own. And the wanderer, comprehending what he had seen but a little, and remembering less than he had comprehended, spread the word that this was a holy place where visions came to those open to them.
   Other pilgrims followed. Some were holy men of various species; others were troubled souls seeking solace from pain, fear, doubt, and confusion; and still others came to test their theories and imaginings. To each, Ethraztia showed a different vision, a different dream, one chosen at random. It could not lie in these dreams, for they had to be filtered through the orderliness of its confinement; but it could shade, and distort, and present a portion of the truth that each dreamer would find unsettling or affirming or gratifying. And Ethraztia fed apon the other dreams and nightmares of the dreamers through this connection, and slowly it grew in strength. This was not a strength as it had possessed before, the power of whispering within the mind and soul of another, but it was akin to it, though more indirect.
   And through the dreams of the pilgrims, Ethraztia learned of events beyond its confinement, and learned to add their dreams to its own.
 
The Cavern:
   “Did you sense an air of desperation about that last vision?” commented Tathzyr drily as Lukzal slew the last of the demons. “I had the distinct impression that Ethraztia was trying to convince us of it’s power, of the futility of attacking it.”
   “I don’t think I’ll let that stop me,” answered Goral, striding forward, war-axe at the ready.
 
The Dream:
   In time, as the Dragon slept, the servants of the Chaos Power now named Ethraztia noticed the pilgrims, and tortured a few to learn what brought them hence, and through the dreams of these pilgrims did Ethraztia re-establish contact with its servants. It directed them to labor to further grow its powers, summoning forth skilled artisans from the nearby Dwarven realm to craft a great temple in the place of dreaming, which they named Gottskragg. And Ethraztia dreamed a fantasy of its own devising, in which the order of the chains which bound it was linked to the purity of the temple, enabling his dreams of what was, what had been, and what would be, and all that it desired to appear as holy writ apon its walls. And through this medium, it was able to lure the servant of another of its Brethren, and through its dreams, to warn them of the trap that had been layed for them by Corallen.
 
The Cavern:
   With an angry bellow, Goral struck at the Hidden Dragon, but his blade passed harmlessly through it as though it were nothing but smoke. Lukzal, First, and Garunch joined in, but again nothing was achieved. “Ethraztia is definitely growing desperate,” remarked Tathzyr. “If I were to translate the last two visions, I would say: ‘I warn you, I’m stronger than you are, and I have powerful friends.”
   “I don’t know why it’s so desperate, nothing we’re doing can hurt it,” screamed Goral in frustration.
   “It’s as though there’s no substance, it’s like trying to cut through a dream with a knife,” added First.
   “If I’m right, next it will try to subvert one of us,” answered Tathzyr.
 
The Dream:
   With each dreamer lured to the Oracle of Gottskragg, the reach of Ethraztia’s dreams became greater. Eventually, a high Elf of the Orb-spinner totem came to dream, dimly, of the Oracle, and set out to discover if it was real. Elves do not sleep as do humans, but they do rest and meditate at need, and they do walk the path of dreams at such times. Ethraztia, unlike his brethren, had no fear of direct meddling with the Elves, but soon found that the immunity to enchantments built into their natures by Corallen left the elf immune to his whisperings, as the Chaos Powers had long ago forecast would be the case.
   But, to his wonder and amazement, Ethraztia found that the Elf’s spider-totem was not immune – but only because of the trappings of order in which it was confined. Sympathetic to such order by its nature, Ethraztia was able to pour into that vessel the same dream of supremacy, ambition, and hatred that it had once instilled within the Celestials, and spun a fantasy of the spider-totems uniting into a single being, a near-Goddess. And when reality mirrored art, that being named itself Lolth, and the high elf became her first hand-maiden. And thus Ethraztia fulfilled his own threat against Corallen; it had indeed found a way to make the kernels of chaos and evil that it had, in its former existence, instilled within the still-unborn Elves.
   And, having learned that it could still influence events profoundly and further its cause in spite of dreams of a contrary future, Ethraztia began to examine its own visions of the past and future, and to dream schemes of victory. His Prophetic dreamings were not what would happen, they were what could happen – if no-one did anything to change them.
 
The Cavern:
   With a snort, Tathzyr said, “See! I told you. Claiming to have created my Mistress and Queen, implying that I should be loyal to it. What nonsense.”
   “Then what can we do? Our weapons are useless,” answered Lukzal. “I did not come here and fight demons and dreams to do nothing.”
   “Dreams. Dreams. First, what did you say? ‘It’s like trying to cut through a dream with a knife’… Almost, almost. The answer’s there, I can taste it.” For long minutes, the Ambassador was lost in deep thought. Suddenly, his eyes widened. “What did the vision say? Of course! It all makes sense, now!
   “You, Ethraztia! Show us why you have done all this – and the truth, mark you, or as much of it as you are capable of. If you do this, I will release you – I know how to do it, now!”
   “What are you DOING!?” roared Goral.
   “Trust me,” answered the Drow, with no hint of irony, as once again, their vision twisted…”
 
The Dream:
   Ethraztia discovered that one day, an Elf, an Orc, and a Drow would unite with diverse others to directly threaten both itself and others of its brethren with ultimate defeat and destruction, including – horror of horrors – a walking, talking, tree, or something so close to one as to be anathema to his kind. Let others fight the battle against order in their own way; Ethraztia was the only one who knew of this eventual threat, imminent from the perspective of an immortal, and so it was Ethraztia’s battle to fight. When an Orcish exploring party discovered the Oracle of Gottskragg, Ethraztia began to discover part of the reason this combination would be so dangerous: the Orcs had a gift for being able to see many spiritual parts as a whole. They did not perceive a single Deity within their pantheon, they saw – and believed – in it as a whole, as they did their tribes, and their clans, and their race. The simplicity and directness of this perspective made them more closely attuned to Order than any other race. Elves were not the true threat Corallen had raised against the Powers Of Chaos, the Orcs were, for – while the time would come for them to set aside the deities in whom they now believed – they would view the true order of the Gods as a united whole, almost instinctively. The purity of their belief already enabled them to call apon their Gods as though they were real. So strong was this belief that those Gods were real, at least so far as the Orcs were concerned. The Orcs had been deliberately designed to compliment and complete the Elves, the more overt threat, and a distraction from the real menace. Together, the three would have the knowledge and power to unmake his prized creation, Lolth, and remake her into a weapon against the Chaos Powers themselves.
   And it all stemmed from the sense of unity of the Orcs. At all costs, this unity must be shattered, and the Orcs set at each other’s throats.
   Ethraztia’s dreams were a blend in equal measure of careful strategic planning, opportunism, and fantasy wish-fulfillment made manifest, and all were directed to this end. It was not enough for the Orcs to go to war against each other, they must be convinced that their gods were equally divided. Only then could they persuaded to set in motion a vast summoning, to bring forth permanently every fiend of the Abyss from which Ethraztia had obtained loyalty, that every last one could be hunted down. If extinct, or close to it, and at the hands of their own Gods, the Orcs would never threaten Ethraztia again.
 
The Cavern:
   “Half-truths and distortions. But probably as close to honesty as your kind can come. Very well, you have met the terms of the bargain. Goral, please stand here. Garunch, you here. Lukzal, over here.” Having positioned one of the Orcs before each of the chains. “The purity of belief of the Orcs is enough that their Gods don’t have to be real for them to be able to work miracles in their names. That belief is pure order. I want you three to concentrate on your beliefs and, on my signal, strike at the chains. First, I expect a rather important visitor to show up a soon as I give the signal; I would appreciate it if you would prevent him from incinerating me before I can explain.
   “Ready? Three, two one, NOW!”
   With a sound like breaking glass, three weapons struck the chains, shattering them. The Dragon’s great eye snapped open in an instant; lifting it’s great head from the pillow against which it had rested for centuries on it’s impossibly thin neck, it gave a shattering trumpet of triumph and exultation.

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The Ongoing Elvish Glossary

I’m going to forego this while our attention is focused on the Orcish side of the story, as it has no relevance to the narrative.

*************************************************************************************************

I love it when a plan comes together! For those interested in the technical details: I wrote the “Vision” sequences first, answering almost all of the questions posed by the “behind the curtain” article published last week, and with a few more ideas thrown in for good measure. This told me how many action sequences I needed in between them, so I worked out (roughly) what was going to happen in each, and then wrote all of them up. Because I knew which ‘vision’ scenes would be significant to the Orcs, I was able to attune the interaction to match. This whole thing was done in two sittings, with a ten-minute break in the middle, totaling about 10 hours. There was virtually no correction needed, last week’s article had primed me so that the words just spilled out one after another. I haven’t been inspired like that in a long time.

And oh yeah: if you think I’ve written myself into a corner, getting specific about all sorts of things that I said I wasn’t going to get specific about, or making it clear that the characters would have had access to the top-secret information I’ve only revealed in the course of this series at the start of play, there are a couple of twists on the way that should explain everything… Like I said, I was inspired today.

Next time: The Conclusion of the Clan Wars saga, and what happens afterwards. Chapters 75-77!

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Lessons From The West Wing IV: Victory At Any Price


This entry is part 8 of 9 in the series Lessons From The West Wing

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“Lessons From The West Wing” is a series of occasional articles inspired by the Television Series. I’ve had this article sitting around in partially completed form for a couple of years now, waiting for the right example with which to illustrate the concluding point. Finally, that condition has been met, so it’s time to look at the concept of Victory for its own sake…

The episode “Bartlet For America” makes an understated point of contrasting the behavior of a Congressman, who wants to win just to score a victory over the enemy, with that of the Majority Council, whose ideals are more idealistic and who has a sense of responsibility to something larger than his own ambitions.

This is a recurring theme throughout the entire series, and one that deserves some analysis in the context of RPGs, both from the perspective of player behavior and in that of characters within the game.

Talking About Players

RPGs are highly objective-driven, and there is a constant danger that players will fall into the trap of prizing the victory at the expense of other considerations. There’s a common misperception that this is a driving flaw of Power Gamers, but that is putting the cart before the horse and as a result, GMs can make serious errors in judgment in dealing with the expectations of their players.

Power Gamers are portrayed as individuals who can be collectively characterized by a willingness to exploit any loophole in the rules, to subvert any constraint, in order to win an encounter. I think there are at least two other motivational factors in the mix, and any one of the three can be the driving motivation behind a power gamer. Those additional factors are the desire for the capacity to win and insecurity. Target the wrong one, by assuming that all Power Gamers think alike, and your responses – no matter how measured they appear to be from your perspective – can invite all-out war at the gaming table. What’s more, I would argue that there are two subtypes to the Capacity motivation: conceptual characterization, and the bright-shiny-cool factor.

Conceptual Characterization

This is where the player has some idealized notion in his head of what his character should be able to do, and the GM has a different concept of the same thing. The player is therefore motivated to find ways of being able to fulfill his idealized vision of the character that he wants to play, and every move that the GM makes to restrict his capability to do so becomes a direct attack on the character. Before you know it, a cold war is brewing. An obvious example of this takes place when discussing skill levels – the character achieves what the player wants to do more easily than the GM thinks it should be able to, so he ramps up the difficulty in order to boost the challenge to the character, so the player finds ways to enhance his skill levels still further – a vicious cycle that can only end in disaster if it is not recognized in time, and the real problem addressed.

I have seen this problem crop up in numerous game systems with many different characters. Inevitably, as soon as the obvious mechanisms for increase in capabilities are achieved, the player is left with no option but to pursue loopholes in the restrictions placed apon them. As the GM closes these down, one by one, the player is ultimately left with two choices: to concede defeat, or to cheat; and by now, the contest has become so personal, and so much effort has been invested, and the idealized vision of the character has become so entrenched, that defeat is unacceptable. The conflict inevitably escalates until the player either leaves the game in frustration, or steps over the line and becomes corrupt. The need for victory has become so entrenched that it must be achieved – at any cost.

3.x
I want to make special mention of the 3.x system here, because the basic system makes a key mistake, and because there is a fundamental flaw in the way they handle epic levels which is not addressed by the epic-level handbook, and both of these have bitten my campaigns more than once.

The key mistake is in ascribing a single, achievable, target value for all “superhuman” skill usages – DC 25. If it were only possible to achieve these capabilities in one or two skills, and only at extremely high character levels, and character growth is capped at 20 character levels, this would be tolerable, even acceptable. But this number, as I’ve shown in the past, is achievable too easily, and therefore can be achieved in too many skills by the time the character reaches high levels, and can therefore be a game-breaker. To forestall this, a number of GMs seek to add on masses of circumstantial negative modifiers; but to be consistent in their rulings, they also have to apply those modifiers at lower levels, and that is an open invitation to the Conceptual Characterization Cold War.

A far better alternative is to be generous with modifiers when circumstances are on the character’s side and give little or no penalty at all when they are opposed – and to move the goal posts. Corrected DC = 5+ 2x (DC-5) is the formula that I use.

Of course, if characters in your campaigns rarely reach level 15+, you might not even have noticed this problem, and therefore it might BE no problem in your campaigns.

3.x Epic Levels
The problem with setting all superhuman expressions of Skills at the same level only really becomes overwhelming if your campaign runs into Epic Levels.

When your plotline is so vast that it will earn the characters more than 20 levels at standard rates of character progression, according to the XP awards given in the DMG, you have only four choices: Give up the plotline, stretch it over multiple generations of characters, reduce the rate of character progression, or proceed into epic levels. All of these solutions have problems.
 

  • Give up the plotline – this is the equivalent of reading the first volume of a trilogy and stopping there, even though you enjoyed it immensely – because the only way to go is downhill from there. It’s not a solution, it’s avoiding the problem and killing the campaign to do so.
  • Stretch the plotline over multiple generations of characters – If you can manage it, this solution is fine. But it means that the problems encountered must be cyclic in difficulty – they build to a crescendo when the characters reach 20th level and then abruptly drop to almost zero when the next generation arrives. Rather than one big plotline, what you have is a series of connected smaller campaigns. Nothing wrong with that, but it limits the plotlines that your campaign can contain – so, at best, it’s only a partial solution.
  • Reduce the rate of character progression – This is a more serious solution, involving stretching the character progression to fit the plotline and not changing the plotline to fit the character progression. But, in practice, it runs into difficulty, because accumulated bonuses from magical equipment become the dominant factor. Characters may have +5 weapons by the time they reach 5th level, under this solution. That forces you either to increase the range of magical equipment available – up to say, +20 – which brings back the very problem that I raised in the “3.x” section above, and leads the campaign down the merry path to pure Monty Haul – or you have to restrict the availability of magical equipment proportionately. But that brings in a new problem – it’s too easy for characters to make their own equipment, under this campaign regime, and to generate vast quantities of wealth. So you also have to clamp down on the magic item creation rules. And all of these changes can be perceived by players as restricting what their characters can do, given how much adventuring they have done, compared to what the players think the character should be able to do – and that starts the escalating cold-war cycle I described earlier. What’s more, because certain character types (mages and clerics) are going to be impacted by these changes more strongly than others, the players of those characters are more likely to react negatively; and the people who enjoy playing those character types are exactly the ones most likely to go crawling through the rules seeking every advantage they can find, making the war between player and GM even more likely.
  • Proceed into epic levels – Inevitably, then, you are forced to the conclusion that an epic plotline requires epic level characters. But that’s when the problems of escalation really overtake the entire campaign. The entire progression of what characters can do needs to be stretched to fit by the epic rules, reshaping the character capabilities at lower levels, increasing DCs as appropriate, and differentiating between the skill totals required for different epic-level applications – and the epic-level handbook simply doesn’t go far enough. It assumes that the first 20 levels don’t need to be changed, that the mechanisms provided by the DMG continue just fine, and that all you need is to tack some extras onto the top. Quite frankly, it reads as though it were written without playtesting by someone who has never actually played a campaign at that level. The inadequacies of this official extension to the rules, quite frankly, force the GM into adding in some of the earlier solutions discussed – and bringing in the problems that they contain.

The public interest solution
Both the players and the GM need to work together to solve the problem. The player has to recognize that the GM is willing for the character to be able to match most of his idealized vision of what it can do – eventually – and be willing to let go of those parts that can’t be accommodated. The GM has to make sure that his in-game rulings and the house rules that he has devised to make the plotline playable also make it clear that eventually characters will achieve that standard. Egos need to be set aside; if the player feels that the GM is making tasks unduly difficult to achieve, he should say so, rather than trying to find a way to make them possible regardless, and the GM has to be willing to listen and take that perception on board – and then do something about it. Cooperation, not antagonism, is the solution, and communications is the key to unlocking it. The answer to all such issues should always be predicated on “What’s in the best interests of the campaign?”

The worst thing that can happen is for the GM to assume that the character is a rules lawyer or a power gamer because they are behaving like one; treating the player that way when he is not, and seeking to “curb the excesses”, is only poking the bear with a stick. It will make things worse, not better, and will only escalate the problem.

Bright-shiny-cool

Some players appear to be power gamers because they are always attracted to the next “cool” ability on the horizon. It might be the latest prestige class to catch their eye, or the latest magical gimmick they came across on the net or in a game supplement.

A variant on this style occurs when players seek to minimize or obliterate any vulnerability or flaw that the GM exploits “because the character is smart and that’s the smart thing to do”. Rather than seeking these reductions in impairment through roleplaying, they attempt to add a new ability to their repertoire that will compensate for or overcome the problem.

Ultimately, the variant is usually an expression of mistrust. The Player does not trust the GM not to exploit the vulnerability, and so seeks to eliminate the GMs control over the character. They don’t see the weakness/flaw/vulnerability as part of the character, an opportunity to roleplay or overcome a challenge. You especially see this all the time in Champions. The best solution is a metagame one: Work out ways for the player to retain control of the character while the flaw is in play, if necessary, giving the player advance notice that the problem will have an impact in the adventure, and communicating the GMs thinking about the way that it will manifest (in broad strokes) by note. That lets the player collaborate with the GM to create a more interesting adventure. I have, in the past, even gone so far as to have a player co-write selected scenes (without telling them the context); it works well, but slows the adventure creation process, so it’s something I will do again if it’s an important-enough element of the adventure I have planned. I especially like doing that when the player is likely to assume the situation in which the scene will occur is something completely different to what is actually supposed to happen, maintaining the element of surprise for the player.

Having solved the variant problem, let’s look back at the original. I find that this is generally a problem more likely to occur with younger players, and especially those who have come to tabletop RPGs through video or collectable card games, where they are used to continually finding new powerups and bright, shiny, new toys. The solution is for the GM to think about the character in terms of “what is it missing” and “what’s the highest priority of those” – based on what the characters have experienced lately, NOT what is coming up next! – and matching those perceptions with something that the player is (hopefully) going to find “cool” but that will only partially alleviate the need, or alleviate it only in the right circumstances. If you plan it right, you can “steer” the character development direction simply by carefully planning your adventures – using the age-old marketing technique of creating a perception of need and then satisfying that need.

The worst thing that you can do is to treat these players like power gamers and try to refuse them the “powerups” they feel they need. That will only aggravate the situation and their determination to crawl through broken glass to attain satisfaction of their needs – or eliminate one of the primary attractions of the campaign. You need to consider what is best for the campaign overall – and not what you think is best for the campaign.

The Capacity to Win

For some players, it’s not about the victory, but the capacity to achieve the victory – about the means at their disposal, and not the ends. This can be tricky to identify when you encounter it; it’s usually about avoiding any feeling of helplessness on the part of the player, or about the confidence that comes from being able to cope with anything that comes their way. Closely monitoring reactions when the characters are confronted with problems may provide clues. It can sometimes be helpful to talk about this with the player concerned, but often they will not know why they act the way they do, themselves, and wrong guesses can be more damaging to the campaign than letting things ride until you get a proper handle on the real issue.

Once again, this is often a question of trust at its heart. The Player wants to be secure in his confidence that the character can win, and the GM wants the character to succeed only after raising the tension with difficulties. The player sense the GM closing off avenues to an easy success, placing difficulties in his character’s path, and identifies with the character’s situation to the extent that the player feels as trapped by circumstances as he character is; realizing that is what leads the GM to the solution. Instead of simply ramping up the problems and difficulties, the GM needs to permit the character a few small victories along the way. “Problem – Success – Setback – Success – Worsen problem – Success – Setback – Solution” should be the pattern, instead of the basic three-act structure “Problem – Setback – Solution”. It may make the adventures bigger and longer, but it will keep the players happier. In other words, structure your adventures in the way that is best for the campaign, even if that means compromising the story.

Insecurity

That, of course, is one expression of the broader emotion of insecurity. Most problems with players and power-gaming come down, in the end, to some form of insecurity, and everything else that we’ve talked about is an expression of that insecurity.

It’s not your job as a GM to solve the personal and emotional problems of your players. You aren’t trained in doing so, you aren’t qualified to do so, and you don’t have the right to interfere. Your players signed up to play a game and be entertained in the process, not to have their heads shrunk by an armchair psychoanalyst.

But because your players are people, with all the complexities and convolutions that are part of people, it is impossible to completely separate the two. The most difficult decisions that a GM ever has to make are the ones that have real-life consequences. While most decisions can be made with a view to what is best for the game, there are two considerations that can, and should, overrule that perspective. If something is best for the game but not for the participants psychologically, it is the game that must, and should, give way. If something is best for the game but not for the health of the participants, once again, the game should be sacrificed.

These issues all come to a head when we start talking about how the emotional and psychological state of the player impacts on the playing of the game. It’s fair enough to change the game to minimize the impact of these personal issues and help the game, and if that’s beneficial to the people playing the game, that’s a happy accident.

Talking about Characters

“The price of victory” is always a fertile ground for GMs to explore in adventures. How far are the characters willing to go to win? Can they find another way through the problem that the GM has presented? It’s a nice, dramatic plot premise that deserves a place in every GM’s repertoire. It hardly ever seems the case that a GM will ask themselves if this plot is good for the campaign at this point in time, and that’s a serious problem lurking in the tall grass. It can completely derail a campaign.

The problem is that the premise implies a choice, and a choice always means that there is an alternative – and the GM rarely gives enough thought to that alternative.

The GM has to walk a fine line between balancing the negatives of the unwanted outcome and the difficulties that he puts in the path of the desired outcome. If this balance is off in one direction, the adventure will lack challenge, and the GM will usually react to that by last-minute extra difficulties – opening the door to over-reaction. If the balance is off in the other, the price or difficulty of the desired outcome is too great, and drives Players to complain about being railroaded – in the direction the GM doesn’t want the adventure to go!

Before I contemplate running a “price of victory” adventure, I will always do two things:

  • Identify the adventure as one in which the real price of victory will not become apparent until long after this adventure;
  • Or, if this adventure is not one of those, make sure I have a plan to let the PCs win in the end if they make the “wrong” choice because I have overestimated the undesirability of the price to be paid or underestimated the effectiveness of the difficulties I have put in place.

If I can’t tick one of these boxes for the adventure, I won’t run it. I would rather come up with a half-assed “filler” adventure on the fly than run an adventure with a potentially critical impact on the campaign that is incomplete or inadequately prepared. The players will understand.

The campaign is more important than any single adventure.

The Relevance to RPGs

The idea of being of service to something greater than yourself or your own personal ambitions is one that GMs should embrace. That means lending a plotting hand to another GM when they ask for it, or are having trouble making a game ruling. It means not being too precious with your ideas. It means sharing the thousands – well, hundreds – of little tips and tricks that you have picked up along the way. It means placing the welfare of yourself and your players ahead of the game, and the welfare of the game ahead of characters or plots that the GM may have fallen in love with. Keep your priorities straight and do the best you can, and you can hold your head high regardless of the outcome.

One of the most gratifying things about this hobby is that most GMs get genuine enjoyment from problem-solving, and are happy to do these things – often without being asked, and certainly when they are asked. Few of them would realize that this is a form of civic-mindedness, and something that is increasingly noteworthy in the modern world.

So here’s the bottom-line purpose of this article: Kudos to my fellow GMs.

Extending the relevance

But the relevance can go deeper than that. Every campaign has characters who are good guys, or who think they are good guys. All too often, these characters are presented as very generic because they all act in accordance with the GMs moral code, perhaps modified to the era and social climate of the campaign. The alternative seems to be characters who are obsessed with achieving one specific thing (whether that’s broad or narrow in scope) that they think of as “a good thing”. Sometimes they’re right about that, sometimes they are not, but more often than not their appearances become morality plays about their being obsessed and not about the subject of their obsession.

Characterization can run a lot deeper than that, with just a little more thought. You can have characters who are more human – neither devils nor angels, but flawed and fallible human beings – who nevertheless are dedicating their lives to the service of something they think of as being bigger than they are. If that something is altruistic in nature, that makes them good guys. If that something is generally considered evil or dark or self-centered, that makes them bad guys. If that something is more complex than a simple black-and-white good-or-bad proposition, that makes them “interesting” – and “real”.

It’s often said, and I have advised as much myself in past articles, that the bad guys rarely think of themselves as “the bad guys”. At best, if they think what they are trying to do is important enough, they may be willing to let themselves be ‘seen’ as the bad guys buy the general public, especially if what they are trying to achieve is more easily achieved from the shadows.

Villains can serve the public good as a byproduct of lining their own pockets. Heroes can occasionally be forced to get their hands a little dirty. And the whole campaign can become more interesting as a result.

A concluding example

I thought I would end this article with a series of illustrative excerpts from the most recent Adventurer’s Club adventure, which was based on the putative conspiracy / coup attempt in the 1930s. Some 9 months earlier, a security crisis had led to the FBI taking control of the Adventurer’s Club, much to the dismay and anger of many of the members. The Club’s founder, “Doc” Storm (modeled on Doc Savage), immediately headed for Washington to look for a way to reverse this decision. At this point in the story, The PCs were in search of Doc for assistance in dealing with the plot that they have uncovered, and were directed to speak with Senator Bronson Cutting, who has become Doc’s numbers man and assistant in dealing with the politics of the situation. After introducing Cutting, this scene briefs the PCs on the political realities so that they don’t go rushing in and undoing all of Doc’s hard work. The “P numbers” refer to illustrations – in this case, mostly photos (some of the real people, some invented) of the people being referred to, or of offices or other locations. I can only show one of them, a pie chart illustrating the relative sizes of the political factions (note that we worked *very* hard on the numbers!) Oh, and the bio of Bronson Cutting is real, as are some of the others, but they have all been fictionalized to at least some extent…
 

Bronson Cutting (P12) is a relatively young Senator who was born in New York but moved to Santa Fe on medical advice. There he became a publisher. In the Great War he was commissioned as a Captain and served as Assistant Military Attaché to the American Embassy in London. Apon his return to the US, he served five years as Regent of the New Mexico Military Institute (also known as the ‘West Point Of The West’ and became Chairman of the New Mexico State Penitentiary in 1925. On December 29, 1927, he was appointed to Congress to replace deceased Republican Congressman Andreaus S. Jones but gave up the seat when a duly-qualified replacement was elected on December 6, 1928 – an election in which Cutting did not stand. That replacement, Octavio Ambrosio Larrazolo, was the first Hispanic to serve in the American Senate; at this time there was only six months remaining of Jones’ elected term, and (due to failing health), Larrazolo did not wish to contest the reelection. He instead endorsed the man he was currently replacing, resulting in Cutting’s reelection in November 1928. He has served in the Senate ever since. Well known as a numbers man who knows which levers to pull to make things happen in Washington, Cutting has been active and successful in bringing the Hispanic vote into mainstream US Politics and has successfully negotiated several important Acts through both Upper and Lower US Houses against concerted opposition. An idealist with extremely liberal values and progressive opinions, and well known as a man of conviction who knows how to get things done, there is even talk of a Presidential Nomination in 1936 when Roosevelt’s first term expires. An impassioned public speaker, his rails against “back-door” censorship through the use of Tarriff Bills has won him the public support of Publishers, Booksellers, Authors and Civil Liberties Organizations on both sides of politics.

He greets the PCs warmly and ushers them into his Office where they can speak more privately. “How can I help you?” he asks as you settle into the slightly-uncomfortable chairs. Noticing your discomfort, he winks – “a political device to make people more amenable to quick agreement. I just keep them here until they agree with me.” (reply, request)

“Hmmm. That’s a difficult question. Let me give you some background. Washington can be divided into four groups on the subject: 59% support FBI control for various reasons, while Doc and I have gathered a coalition of 31% in favor of club independence, also for various reasons. There are another 10% who are uncommitted and might be swayed to our point of view – but even if we get all 10% of the fence-sitters, that still leaves us at losing 41 per cent to 59. That’s the bad news.

“The good news is that we might be able to shear away as much as 14% out of that 59 – converting some into abstentions and some into reluctant supporters. Most important, that makes it 45 to 41 – plus however many we persuade over to our side of the fence from amongst the nominal opposition, less however many we don’t convince of the uncommitted. So we still lose – and that’s the second piece of bad news.

(P13) “The only member of the Cabinet who has spoken up so far is Homer Cummings, the Attorney General – and that’s because the FBI is under his jurisdiction and he likes to be able to say that he’s in charge of the Adventurer’s Club. FDR hasn’t committed himself one way or the other. The instant he does, twelve percent of one faction move to the position he indicates – and four percent move in the opposite direction. If he supports FBI control, that would be 53 to 37 and the ball game. If he supports independence, that’s 37 to 49 and a party in Manhattan. Right now, though, even if he speaks up, it’s still not enough. We need to not only get most of the fence-sitters but we have to move some of the opposition – just to get to the point where a Democrat President with an overwhelming majority in both Houses can call the shots. The more we can move, the better.

“Lobbying is a tug-of-war on a slippery slope that tilts without warning in unexpected directions. You can win the support of a key figure, who brings with him 6 hangers-on – and who loses you five votes who used to support you, but who oppose him more. The larger a coalition in favor of something gets, the harder it is to hold it together.

“So there are four factions right now.” (P14).
P14 Politics_s
“Doc’s supporters include a few people who trust Doc implicitly, a number of Democrats and Republicans who don’t trust Hoover, a number of committed republicans who oppose FBI control simply because there’s a Democrat in charge of the FBI, a few who oppose the current policy of isolationism, a few who dislike the current regime in Germany – whose ambassadors have made open overtures to Roosevelt on this matter – and a few Opportunists who expect a quid-pro-quo on something else or some other gain in mind. The committed opposition include most Democrats, because a democrat is currently in charge of the FBI; Militarists and National Security Advocates who want to use Doc’s research for the construction of weapons; a whole heap of people from Big Business and their elected lackeys; a number of science lobbyists who are upset because Doc doesn’t publish his research; Isolationists; Pro-Germans; and, once again, a few opportunists.

“Those are the battle lines. Straddling the fence – and swayable – are a whole mess of different folks. There’s those as are swayable by political support from Doc for their reelection; those that are swayable by favorable publicity; those who can simply be persuaded by a reasonable arguement; those who can be swayed by legitimate Money (donations to campaigns etc); those who can be swayed by a donation to a charitable organization that means something to them, personally; those who can be swayed by Doc doing them a personal favor, like getting a nephew a cushy job somewhere; those who can be persuaded by someone else – parents, friends, family, wife, trusted advisor, minister, whatever – those who can be intimidated by prospective bad consequences or ideology into support; a few who can be influenced politically by trade deals with other governments that might be possible, governments who feel threatened, and so on – and a small group who can be swayed by results. So far there’s been no train wrecks as a result of the FBI supervision, and until they see how the dust is going to settle, they won’t take sides.

“And that leaves the 14 per cent. The corrupt who can be exposed & removed from office – and replaced with someone more supportive of our position – or who is at least in the negotiable category. The slimy who we can’t get any hard proof on, but who are swayable by blackmail nevertheless. The slimy who we can’t get any proof on, but who can be persuaded to retire by blackmail. The slimy who can be persuaded by personal bribery. A few cowards who can be intimidated by threats – either openly or covertly. And a few who might be persuadable by opportunism – our allies promising them positions on important committees or boards of directors or the like. Politics can be a dirty game, but we need all of that estimated fourteen per cent we can get. But Doc refuses to deal in rumor and false evidence, and I agree. We can tolerate anyone with a legitimate belief or philosophy, however we might disagree with it, but criminals need to be rooted out – without becoming as corrupt as they are in the process.”

“Doc’s job here in Washington is five-fold. There are 96 Senators and 435 Congressmen and eight members of Cabinet, and they each have an average of three trusted advisors and key backers who support them. Each of those have wives or husbands, fathers and mothers, friends and enemies. They all need to be investigated and placed into one of the four categories and the thirty subcategories. On top of that, each of our supporters needs his hand held at least once a week to keep them from straying. Number three: Once a month we take a run at members of the opposition, looking for any opening to persuasion or handles than can be used to put them into group four. Number four, the uncommitted – we need to identify what levers they will respond to, make an approach, persuade them, and then revisit them regularly to hand-hold them. And finally, group four – Doc needs to gather evidence or proof, decide what to do with it, persuade them or act on the evidence if it’s proof enough, and get in good with their potential replacements.

“If Doc had to investigate all of them, that would be nearly 15,100 people. You don’t do that overnight, and Doc severely underestimated the scale of the job he was taking on when he came down here. Fortunately, he doesn’t have to look into all those 15-odd-thousand people. Once we have someone’s support in our pocket, we don’t need to investigate them further. So that cuts the list to about 4700. Once we have identified a handle on someone, we don’t need to look further – that cuts the list to about 900. I know a lot about the people we have to deal with and can cut the list to about a third that number – that’s leaves about 300 – and can put those 300 in order of priority. A lot of them will be closely located, so you can investigate groups of them at a time – bringing the target to about 60 groups of people.

“The way we’ve been working is that Doc and I will draw up a week’s activities for him to do – and he’ll move from task to task, person to person, on that list, in rough order, doing whatever needs doing and then moving on to the next. At the end of the week, we go over his results and plan the next week. In the last six months there have been 180 days – that’s about 3 days per group. Sometimes those three days are all it takes and sometimes its not long enough and we’ll have to spend more time on them in the next week.

“So I don’t know exactly where Doc is – but I can give you a list, in rough order, of where he is supposed to be, today. Give me about 30 minutes to draw it up – with a few notes so that you don’t go crashing in like a bull in a china shop and ruin everything he’s been doing for the last six months.”

 

(P15) Duncan Upshaw Fletcher, Senator from Florida. Cantankerous slightly older guy. Cutting’s notes say “Will talk your ear off. Honest. A strong ally to have, a worse enemy. Popular with both political parties. Chairman and member of many high-profile Washington committees, especially those related to finance law and economics.” Democrat, reelected for a fifth term in 1932 unopposed by the Republicans, achieving 99.8% of the vote.

*** Fletcher is argumentative for the sake of being argumentative, continually probing for soft points in the opposition’s debate and exposing them. He is happy to argue with just about anyone.

As soon as the PCs arrive he takes them into his office and asks what they think about the upcoming Shuyler Economic Reform Bill. He will refuse to discuss Doc’s whereabouts until they have talked about this legislation, which will strip the navy of 20% of its current budget, redirecting 10% of the savings into the army, and distributing the remainder into a number of other channels including a reduction in import tariffs, a reduction in stamp duties, increased medical aid for the American Indians, and increased funding for legal aid in federal cases specifically targeted at legal support for minorities. Whatever opinions the PCs voice, he will adopt the contrary position. If they try and avoid coming down on one side or another, he will push them to form an opinion and stick to it – timidity is for mice, not men.

***Mike & Blair to roleplay Fletcher for as long as they can maintain a good line of arguement, taking over from each other as necessary. When it starts to bore those not participating or when we start running short of good arguements, have one of the PCs make a perception roll at +3. If they succeed they will notice a suspicious twinkle in Fletcher’s eye and realize that Fletcher’s position is exactly the opposite of what he has been advocating, and that he has been exploring the arguements that his political enemies are likely to make against him. It’s up to that player to decide how he is going to use this discovery – will they call him on it?

He will then discuss what the PCs wanted to discuss when they first came in. “Storm’s been trying to convince me to let his boys handle their own leash for several months now, on and off. At the moment it’s 6-all and we’re going into triple overtime on the debate. I’ll probably come down on his side of the fence when the time comes but haven’t quite made up my mind just yet.” You again notice the twinkle in the eye as he says this.

“He stopped by early this morning to make another run at my position on the subject, but had to leave after an hour or so to keep an appointment with Little Bairdy, the Senator from New Jersey. That was, oh, two or three hours back, now.”

NB: If the PCs try to skip ahead, they will either find that they have just missed Doc or that he has cancelled his appointment there. If they try to phone ahead to get people to pass on a message, they will either refuse or inform them that Doc has changed his plans and rescheduled the appointment. The general rule of thumb is that the PCs will not catch up with Doc until the early evening when he returns to his hotel.

 

(P18) David Baird Jnr, Senator from New Jersey. Relatively young, rimless glasses, extremely receded hairline, manner of a used-car salesman, appointed to fill out the senatorial seat vacated by Walter E Edge who resigned to become Ambassador to France, appointed to that position by Herbert Hoover (Republican) 4 years ago. Edge refused to resign and even contested and was reelected to the Senate to ensure the passage of the Smoot-Hawley Tariff Act, raising tariffs and strengthening the protection against imports of US Manufacturers. Only when the bill had cleared all barriers and been enacted into law, and his hand-picked successor been assured of his Senate seat, would Edge resign to take up the appointment by Hoover, by which point Roosevelt (Democrat) was in the white house. Cutting’s notes warn “not to make any deals or accept any proposals, Baird is not to be trusted.”

Baird is obviously in a foul mood when the PCs arrive. “So, Storm’s sent his lackeys to vet my speech. He didn’t have to worry, I promised I would withdraw from the contest for reelection if he didn’t stir up trouble about those political donations from the Bank I used to work for. Here it is – read it, then go and tell your morally-oh-so-superior fuehrer that I’ve followed his instructions.”

He will be uncooperative and unhelpful.

 

(P22) Bertrand Wesley “Bud” Gearhart is one of the most remarkable figures in US politics. A staunchly conservative Republican who is pro-military and is known throughout the government as one of the most obstinate obstructionists in politics, he is about to face reelection completely unopposed by the Democrats and is well-known as having a few select liberal issues apon which he is just as staunch and unwilling to bend. If he lives long enough, he could even become the first Congressman to be reelected 30 years straight unopposed by the rival party – while being one of their strongest opponents in politics. He keeps party lines as he sees fit and is a holy terror to anyone and everyone who challenges his uncompromising values – The country over the public, the military over the country, and god above everything. Congressman from the California 9th district, which takes in several army military facilities north of Los Angeles and south of San Francisco.

“Bud” is yelling down the phone line when the PCs arrive, calling someone a blind fool who doesn’t deserve to be called human, let alone a Congressman of the United States, and doesn’t have the horse sense with which God gifted a flea, much less a pro-German lapdog, the position to which the person to whom he is speaking is apparently aspiring.

When his tirade is finished, he hangs up surprisingly gently and turns to the PCs. “I have about 10 minutes while that bleating sheep complains to the party leadership before they call me back to berate me. You have that long to talk, don’t waste it.” (reply)

“Yeah, Doc Storm was here a little while back – about 87 minutes ago as I recall. Fool didn’t think I was going to stick, he doesn’t see the dangers as clearly as I do. The Kaiser’s new Fuhrer is preparing for war, sure as dogs chase cats, and right now the most effective weapon we have against that is you folks in the Adventurer’s Club being free to get up his nose without a lot of government restriction and red tape. You’ll do the right thing when the time comes, I’m sure. Dang-blasted Roosevelt should never have agreed to speak to the blasted Jerrie Ambassador knowing that he was only there to demand tighter restrictions on you folks, but it shows that you’re rubbing nerves raw over in Kaisertown so keep it up. I don’t rightly know where he was going from here, but he said something about that milquetoast Advisor from the Department of the Interior.”

 

(P24) Harold L. Ickes (Eye-Kez) is the current Secretary Of The Interior, Director of the Public Works Administration, and is someone known to have strong influence over FDR and to be one of the mainstays of his Presidency. If Ickes can be persuaded to endorse independence for the club to Roosevelt, the FBI can probably start packing their bags. As a result, Ickes is in incredible demand – one of the most popular roads to FDR’s ear runs right through his office, which books 5-minute appointments months in advance. Accordingly, Doc has sought out someone that Ickes listens to – an advisor on the Domestic Economy, Benjamin H Stephens, and is looking to bypass that clogged avenue to authority.

(P25) Stephens is a mad-keen golfer in his late 30s with dark hair and brown eyes, who always dresses conservatively – except on the course, when he makes up for lost time. He never makes an important decision in his office, but insists on getting to know the real motives on the golf course; he is of the opinion that he can interpret someone’s character by the way they play. He is also known to be suspicious of J Edgar Hoover’s personal empire-building, suspecting that Hoover is more interested in his own power than in supporting the president. Besides, Hoover would never be caught dead on a golf course.

Given this information, it is not surprising to learn from Stephen’s aide that Doc and the cabinet advisor are not in his office, but have instead hit the golf course. Unfortunately the aide is not 100% certain which one it is. He thinks it most likely that it is the Congressional Golf Course (P26), part of the Congressional Country Club, at 8500 River Road, Bethesda. When the PCs arrive at the Congressional Golf Course, there is no sign of Doc or Stephens. Just then, a bell rings and the area is suddenly full of babbling schoolgirls, who immediately zero in on the famous members of the Adventurer’s Club. (P27) The Conelly School of The Holy Child is located on the grounds of the Congressional Country Club)…

 
The final scene in this sequence has the PCs back at Doc’s Hotel as Doc and Ickes arrive in Icke’s limo, obviously on friendly terms and agreeing to disagree.

So, what’s the point of these excerpts?

The politicians run the gamut from heroes to villains. But some of the villains are on the side of the Good Guys (from the PCs’ points of view) and some of the heroes are opposed – for what they consider to be good reasons. They are all interesting characters, for all that they are only present for the single scene in which they appear. And then there’s the elusive Doc, who doesn’t appear in any of them, but who dominates all of them with his presence – he’s the very definition of one of the good guys, but he’s had to do some morally questionable things in the name of “the end justifies the means”. For the first time in the campaign, he’s not shown as squeaky clean; he has had to compromise his ideals in order to achieve what he considers to be necessary. He may no longer be the textbook cliché of a hero, but as a prominent and recurring NPC within the campaign, he’s infinitely more interesting.

And that’s the point.

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Who Is “The Hidden Dragon”? – Behind the curtain of the Orcs and Elves Series


This entry is part 28 of 31 in the series Orcs & Elves

the hidden dragon
A break from the usual, this week, simply because before the next chapter can be written, I need to have an answer to this question myself – and that’s an answer that I don’t currently have. So, this week, I’m going to take you behind the curtain as I work out an answer to that question.

The Ages Of Existence from a non-human perspective

If you look at the Ages Of Existence, provided for readers of Campaign Mastery to download in Inventing & Reinventing Races in D&D Part 3, and synopsized within that article for good measure, it should be clear that the third Dwarfwar was part of The Age Of Heresies, despite the fact that in human records, that age preceded the Age Of Empires while the Dwarfwar obviously followed it – it was during the Age Of Empires that Half-elves came into existence. This was done deliberately, to emphasize that the human timeline of events was not the whole story.

Another implication of the human history is that there is a great deal of time between the Age Of Heresies and The Age Of Genocide, and another healthy gap in time between that Age and the Age Of Armageddon. Obviously, since I have already established that the human perspective is one that (rather arrogantly) places themselves at the centre of existence, I feel no need to slavishly adhere to this outline, which is why I had the Dwarvish experience of the Age Of Heresies lead directly to the Age Of Genocide.

All that is well and good, but it then raises the question: into which age do the events of the Orcish Clan War fall?

In The Age Of Heresies?

This could certainly be the case. There have been enough incidents involving the Orcish Gods for it to qualify. In the Age Of Heresies, the Chaos Powers impersonate existing religious figures to create controversy and division amongst the faiths. While the humans have them impersonating Priests, impersonating Orcish Gods is well within their powers. The implications of the prophecy clearly show that the whole Clan War is an attempt by the Chaos Powers to prevent, by pre-emptive strike, the formation of the current band of PCs, so having The Hidden Dragon be a Chaos Power certainly makes sense. The litany of ‘false gods’ who have appeared in the course of the Clan Wars can be either other Chaos Powers or subordinates of the Hidden Dragon, or even aspects of The Hidden Dragon.

But there is a complication. The prophecy, which appeared in Chapter 68 of the Orcs & Elves story, speaks of the Hidden Dragon being awoken when the Oracle was discovered. That implies that it was asleep (or at the very least asleep to the danger described by the prophecy) until then. The latter interpretation explains the situation, and is the reason why the prophetic verse was phrased in that way; the original draft spoke of the Hidden Dragon being “released”, which is a far more direct statement, and implicitly implies that it had been confined at some past time. By Whom? There’s no reference to any such event anywhere in the Orcs & Elves story, though I suppose one could be inserted retroactively. But the question still remains to be answered: by Whom? And another one: why not impersonate Priests? Why pretend to be Gods?

So this answer to the question of timing gives a possible solution to the main question of identity (a Chaos Power), with a few sub-varieties describing the subordinates. All are reasonable and satisfactory, but none are especially compelling, and there are some weak points. This was the answer that I had in the back of my mind when I started outlining the Orcs & Elves series.

In The Age Of Genocide?

This could also be the case, and it clarifies the objectives of the Chaos Power in doing all this. In an nutshell, it wanted to so weaken the Orcs that they would be wiped out. Divide, and conquer – one of the oldest tactics in the book. It also makes sense insofar as both Elves and Dwarves are in this Age, and it is entirely possible that Humans are, too. So this would be an answer that restored some consistency to the overall pattern of events. This was the answer that I drifted towards when I started writing the Clan Wars chapters of the Orcs & Elves series.

But I also hedged my bets. When I was writing up the article on the Orcish Mythology I had to answer the question of what the Orcs think their gods do all day? I didn’t want them underfoot, because I wanted their intervention to be a Dramatic Event. So I came up with the notion of the Gods fighting to conquer a realm “beyond the sky” (how else would you describe a Plane Of Existence when no-one has any notion of such cosmological details?), to be used as an afterlife for the Orcs. Orcs who lived ‘honorably’ earned their place in the army of Gruumsh, and got to live in this afterlife, save for occasional excursions to expand it to make room for more Orcs. This is clearly analogous to the legend of Valhalla in many respects.

Who were they fighting against? This was never made clear. It might be the current masters of Elysium, i.e. the Human Gods, and the Orcs were (in effect) seizing part of the Human Afterlife to have as their own. But that would make the Orcs “Bad Guys” again, and I was trying to avoid that. Since it had already been established in the campaign mythos that the layers of the Abyss were once just as idyllic as Elysium, until they were corrupted by the Demons & Devils that overran the place (Refer Chapter 41 of the Orcs & Elves series, where it was mentioned in passing). So why not have the Orcish myth be that Gruumsh and Co had conquered part of the Abyss and returned it to its garden-like state? This would keep the Orcs as “Good Guys” (in general), however distasteful their activities and cleanliness might be to more civilized societies. And that in turn led to the articulation of the “nightmare armies” that the false Gruumsh summoned to bolster his forces in Chapter 61; the descriptions being appropriate for Demons being beheld by Orcs, and consistent with the information presented in the course of the chapters on the Third Dwarfwar.

So the Hidden Dragon, whoever he is, has demon underlings, and hence might just be a Demon Prince. Or perhaps Demon Princes merely describe those lackeys of the Hidden Dragon who impersonated the Orcish Deities.

This answer has a lot going for it. Consistency with what has already been established, plus a bringing together of many other plot threads from the broader narrative – and tying the whole lot together into a relatively neat worldview.

But there is, perhaps, a downside. I deliberately implied that the Devil responsible for the Third Dwarfwar, Molgoth, had impersonated Gruumsh in the past. That was explicitly to raise doubts about the reality of the Orcish Gods without actually ruling them out of existence. But to justify the Demon Princes’ willingness to support the Hidden Dragon’s agenda, I would have to accept that the conquest of part of the Abyss by Gruumsh was real, and so was (therefore) the Orcish Afterlife, and so (necessarily) must Gruumsh himself be. And I don’t want to resolve that question. I love the notion of Orcs worshipping deities who may not exist (explaining why they were never caught up in later events), whose priests can nevertheless cast Divine Spells because of their belief in the Principles that those deities represent.

One way around that is to make “The Hidden Dragon” not a Chaos Power at all, but another being like Molgoth – a Demon Prince. But that doesn’t quite work, either. Molgoth was essentially a solo act, corrupting and inspiring and deceiving mortals into doing his dirty work for him. Events in the Clan Wars are on another scale entirely, and would require the architect of them to have that much more power and authority than Molgoth did. So this solution would require me to make Molgoth a relatively minor Demon Prince, at least in retrospect. That has both an upside and a down-side. It makes Demons and Devils far more scary within the context of the campaign, if a “relatively minor” example can cause so much misery, pain, and bloodshed – and that’s consistent with how they have been depicted in other encounters with the PCs. But it also risks reducing the importance of the conflict created by Molgoth, and that’s something that I don’t want to do, either.

So this answer to the question of timing also provides a different take on the original solution, and a completely different alternative. This is the solution that I’ve had in the back of my mind while actually writing the last twenty-odd chapters – so it is not too surprising that it dovetails with the story so far very accurately, but so far I have avoided committing irrevocably to it, hesitating because I could see those problems looming.

In The Age Of Armageddon?

Always lurking somewhere in the back of my mind has been this possibility, and in part, the pattern of events in this era were used as a template for events within the Clan Wars. This era is all about the greed for power of some Gods, called the Shadow Gods. When I was first creating the campaign background for the Fumanor Campaign, I was confronted with a fundamental question: If you’ve got the Chaos Powers as fundamental enemies of the Gods, why do the different pantheons need their own, internal, enemies? Why do you need a Loki, or a Coyote, or a Pluto? Where do these “evil gods” fit into the scheme of things?

After a bit of thought, I came up with a stratagem on the part of the Chaos Powers which would leave most of the Gods helpless – but not the Shadow Gods (I won’t go into details here, I have a forthcoming chapter of the Orcs & Elves series dedicated to the story). These ‘Shadow Gods’ got together, saved the day, and were lionized by their respective pantheons; past offences were forgiven, at least a little, and the necessity of a God who could at least touch “The Dark Side” was established. But people get tired of being grateful, and the innate arrogance of many of the Shadow Gods began to grate, and old patterns of behavior slowly returned, and the Shadow Gods were again marginalized within their respective pantheons. They only tolerated this for a while before acting to reclaim what they saw as the respect and authority that they had earned; in the Age Of Armageddon, this leads to multiple simultaneous wars between different pantheons of Gods, with mortals caught in the middle.

The “Hidden Dragon” might be a ploy of the Shadow Gods. This only makes sense if the Shadow Gods were also responsible for the Prophecy, making the whole thing an even grander deception than has been revealed so far. The expectation would be that the real Orcish Gods would respond to the deception, that the identity of “The Hidden Dragon” would be yet another subterfuge, and that the purpose of everything that had taken place would be to get the Orcish Gods to attack the Pantheon they thought responsible. Whether or not those events would be the way things actually played out could be a very different story, of course.

As with the other solutions considered, this answer carries inherent advantages and disadvantages. The advantages include compressing the remaining storyline by removing the need for a separate set of incidents describing the Age Of Armageddon and how it impacts the Elves and Orcs. That it places Armageddon prior to the Age Of Enlightenment, the reverse of the chronology humans use, is a minor quibble that doesn’t bother me. Another advantage is that instead of treading on old territory within the narrative – we’ve already had an episode involving the Chaos Powers and Demons and so on – this would tread new ground. But, balanced against these advantages are a couple of really difficult problems. First and foremost, it requires me to confirm that the Orcish Gods are real, or are not real – or to have the resolution of the Clan Wars be really anticlimactic. None of these is appealing, for reasons that are either obvious or have already been discussed. Secondly, there’s the question of which Pantheon all this would be directed against; there isn’t one conveniently at hand. And finally, there are parts of the story that – as things stand – would make no sense under these circumstances and each of these incongruities would need to be explained away – which could be very tedious and dull, and it would take a lot of work digging them all out and constructing those explanations.

So, while this gives me an option with some definite advantages, overall it is more of a liability. I may have been doing my best to keep this answer as a viable option, and there have even been times when I may have thought this the most likely answer and written accordingly, but at this point I am ready to rule it out of consideration. I might still have used it if I was really desperate, but I have other, better, alternatives.

Making The Big Decision

Having ruled one of the three major choices out, that still leaves me with two – the original idea, and the one I’ve been writing towards without committing myself. Frankly, the advantages of the latter clearly outweigh the lack of disadvantages of the former – IF the disadvantages of the second can be overcome satisfactorily.

That still leaves two choices. The first option – “The Hidden Dragon is a Chaos Power” – avoids most of them. The second – “The Hidden Dragon is a Demon Prince” – is more problematic, even though it more explicitly references other parts of the story. But, while writing this, a hidden upside to the first solution came to mind. One of the themes of the campaign is the ongoing struggle between the Chaos Powers and the Gods; Demon Princes are nothing more than a side-show to that theme. Having had a big story that focuses on that sideshow (The Third Great Dwarfwar), perhaps it’s right that an even bigger story (The Clan Wars) refocuses attention on the primary theme.

So the decision is made: The Hidden Dragon is going to be a Chaos Power.

So, what just happened?

It’s worth my pausing for a minute to review what just happened.

  • I had a problem;
  • I listed as many possible solutions to that problem as I could;
  • I considered the benefits and liabilities of each of those solutions without committing to any one of them; and only when that was complete,
  • I chose the solution that was of greatest overall benefit to the end product, the story, despite any downsides that it had.

I follow the same basic process whenever I encounter a problem. It doesn’t matter if it’s a problem with my personal budget, with an adventure that I’m creating for an RPG, or a story that’s to be rendered in prose.

Sometimes, I can do it all in my head and reach what may seem to be a snap solution; and sometimes I overlook things when I fly by the seat of my pants that way.

On other occasions, no snap-judgment “obvious answer” presents itself. I might need to cross-reference with past events (as in this case), or I might need to do some research, or I might have an idea for a later adventure that I need to incorporate. Those are the times when it’s worth pausing and documenting your thought process; over time, I’ve learned the hard way to be systematic in my approach, and always to keep one eye on the Big Picture. If you don’t do that, then sure as shooting, six weeks or six months later, when the time comes to render the finished product (whatever it might be), the details that made your solution work will have been lost, and you’re in trouble.

What’s Next?

The decisions aren’t over yet.

  • No two chaos powers are alike; Lovecraftian Horrors all, but with very little in the way of common descriptive elements, and with very different capabilities and characteristics. So I need to work out what this particular Chaos Power looks like, and what its personality is, and how these things will be expressed. And I need to work out how all that relates to the name, “the Hidden Dragon”. Why choose that particular name? Or did whoever wrote the prophecy choose it? Why?
  • For that matter, I need to make some final decisions about who exactly created the Oracle Of Gottskragg, when, and why – and whether or not to reveal any of that information.
  • I need to decide how the “nightmare soldiers” are going to make sense given that the Demon Prince idea has been thrown overboard.
  • I need to work out who, or what, was impersonating the various Deities to further this scheme on behalf of the Hidden Dragon, and how they are going to connect with the climax of the Clan War storyline. And why they are working on behalf of the Hidden Dragon.
  • I need to work out where the Hidden Dragon’s lair is. And, how at least some of the protagonists who assault it are going to get back to tell their stories. (I know, for example, that I am going to need Ambassador Tathzyr after that climax, for example.
  • I need to plot out an action sequence that permits me to divulge any of the above information that needs to be revealed in the course of that climactic battle.
  • Which, of course, means that as I develop these answers, I need to decide what needs to be revealed, what can be implied (and how), what can be inferred, what can be left out – and what should be provided ex-cathedra as narrative or sidebar.
  • And oh yes, one other small item: How will the Hidden Dragon be defeated? Or will the mission be a failure, or a qualified successes?

As you can see, I still have a ton of work to do before I can start writing the big confrontation sequence. How do I intend to go about it?

The Key to a Solution

Looking over that list, there are three items that really leap out at me as being the cornerstones of solutions.

  • The name, “The Hidden Dragon” is either going to be descriptive, self-descriptive, or possibly a metaphor. The answer to that specific question will provide a lot of guidance toward solutions to every other question.
  • While the nature of “The Hidden Dragon” should go a long way to resolving the “nightmare soldiers” and the “who are the false gods” questions, it might be even more useful to come up with a set of possible answers to those questions and reason back to nail down more of the nature of the main villain in the story. Sometimes it can be good to put the cart before the horse – when you’re going backwards, especially.
  • And thirdly, the Oracle Of Gottskragg. Figure out the who, what, and where of that – again, perhaps making a list of possible answers, and then cross-referencing those solutions with the list of answers to the previous question – should really help with understanding the context of what is going on, and from that, who the participants need to be.

So those are my starting points. I’m going to take everything that’s been revealed so far, extend that information, and use the results to narrow down the requirements (from a story perspective) that I have for the Hidden Dragon. That should get me to a personality and a description. Once I have all of that, plotting out the action should be (relatively) straightforward, and lead to a logical outcome.

As a general principle, make the smaller decisions first (while being prepared to change them) and they will serve as clues to the bigger decisions. At least, that’s the best approach when you can’t go directly to the big decision for some reason.

What will be my ultimate answers to all these questions? You’ll have to read Chapters 74 and 75 of the Orcs & Elves storyline next time to find out…

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Breaking Through Writer’s Block Pt 3: Action and Personality Blocks


This entry is part 3 of 7 in the series Breaking Through Writer's Block

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There are four more primary types of Writer’s Block that I identified in part one of this series, and this article is going to tackle two more of them, and offer 17 solutions to those specific varieties of problem. The types of Writer’s Block to be dealt with in this article are:-

  • Action Block, when you know what the situation is and who the participants are, but don’t know what a specific character is going to do; and
  • Persona Block, when you know what you want to have happen, but have no idea who the character is who will do it, or why they will act that way.

(There were supposed to be four, but discussing these two types took so much room that I’ve had to further split the series).

Part One of the series also offered solutions for the problem of ideas, also known as “Blank Page Syndrome”, while part two looked at problems with incomplete ideas (Conceptual Blocks), problems with turning a general outline into a specific breakdown, specifically, which scene should come next (Specific Blocks), and when you have something planned – be it an action sequence, or a dialogue sequence, or whatever – but don’t know at what location it should be set (Setting Blocks).

Action Blocks

So the villain is going to replace one of the heros with a double. He has sent a henchman to attack the heroes at a charity event that none of them know is being hosted by the villain in his secret identity. You have some idea of who the participants are, you’ve described the social gathering and you’ve written the inane chatter and gossip that makes these things such a grind, and you’ve just written those fateful words, “…when suddenly,” and your mind goes completely blank. You have no idea how the action should unfold. (Actually you should try and avoid using those words, they are cliched writing, but that’s neither here nor there).

This sort of situation crops up quite frequently in both writing and in RPGs where the characters are reacting to events. It’s arguably worse in some genres of RPG because the antagonists instigate a confrontation more often in those genres – superhero and pulp games, for example – but the action sequence is part of every RPG plot and an awful lot of fantasy and heroic fiction. Some people find these sequences easy to write, some find it exceptionally difficult, and most of us are in the middle, where it’s sometimes easy and sometimes not, and where the struggle is to make each occurrance different and interesting for it’s own sake.

I have eight cures to offer for this situation. They all presuppose to some extent that once you actually get started on the action sequence, it will more or less write itself in the form of action, reaction, counter-action, new reaction, and outcome.

Solution 1: Consider the potential for inaction

It can be very effective in breaking the block to jump from pre-action to inaction – to dialogue, or menace, or narration of context. If you’re having trouble getting the action started, shifting gears to some other type of sequence can let you ease into the situation and work around the problem. It loses its value if repeated too often, but procrastination can be your ally.

This works because this creative inaction, provided it doesn’t concern some other plot thread entirely, always tells you something more about the situation or the participants. Getting deeper into their heads makes it clearer how they will act and react, which in turn makes it clearer how the action will start and how it will proceed. This solution can be so effective that even writers who normally have trouble writing action sequences find this one flowing naturally onto the page.

Solution 2: Describe the leadup

A sub-form of the first solution is to take a step backwards in time. Describe the preparations of the attackers, their interaction as the moment approaches, their moods and dialogue. In effect, this is following a second pathway into the scene in hopes that it will not be as blocked as the first. For the same reason that Solution One works – getting more deeply into the heads and capacities of a key participant – this can work.

Nor, despite appearances, is this solution only of value in fiction. Just because it is never presented to the PCs, a GM can employ it in an RPG, enabling the characters to seem more realistic when they are encountered; instead of being static and lifeless, it conveys the impression that they had a life outside the events to which the PCs are witness, and the two stories (the PCs and the enemy’s) simply intersect at a particular time and place. Two of the enemy may be in the middle of an extended arguement about a baseball game, and continue it in the course of the scene, for example. By conveying a sense that the attacking NPCs had a life and a relationship and a line of dialogue before the PCs were present to witness it, the whole situation becomes more lifelike.

You may even be able to use the material in some sort of prophetic vision, or some super-detective may be able to deduce it and present it to the other PCs retroactively – if there is some story value in doing so.

Solution 3: Impatience has its virtues

Another solution that can sometimes work is the Impatient answer. Nothing fancy, the villain just bursts in and fires a shot at one of the targets on offer. Cue panic and mayhem.

There are times when this solution is out of character. There are two answers to that complication; the first is to revel in the contradiction, making it a deliberate surprise tactic on the part of the attacker, or something that he has been required to do by circumstances (causing frustration on his part). The latter then leads to the questions of why or who he is required to act out of character, and how does the character react when frustrated? The more of the participants emotional responses and circumstances you can bring into the battle sequence, the better it will read on the page.

The second answer to the oontradiction is to use the suddenness of the introduction to combat to get you started, then replace the “impatient attack sequence” with something else once you have your literary juices flowing down the right channels.

Solution 4: Emotional Responses

Most of the solutions so far have been fairly clinical in many ways, but that’s not the only way to get through (or around) the creative blockage. I have occasionally found it useful to construct an emotional “roadmap” of the action sequence, especially when a combat seems too sterile and clinical.

That involves drawing up a table, with one column for each significant participant, plus one for the actions to which the PCs are reacting. The first action should read “Pre-action”. In the appropriate column, describe the emotional state that you want the character to experience, then choose an action that leads to that emotion. By constructing such a road map, you can take the sterility out of the sequence by rewriting each action and reaction to convey or reflect the emotions of the participants.

Emotional changes usually come in pairs on such a map – each event having one effect on the attackers and another effect on those being attacked. There can be exceptions, but this is always a good rule of thumb.

Even though you don’t know the emotional state of the PCs in an RPG – that’s a question for the players – this approach can still work; instead of specifying the emotions that the characters have, you are describing the emotions that you hope to achieve in the PCs. Nor do you know exactly what the PCs are going to do, and so you can’t be sure that the emotional “journey” you are planning for the NPCs will appropriately match events; don’t let that stop you. Alter circumstances within the battle to encourage the emotional states you want, don’t get too wedded to a particular sequence of actions. Heck, you can be quite successful by totally improvising the actions and their effectiveness and simply following the emotional arc that you want to occur. Both of these approaches can bring new life to your combat sequences, and new realism – I once had the tide shift in a battle in which the NPCs were doing too well by giving one of the NPCs a heart attack in the middle of the battle. It tipped the balance.

Another approach to this solution that works especially well in an RPG is to list emotional states and NPC responses to them. “If the NPC becomes confident, he will pause to gloat. If the NPC is surprised, he will panic and seek a distraction or threaten a hostage. If near defeat, he will attack the crowd of onlookers.” These could be summarized as simply as “Confident – gloat. Surprised – panic & distract/threaten hostage. Fearing defeat – attack onlookers.” Armed with this list of emotional states and actions, you can go into the combat sequence and choose the NPCs action from your menu. You have two guides to employ in deciding what the responses should be: the personality of the NPC, and the emotional state that he is trying to achieve (in himself or in the PCs or both) with that action. Your choices are also obviously constrained by the capabilities of the character.

It should be clear from the last two paragraphs that the better you know the characters and capabilities of both PCs and their players, the better (more interesting and alive) you can make the combat. The greater your level of ignorance, the more I would favor the second approach over the first.

Solution 5: Backwards counterblows from the coup-de-grace or climax

Sometimes, you can determine what the initial action should be by starting at the way you want the action sequence to end and working backwards, step-by-step. This works far better in a literary action sequence than in an RPG, unless you know the PCs extremely well, and even then it can feel “pre-scripted” when actually executed. This approach can leave you open to surprises.

Nevertheless, it can still be a useful tool in an RPG setting, provided that you are prepared to abandon the prepared “narrative flow” of the combat – you start with the desired climax, work backwards to the initial confrontation, then throw away all the intervening steps and let the action simply flow from that initial confrontation, surprise PC actions and all – but always looking for ways to steer the battle in the desired direction.

Solution 6: The character of the trigger

If none of the above solutions have gotten you past the blockage, it’s time to employ more desperate measures. Take a good hard look at the triggering character, the character that is going to start the action. You have three choices to contemplate:

  • A quintissential manifestation: try to define an action that is quintissential to the personality of the triggering character, the attacker, something that is characteristic and defining of that character. Because it is such an expression of the personality and capabilities of the attacker, it is frequently a good starting point.
  • A counter-intuitive action: If the problem is that you’ve already got such an action and it’s just not working for some reason, find a reason for the triggering character NOT to employ his usual approach, then make some secondary personality trait the defining guide to what the triggering action is going to be. This not only keeps the choice consistent to the character, by definition it gets around the problem you had. And, finally,
  • Change the trigger: Sometimes the person you have starting the action is simply the wrong person to achieve the plot outcome you want. Consider letting one of the “attacked” become aware of the impending attack just before it is to happen, either by virtue of luck, or by enhanced senses, or being in the right place at the right time, or – of you’re desperate – by sheer coincidence. They can then react to the imminant threat, making them the triggering character.
Solution 7: Be Inconsistent

We’re running out of solutions, and they are becoming increasingly desperate. This solution is to focus on why the attacking character, the trigger, is doing it. What is his objective, his goal? What is his personality, and – most important of all – how will what he is doing reflect those traits?

I have had at least one case of “Action Block” where the problem was the personality of the attacking character being out-of-step with the role that the character was to play in a larger scheme of events. I could have changed how the character was going about solving his immediate problem to something more compatible with his goals and persona, or I could change how and why he went about achieving his real goals. Both risked compromising that larger scheme of events, because this was not going to be the character’s only appearance within that larger plotline.

Once I had identified the reason I had gotten part-way into the action sequence five times only to arrive at a dead end, or had decided “this just doesn’t feel right”, I took a good hard look at what the goal was for the scene. Why was the action scene present? What was it’s purpose in the greater storyline? If I threw out everything about the character and his M.O. in this scene that didn’t contribute directly to achieving that storytelling purpose, what was I left with?

This was complicated by the fact that the character had already appeared in an earlier game session. The PCs thought they already knew who he was and what he was all about, and everything that had been established in that earlier appearance had to be accommodated in any reinvention of the character. I employed the characterization technique that I described back in March 2010 in The Characterization Puzzle: The Thumbnail Method and succeeded in completely reinventing the character as someone who had gone from would-be arch-villain (in his first appearance) to someone whose world had collapsed on him in the meantime. In the process, he went from being an isolated figure to a family man with ambitions and a crippled daughter, and his situation became laced not with menace but with pathos and irony. He had reformed, but a combination of circumstances and his past catching up with him had forced him reluctantly back into his old life.

This completely transformed the action sequence. It set up a situation in which the PCs, by reacting to the person he had been in his first appearance, made his situation immeasurably worse in a way that would not be easily undone, and turned him from someone with no subtlty of motivation into an arch-foe who would never, ever, go away. That not only changed his behavior in this action sequence, it meant that when he reappeared in the finale to that plotline, he would have changed yet again (as a consequence of what the PCs had done). But it also opened the door to an unexpected situation in which the PCs were able to solve his problems and turn him from villain to hero and ally in that final confrontation – with him wavering until the climax. Reinventing the character to meet the real objectives of the story (as opposed to the immediate objectives of the scene and imperatives of the character as he had been) not only solved the immediate problem, it added boatloads of depth to the conclusion of the plotline in a later adventure.

By making the character inconsistent between the three appearances, but with a personal narrative that explained the changes, I solved the problem.

Solution 8: What would the participants be doing otherwise?

The final solution I have to offer, and the most desperate of them all, is to enter the daydreams of the triggering character. What would he be doing if he weren’t about to attack? What might his life have been like if he hadn’t become who he now is, and what might he have been doing if he were not doing this?

The trick is to have these reveries influance the character’s thinking in the here-and-now. You also need some plausible reason for the character to be indulging himself in this way, usually some event that is personally significant or a personal milestone. I once applied this solution and decided that the character’s mother had passed away, prompting him to contemplate the successes and failures of his life, and from there, to muse on the road not taken. In the ensuing action sequence – the one that was giving me trouble – he began to flirt with that ‘road not taken’. His ensemble of flunkies reacted accordingly – ‘the boss just isn’t himself, today’. Eventually, the truism that the character had made his choices, had ‘made his bed’ and now had to ‘lie in it’ asserted himself, and he became reconciled to being who and what he was. But for a brief moment, his humanity shone through, greatly expanding the characterization and realism of the character – and getting me past a situation in which his normal ruthlessness was at odds with the demands of the plot.

Persona Blocks

Having read the solutions offered to solve ‘Action Block’, it should be clear why I would want to this type of writers block within the same article as that – even though the division of labour argued in favor of seperating them. Logical sequence says that they should follow each other, and relatedness of problems and solutions means they should appear together.

A Persona Block occurs when you know someone is going to do something in particular, but have no idea who the character is and may not know why they are doing it. The more trivial the action, the more insubstantial the character needs to be, so this really only becomes a problem when the action is going to be important.

Prerequisite: A clear action

It’s absolutely essential that you clearly understand the story objective of the encounter. Why, from a metagame perspective, is this happening? What are the essential character traits and abilities that are necessary for the Persona to posess in order to act in a way that achieves those story objectives? These are the fixed elements around which everything else is to be arranged.

For example,

  • We may have an encounter in which the story purpose is to introduce a new NPC who is going to be important in a later plotline. The essential character traits and abilities, in this case, will derive from that later role.
  • Or perhaps we have an encounter to exemplify a particular attitude on the part of the general public (or some segment thereof) that the PCs have not previously encountered. The essential character trait is that the character holds that particular attitude and that the circumstances of the encounter will give them an opportunity to display it.
  • Or, thirdly, the story purpose may be to exhibit a particular personality trait belonging to a particular NPC or PC who is already present in the campaign, which will then motivate a more significant action at some other time.
  • The hardest of all is a generic encounter whose story purpose is simply to show that not everything the PCs are encountering is of world-shaking importance; this is because there is so little to go on. On the other hand, these can also be the easiest, because you have so few constraints.

It is also absolutely essential that the action that is to occur achieves those story objectives. If you proceed from a flawed premise, you will eventually confront the failure to achieve the objectives, and find yourself written into a corner.

How about I offer a concrete, really-happened-in-a-game example that remains memorable because it worked so successfully?

I wanted to show that the PCs in my superhero campaign had achieved Beatle-esque public popularity, but didn’t want to use a generic groupie encounter. So, what might a fan who had reached the point of obsession do? They would dress like their heroes, alter haircuts and other aspects of their appearance, and so on. So the PCs were going to encounter a woman who would be dressed in a polka-dotted shower curtain (and nothing else), and have convinced herself that she was a member of the team. (I thought about a fan mutilating themselves in an attempt to give themselves ‘super-powers’ but that seemed too grim for the tone that I wanted to convey; this encounter implied that the team’s popularity had reached the point that such things were possible, while providing a light-hearted counterpoint to surrounding events). The setting for this encounter (and this entire part of the campaign) was an alternate-history 1950s Boston, with Joseph McCarthy in the white house and fascist troops under his control enforcing a “pro-American” attitude. The PCs had succeeded in getting in good with the local police, had taken down the crime boss of the city, and had achieved national attention through a couple of spectacular fights with supervillains. By standing up for Joe Citizen in the face of McCarthy’s anti-communist Morality Police, the S.I.D., they had given the entire country a shot of hope in the arm, and had taken the nation by storm; but one of the members had made the mistake of stating that the team would welcome new members. Now the darker side of that public support was to be put on show.

So I had a clear story objective, a clear reason for an encounter to happen.

I thought about having the character in question uncover a plot, and attempt to report it to the authorities because she couldn’t seem to reach “her team leader”. I thought about having her uncover an imaginary plot that the PCs would have to investigate. I thought about having her simply show up at a superhero battle and attempt to pitch in. None of them seemed right, because all three of these options obscured the primary story point that the encounter was intended to achieve. It was only when I decided to keep the encounter completely low-key and mundane that the action would achieve the story objective. So the team’s leader was summoned to the local police station, where a dozen people in various ridiculous getups were asking to join the team; these were easily dismissed. Then she was taken to a desk in the detectives’s section of the station, where the woman was waiting. She had flagged down a passing patrol-car and told them that she was a member of the team but was unable to get in touch with the others, something must be wrong. They took her back to the station for her own protection, but before they called in the men with butterfly nets to assess her mental state, they needed to be absolutely certain that she wasn’t a member of the team – they all wore pretty outlandish costumes, after all.

That left only the question of who this person was, what their personality should be, and why they were doing this. Did she really have paranormal abilities? Could that have pushed her over the edge? Could she be a superhero from the native time-stream of the team who had somehow been trapped in this body? Or was she just a sad case of acute fandom crossing the line into delusion? I knew that these questions – and others, such as “is she bait in a trap” – would be going through the minds of the players.

The purpose of this example is to highlight the importance of clear story objectives and encounter particulars that achieved those objectives. Writer’s block in no way afflicted me in the construction of this encounter. So, to wrap it up and enable us to move on without an unresolved example dangling overhead, I decided that the woman was in late middle age, that she had no paranormal abilities (aside from being OK with a sewing machine), that she suffered from delusions and mild dementia, and that she had been in deep depression since her son had been killed during World War II a decade earlier. The team’s sense of optimism had penetrated that depression, and she became fixated on the team as a way of avoiding those negative emotions. This actually posed a difficult challenge for the team leader, St Barbara, because the woman was an object of pity and the player wanted to solve the problem without plunging her back into a mentally-dangerous state, which an outright rejection would have done. So she persuaded the woman that she had an undercover assignment for her that required her to return to her ordinary life, and that a team contact disguised as a social worker would visit her occasionally to make sure that she was okay and to receive any reports that she had for the team. Problem solved, at least for the moment. And a couple of new messages became part of the team’s next media conferance, emphasizing the sacrifices and costs of being a superhero, and the risks, and the difficulty of qualifying for the role, in an attempt to defuse the most extreme forms of public support.

Solutions 1, 2 & 3

These are as described as solutions 6, 7, and 8 in the ‘action blocks’ section, above. There are a couple of differences, in that those were cases of the personality being wrong for the encounter, and not cases of having no clear idea of the personality at all, but the principles still apply.

Solution 4: Sympathetic Magic

There is always a reason why you’re having trouble coming up with a required character, and it usually comes down to the character’s motivation being appropriate to what they are supposed to do in the encounter, or with that motivation being at odds with the personality that you’ve created (or with any rationally-constructed personality that you can come up with).

Motivation is the key. You can’t finalize who the character is until you have decided why they are doing what you want the character to do, from their point of view. So the next set of solutions that I have to offer are starting points for you to establish that motivation.

The first of these I have entitled “sympathetic magic”, and it involves making the story goals the same as the character’s goals. In other words, they are doing what the referee or author wants to have happen because that is also what the character wants to have happen, whether they realize it or not. The “magic” happens when you answer the question of what the problems and ambitions of the character are, that this particular choice of action is a solution to them.

For example, let’s say that I want to develop a love interest for one of the protagonists. The story objective is for the characters to be attracted to each other. That means that the new arrival into the plotline has to find the dominant qualities of the protagonist attractive, satisfying his or her needs and/or desires; it also means that the new arrival has to have personal qualities that make him or her attractive to the protagonist, and that the initial encounter between the two should display enough of those qualities on both sides to make the prospect of another encounter appealing to both. The personality, needs, desires, likes and dislikes of the protagonist therefore define the persona, needs, desires, likes, and dislikes of the new character, and the circumstances and content of the encounter.

Beware of making the two “too perfect” a match. Leave room for minor disagreements between the two, it will give them something to talk about.

Solution 5: Opposites attract

A more complex solution is to assume that what the character wants to achieve is the exact opposite of the story needs of the author/GM – but that the story needs will be met anyway. When the story need is a relationship – again, for example, the insertion of a new love interest for a protagonist/PC – the result is a far more complex relationship. To make this work, the pair need one overriding, all-important goal or desire in common, or that they satisfy in the other, or that they can only achieve together, whether they like it or not. A great variation is where one or both characters are recovering from failed relationships and are determined NOT to be attracted to each other even though they are completely compatible. If the relationship is to be antagonistic, this results in characters who agree on almost everything, but have fundamental differences of opinion on the most important thing or things.

Avoid making the two complete opposites; they need enough common ground to be able to connect and butt heads.

Once again, this uses the known personality and character traits of the protagonist to define the personality and character traits of the newcomer.

The circumstances of the initial encounter are a little more difficult and depend a lot on narrative circumstance. If the characters are going to be in each other’s lives frequently, you can afford for their initial encounter to be one of hostility. If the new character is to be less prominant, it might be better to start with a point of common ground; a great way to introduce a would-be world conqueror is to have them come to the aid of the PCs for their own reasons. Once you have the relationship established, it makes the drama of the revelation all the more poignant. The love interest with a heart of gold toward the poor and destitute, or who is a staunch guardian of justice, who likes to torture small children and animals on the side. The criminal who is forced to commit violent and reprehensible acts and hates it, who encounters someone who is good and honest and upstanding and who happens to love the criminal because they would secretly love to be able to do the things that the criminal does. Complex, interesting, relationships, all of them. That’s why Dexter works as a TV series.

Solution 6: The One-sided story

When one member of the protagonist-new character pair is or represents something that the other wants (or everything that they want), the attempt to attain the object of their desire can be the motivation required for the character to do whatever it is in story terms that the author/GM wants to have happen. When the relationship between the two is to be romantic in nature, that’s called unrequired love, and the utility of this solution can be seen in the character of Jimmy Fingers from my superhero campaign, which I described in the section “Beware The Dimunitive” in my article A Good Name Is Hard To Find. To quote from that article (with some slight revision for clarity),

Consider an NPC I created for the previous incarnation of my Superhero campaign, James Fingreiz (pronounced Fing-Greez) – or, as the PCs came to know him, Jimmy Fingers. “Jimmy-The-Fingers” was a teenaged street punk who was there to develop a crush on one of the PCs. He tried to impress by being macho, but that didn’t work. Time after time, he got himself into trouble or complicated the PCs’ lives by getting in the way. Several Angst-ridden conversations between Jimmy and the target of his affections followed – and, of course, he took all the wrong messages and signals out of these. He took ever-more-daring risks to prove himself worthy, infiltrating villain organizations (gathering intelligence that the team needed to have in the process) – and then getting caught. Finally, the PC in question (the Player was getting desperate) told him flat-out that no romance between them was possible because he didn’t have powers and would always be in danger when they were together. Predictably, this backfired, sending Jimmy off on a quest to become worthy of the woman he loved. The final sequences in this plotline form part of the new campaign. (Much to the PC’s chagrin, Jimmy has encountered a couple of Romantic Souls along the way who have done their best to help him achieve this goal, instead of sending him home where he belongs).

This was a case of very carefully choosing a diminutive version to emphasize the youth (and the age disparity) between the NPC and the PC. The players have never even heard the character’s full name; to them, he first introduced himself as “Jimmy-The-Fingers” and became “Jimmy Fingers” thereafter. Every aspect of the character was designed to contrast with that of the PC who the NPC was targeting; innocence and naivety vs. maturity and experience; petty hoodlum vs. heroine; swarthy vs. Anglo-Saxon (Danish, to be more specific). And the name was then chosen to embody, represent, and reinforce those aspects of the NPCs makeup. He was designed NOT to be taken seriously as a figure of romance by the PC, and the name [and persona] achieved this perfectly.

Once again, the existing known elements define the unknown when filtered through the motivation that connects them. Jimmy was defined as being the opposite of St Barbara in a great many ways – but with a couple of essential redeeming features.

Solution 7: The Last To Know

This is a variation on all of the above in which the story objectives are met inadvertantly by the interaction of new character and protagonist or antagonist. It’s entirely common for everyone else to be able to see the oncoming train-wreck, and to react to that in ways that are characteristic of their own personalities. It might be that the two characters are perfect for each other and everyone else but them can see it, or that they have a doomed romance; or these romantic interpretations may be analagous for the situation in the plot. Two characters who – if they could work together effectively – could conquer the world, but who can’t stand each other. Two characters who are each other’s worst enemies, but who are stuck with each other for some reason.

But, if you persue this approach, beware of The Moonlighting Syndrome, in which it is the unresolved tension between the two characters that makes the relationship entertaining or interesting (refer to the section Ratings & Decline in that article). Lois & Clark fell prey to the same problem, exacurbated by a number of increasingly silly episodes (clones who survived by eating frogs).

If you want a better media prototype to follow in terms of consummating a relationship and getting away with it, consider Pirates Of The Caribbean: Dead Man’s Chest which avoids the problems of the marraige of Will and Elizabeth (Orlando Bloom and Keira Knightly, respectively) which was left inevitable at the end of the first movie by restoring the status quo between the two in dramatic fashion, first seperating the pair and then estranging them – at least temporarily.

Again, the known defines the unknown once the motivation relationship is clear.

Solution 8: Trapped By Circumstance

The final motivation-oriented solution to consider is one in which the new character is trying to achieve the story goals despite opposing them, or in which he is trying to achieve something else against his will with the outcome of the story goals as a byproduct of the attempt. It can be one of the hardest motivation solutions to do well, but it is also one of the easiest motivation solutions in a number of ways, which has led to over-use. That over-use, in turn, is the reason it is so difficult to use this motivation approach so effectively; all the good ways have been used so often that they have become cliches, and hence are now bad ways of using it. Only if you think of a new wrinkle, a new spin to put on this motivation, would I consider using it – unless I was absolutely desperate.

Another complication is that for the first time, we can’t use a known character as the starting point, because this solution is about the relationship between story point and new character, and any common ground or lack thereof between the character and the protagonist with which he or she is to be involved is irrellevant, overridden by the “circumstances”. Therefore, the place to start is by defining (in general) what those circumstances are, developing the persona of the character accordingly, and then refining and detailing the circumstances based on that characterization.

All that means that this solution can also be more work than the others – and that’s another good reason to put it toward the tail end of these solutions.

Solution 9: Thematic Inspiration

If you’re sufficiently skilled at character creation, you can start with a stock character appropriate to your genre and play with it enough to make it an individual. Very few are good enough to do this without a LOT of work (and I don’t consider myself one of them even though I’m fairly good at character creation). If I had to, though (and it’s happened a time or two), I would start with a genre stock-character that was totally unsuitable to the achieving of the story objective and rework them enought to make the story objective reasonable and achievable, fully justifying all those changes – just to be sure that I changed the character enough from the stock-character origin that the result was original.

Further Solutions

I have offered several more solutions in a series I wrote on character development, to which I referred earlier: The Characterization Puzzle series. Check it out if you’re having problems coming up with a character!

Next Time: The missing types of writer’s block that I intended to include in this weeks post: Dialogue and Narrative blocks. At the moment I only have 12 solutions for those – but I only had ten solutions for the types of Writer’s Block discussed in this article when I started, so who knows?

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On The Origins Of Orcs, Chapters 71-73


This entry is part 27 of 31 in the series Orcs & Elves

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I’ve got so much campaign prep to get done that if I don’t do it in public, I’ll never get it done in time…

This was supposed to be just two chapters, but at the last minute I broke the first into two smaller, more digestible, chunks.

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Chapter 71

Clan Wars XVI: Faith & Politics

“It is actually very simple to prove that the Father of the Gods still lives in his palace beyond the sky, Garunch, though I admit that it took me a while to think of it,” said the Shaman of Clan Mailed-Fist. “It requires a human point of view.
    “Humans see the Gods as separate things that exist apart from each other. One place of humans may believe in Olympus, and the Gods that live there, but they will only pray to the god who is most likely to help them achieve a certain task or who is most likely to cause problems with that task. At the same time, they will often worship one of those gods more than the others because they think that this god likes them especially well.”
    “That’s not just silly, it’s stupid,” answered the Shaman of Clan Red-Eye.
    “It’s not our way. It’s as though they pretend that all the other gods that they believe in but aren’t asking for help don’t really exist, and won’t get involved if they aren’t mentioned. We know the gods to be equally real, and what happens in the world around us to be a mirror for the things they do each day. They do these things for the same reasons we do things – it is our nature, or it is necessary, or because we don’t know of anything better to do – if there is anything better to do in a situation, to avoid starting any side-arguements.”
    “I’m still waiting, Kudja.”
    “When we pray for something to happen, we pray to all the gods, and if one makes that thing to happen it is because that is what they do. They choose us, we do not choose them.
    “The false Baghtru told us that everything that was happening was Luthic stirring up trouble amongst the Clan Of The Gods. She wanted Gruumsh fighting Baghtru and Ilneval fighting Gruumsh because she wanted to be in charge. When we began to think that the Gruumsh who was killed was not the real Gruumsh, and when we saw that the Bugbear-God who fought him was not a real Bugbear-God, we began to wonder if the Baghtru who told us to do things that are not Orc-like was really Baghtru, and if The-Mother-Of-All was really to blame. I had been put into an unnatural sleep-with-my-eyes-open and could not be woken. The Clan-Chief needed to know if the things he had been told were truth, so he got a mother to pray to Luthic for help in waking me up, so that I could tell the Clan-chief of things that I knew about the Gods. She did. Luthic was not angry. If she had caused this trouble, she would not have healed me even though it was her nature to do so. That is how I am here and talking to you.
    “If Gruumsh is not dead, then he will answer a prayer to him. If it is not in the nature of any of the other gods of the god-clan, he is the only one who will answer. And you will know.
    “Make a fire, Garunch, and ask Gruumsh to make it bigger. Put a prisoner from the Bleeding Sword Clan near it, so that he will be burned if Gruumsh does this, and put me near it so that I will be burned if Gruumsh does this. Shargaas hates the fire because it drives the night away, and Luthic hates the fire because it hurts when you get burned, and Ilneval and Baghtru will not do it because their people will be hurt. Only Gruumsh will do it. And when you feel him in the flame, you will know.”
    There were immediate protests from his companions, the Elf who named himself First, and the Drow Ambassador to the City, Tathzyr, but the Orcs ignored them. This was a part of Kudja’s plan that he had not told them about.
    “That is very clever, Kudja. I have not thought of thinking about the Gods separately before.”

The preparations were quickly made, and a prisoner from the Bleeding Swords brought in and tied to a stake near the bonfire. On the far side of the fire, Kudja was tied to another stake. Old Zagluk, the Red Eye keeper of memory, bore witness to the preparations and the lighting of the flame. He had not been told what was to happen. When all was ready, the bonfire was lit in the presence of most of the chiefs of the tribes of the Red Eye Clan; there were a few who refused to attend or who had fallen in fights triggered by the despair of seeing Gruumsh killed. Most had been forced to attend at sword-point.
    Garunch circled the fire, and then beseeched the Spirit of Gruumsh to inhabit the fire, and make it grow bigger. Nothing happened. A second time, Garunch repeated his prayer. Again, there was no visible result, and the audience of tribal chiefs began to grow restive. A third time, Garunch repeated the prayer, and this time, the fire became a column of flame taller than the highest tower of the city. So tall was it that every Orc in the despairing Army Of The Crescent Moon could see it, and could feel the presence of the flame. Blisters rose on the unprotected flesh of the prisoners tied to the stakes.
    But Garunch was still suspicious that this was not a trick that Kudja had prepared in advance, so now he did something of which he had forewarned no-one, and beseeched the God Of The Sky to enable his words to be heard from every fire built by his armies, and then he said, “Without the glory of Gruumsh, the Night will never end, for he brings the sky when he rides his fiery chariot to the day’s battle beyond the sky,” and all could hear his words issue from every torch and campfire, but most of all, booming forth from the column of flame. “When the light of sky approaches and the night recedes will all know that Gruumsh is still our beloved Father, and take heart, and restore order in their ranks in His name. At Dawn, we attack the walls of the city in the name of Gruumsh the Great!”
    He then thanked the God Of Fire for his generosity in coming to his people’s aid, and beseeched him to return to his well-earned rest. Even more abruptly than it had erupted skyward, the column of fire vanished, and the bonfire went out. Legend has it that no fire would ever light on that particular spot again, but no-one knows exactly where it was, so no-one is completely sure. To the tribe-chiefs assembled, who had prostrated themselves in awe, he said that “Gruumsh was sleeping, and had to be shaken a few times before he awoke. Now you know that he lives, and that what we saw was a trick of the servants who betrayed those who took them in and gave them food, and shelter, and protection.”
    Clan-Chief Kurvath then rose. “I am the heir of Zalgan, and act as Clan-chief until we Moot in the spring. I make a new law for the Red Eyes: The Minotaur are outcast, the enemy of the Orcs, and shall be hunted until they are no more. Kill them all, wherever and whenever you find them. That is the law. Say now the Law!”
    Celebrations and ritual chanting of the new law went on for some time. Zalgan then described the Fall of Kyrd, former Warblade of the Clan, and appointed an acting Warblade to Command the Army. His first instruction to the new Warblade was to alter the deployment of the Army Of The Crescent Moon, leaving the troglodyte tunnels unguarded and massing their forces on the opposite side of the city. Much of their forces had been detached to chase Bleeding Swords and invade their Clan range, and they no longer had sufficient numbers to attack on all sides. The new Warblade protested, but was overrode – “There is more happening here than this attack.” Supported by the Clan Shaman, Garunch, and by the Keeper Of Memory, Zagluk, the new Warblade had no choice but to accept the decision. It was his role to translate the objectives decreed by the Clan Chief into smaller instructions, even if those objectives changed without notice or explanation.
    Only then, with the crowd dissipated, could Zalgan order the prisoners to be taken down from the stakes and Garunch to see to them. By now, the arms that had been closest to the flames were burned beyond healing, save by the direct intervention of Luthic herself, and that risked arousing the ire of Gruumsh, who had inflicted the injuries. Somewhat reluctantly – it seemed poor reward for Kudja and underserved in the case of the Bleeding Sword warrior – Garunch ordered the affected arms amputated and then healed the stumps in the name of Luthic. First, leader of the band of self-exiled Huyundaltha, found the entire proceeding to be barbaric, but held his tongue. Tathzyr was not so repelled; Kudja had knowingly sacrificed his arm to achieve his goals, and those goals were worth achieving; Tathzyr respected and even admired that strength of will.

Chapter 72

Clan Wars XVII: The Sacrificial City

Curiosity is a trait that runs strong in most Elves, but is only mildly present in most Orcs. The few exceptions tend to gravitate toward the two branches of Orcish culture that provide explanations, the Keepers Of Memory and the Priesthood. When Kudja had been restored to health, despite the loss of his left arm, the inner core who had been privy to all the events of the night reconvened in the pavilion of the Clan-Chief. Time was wearing on, and the three who had braved great personal risk to negotiate the surrender of the city would soon need to return to set events in motion within its walls, but first, there was a little more that needed to be explained. Kudja had told Garunch that he could not explain the need for the attack to both commence and succeed at dawn until after the survival of Gruumsh was verified to the point of certainty; now that Garunch was sure, his curiosity burned within him more brightly than ever. What was the urgency, the cause of such desperation that Kudja – a pragmatist at heart, like all Orcs – was willing to knowingly sacrifice his arm?
    “I don’t have time to explain it all. When this is over, there will need to be a Moot of the three clans to restore peace amongst us. When that happens, there will be time for the full tale.
    “The false Baghtru who came to us told us to prepare a ritual that would summon something to fight for us. We thought that strange because we would want something to fight alongside us, but we did what we were told. When the Minotaur-God, or what looked like a Minotaur-God, revealed himself and seemed to kill Gruumsh, and all the servants attempted to kill Orcs and run away, this ritual began casting itself, and all the shamans of the Mailed Fists fell into a not-natural sleep with our eyes open. The Ambassador-Drow and the Elf later worked out that the reason for everything that was happening was to threaten the city enough to make us listen when we were told to do so, without allowing the threat to succeed. The Bugbears and the rebellion of the servants, both led by what they thought of as their Gods, and the death of Gruumsh, was to stop anyone from interfering by distracting us from the real attack. We priests were put to sleep so that we could not figure this out.
    “We plan to force whoever the enemy is, who we think is called ‘The Hidden Dragon’ to try to finish too fast by letting you win. When you do things too fast, you don’t do them very well. We are going to twist his ritual so that instead of releasing the Hidden Dragon, we ride it back to his lair and attack him there. Where it is, we don’t know. Whether or not we will survive, we don’t know.
    “We were tricked. You were tricked. The Bleeding Swords were tricked. The Bugbears were tricked. The Servants were tricked. All of us, all the Orc clans, have been used as playthings by the Hidden Dragon, and Clan-Chief Agronak is very angry.”
    “He is not the only one,” roared Kurvath. “It is not enough. It is not right. It was not the God you listen to who pretended to be killed, who was made to look weak. It was almighty Gruumsh. The Red Eyes demand a place in this retribution beyond the one you have made for us. We may have been used by a God; we will not let ourselves be used by another Clan even to punish the trickster! We will divide our army. We will strike back! We will hurt the Hidden Dragon as he has hurt us!”
    “My new Clan-chief seems to be suited to the job. I agree completely with him.”
    “We have limited capacity for numbers, Clan-Chief. We cannot transport an army,” said First.
    “But it is right that they share the burden,” responded Tathzyr. “Perhaps a compromise?”
    “Speak more, Drow. What do you suggest?”
    “Select your mightiest warrior. Send him, and Garunch here, to be your representatives in this matter. Kudja was to accompany the attack, but with his arm lost, he will be a liability, and your clan’s shaman will be better-versed in attacking and war-spells, anyway.”
    Kudja, who had not realized that his sacrifice entailed being left out of the mission of revenge, suddenly looked stricken. “I’m sorry, Kudja, but if I’m not useful enough to go, neither are you – in your present condition. Clan=Chief, if you wish to bolster your own authority, you may choose a warrior from a rival faction, since survival of this mission is unlikely – but if you do not wish to risk his return with still greater prestige, you may choose someone who will be loyal to you. But do not take long to decide, we must return to the city within the hour.”
    “If I choose a rival who later returns, I will share in his glory because it will show that I made the right choice, and even he will have to admit that,” mused the clan-chief with a chuckle. “Zagluk, who was most upset at my choosing Dag-rath as Warblade?”
    In his broken and cracked voice, the elderly Keeper Of Memory answered, “There were several who were vocal in their protests, Kurvath, mostly because they thought themselves candidates for the post, or were jealous. These can be ignored; by letting their opinions show, they proved they are not ready. But Lukzal, son of Kyrd, who could have claimed the place as his inheritance – at least until clan-moot, as did you – merely narrowed his eyes and smiled. Like his father, that one schemes in his sleep and waits for a misstep to give him an advantage. And he is definitely one of your most skilled warriors, if one of your most closed-minded. He would learn little if anything from seeing how others fight – because they are other than Clan Red-Eye.”
    “You speak well, Zagluk. My father should have made you a member of the Clan Council years ago – a mistake I will not repeat.”
    “I decline, my Clan-Chief. I prefer to remain apart from discussions, that I may remember who said what more clearly, without the distraction of participating.”
    “I will not let you decline, Zagluk. Another Keeper may watch for you and report anything you may have missed. But that is something we can fight about on another day. Kudja, I appoint Lukzal and Garunch to act in this raid for the Red-Eye Clan. I will send for Lukzal, and give him his orders, and then give you escort back to the tunnels under the city walls.”

When one is awoken in the dead of night from a sound sleep, it is not uncommon to oversleep the next morning. It may simply be that the Orcish sense of time is not very good, but it seemed to all in the Orclands that Dawn came late the next day. When it came, though, it was announced with a funfair of horns as the Red Eyes gave the signal to charge. Much to the surprise of the attackers, they found the walls undefended, and were able to maneuver their simple catapults into position without being raked by bow fire for the first time since the siege began. These were loaded with great hooks, which had flattened ends. Their machines hurled these across the ramparts without interference. Again, much to their surprise, no-one attempted to throw these back over the walls; small teams of Orcs quickly dragged the lines back until they were taut, and attached the ends to the undersides of the baskets of a second wave of catapults which some might have thought faced in the wrong direction. As soon as one was attached, the catapult was triggered, jerking the wall outward with great force. Had simpler hooks been employed, they might have ripped a great gouge in the top of the wall, but the broader flattened ends which made the hooks so heavy that only another siege weapon could throw them spread the force across the whole section of wall. Like all such, it had been constructed to withstand a push or impact from the outside, not an outward pull; in places, the wall broke in two partway up, while in others, the whole wall came down, broken at its base, where it toppled to the ground. In only a few cases did the wall prove strong enough to withstand this unexpected attack, with the catapult being torn apart by the force of the blow it sought to deliver, the sudden internal stress being too much for it to contain. Several catapult crews were killed instantly, as beams weighing hundreds of pounds became lethal weapons flying through the air, or murderous splinters.
    The attacks were spaced out along the walls at even intervals. As soon as the walls began to collapse outward, advance troops aligned with the towers rushed forwards, dodging chunks of rubble the size of cottages. Each squad carried a ladder to clamber up any remaining wall, and a number of spares, anticipating stern resistance, but once again, they were unmolested. Several became disquieted, sensing that this was all happening far too easily, and hesitated. The scaling ladders were quickly cut down to the required size, and Red Eye clan members swarmed like ants through eight broad breaches in the walls, and dispersed into the city, tearing down walls with hooks attached to lines and starting fires as they went. They had not yet encountered a live defender. What had happened to those within? Where was everybody?

At the first hint of Dawn, all but First and Third of the Huyundaltha had exited the tunnel and made for a stand of thick forest nearby, ironically following the same direct line of escape employed by the escaping Minotaur Servants the day before. Spreading themselves out evenly in a straight line, each raised a pennant. Behind them, a steady stream of Orcs began to exit the doomed city, running from Elven flag to Elven flag. A number of Red Eye scouts witnessed the escape, but had been given strict orders not to interfere in anything that might transpire on that side of the city. In a near-endless column, families of Orcs streamed from the scene of the conflict.
    And somewhere, far away, the architect of the conflict sensed himself losing control of events, and redoubled his efforts to complete his ritual before it was too late.

Chapter 73

Clan Wars XVIII: Riding The Whirlwind

The ritual chamber on the sunrise side of the city was the farthest from the attacking Army of the Red Eye, and so had been chosen as the place for the select band of combatants who were to seek out the lurking menace of the Hidden Dragon. First and Third of the Huyundaltha, Goral, Clan Warblade of the Mailed Fists, three of his hand-picked Orcish warriors, Lukzal and Garunch of the Red Eyes clan, and an unexpected Late Addition to the roster: Ambassador Tathzyr, who had finally received instructions from Lolth. These events and the instigator behind them are beyond my ken, as is the place of prophecy that you report, she had told him through the spiderweb mirror in his chambers, to which he had repaired on returning to the city, to gather those things that he deemed essential. I approve of the planned investigation and order you to participate and report back. Carry with you the Mirror Of Whispers that I may locate this ‘Hidden Dragon’ should you fall, she had concluded. As Tathzyr had feared, coming to the attention of authority had done nothing but increase his personal danger – but he was not so foolish as to disobey. He did not know how Lolth would chastise him, should he do so – and did not want to know. Like it or not, he was going, and he was attempting to explain that to a fourth Orcish Warrior whose place he was taking. Some chatter incessantly when nervous and Tathzyr was one of them; he normally forced himself to silence, but sheer terror was countermanding his self-control.
    The scene was enough to unnerve even the most hardened warrior if he was unaccustomed to the supernatural. Tathzyr, neither warrior nor over-familiar with the extraordinary, felt the effect especially strongly. What had been a large storeroom for bed linen had been cleared, and seven braziers spaced evenly around a circle inscribed in chalk on the floor. These now burned with a disquieting indigo flame, periodically erupting with gouts of flame that arched unnaturally overhead from one brazier to another. A piece of red chalk inscribed sigils on the floor in blue, untouched by human hands, while a piece of blue chalk inscribed strange patterns in red in the air. From time to time, a strange ripple or shimmer seemed to pass through the air, and from the centre of the room a small flask of scented oil emptied itself endlessly into the empty air, its issue vanishing without trace just before it hit the floor. And all this was accompanied by the throbbing beat of an unnatural (and quite invisible) drum, punctuated at intervals by the tinkle of an equally invisible bell or chime. That ringing was the most exasperating detail of all, you could sense that there was almost a pattern to it, but every time the mind attempted to identify that pattern the next pealing would fall early or late, and the pattern would vanish.
    The fanfare that had announced the attack on the far side of the city had been only barely audible from inside the stone chamber, but it was beyond doubt that the attack had begun; the crash of the city walls that followed moments later was felt throughout the city, and was followed shortly afterwards by a dramatic increase in the urgency of the throbbing drum-sound and general increase in the self-driven activity within the room.
    “Ambassador, could you please still your tongue? This is very difficult and I am trying to concentrate,” said First, his eyes closed tightly, with a piece of white chalk in one hand and a knife in the other. With a final squawk, the Ambassador closed his mouth with a snap and lightly bit his tongue. Spiders Of Lolth, who knew what might happen if First got his manipulation of the incomplete spell wrong – or his efforts were noticed.
    Carefully, and with a precision that the Ambassador would be hard-put to match, First drew an additional circle outside the one that glowed blue and marked the perimeter of the casting, leaving six small gaps a handspan wide, followed by another with three more gaps that surrounded the entire group save the warrior who had to remain behind. The knife had been anointed with a fragrant oil that was then been burned off with a candle, after which the candle was cut in into three pieces lengthways; those pieces now rested on a silver platter at First’s feet. With the knife, First cut the innermost circle, connecting each severed end with a loop back to join his new circles to the existing one in a complex shape. Like the sound, this seemed to form a simple pattern, but whenever the eye attempted to follow it, it became confused until it was unclear which circle was being followed. As he completed this task at the sixth inner break, all three lines began to glow with the same bluish color as the original. Placing the knife on a cushion of red silk, which had been removed from the throne of the Clan-Chief, First made a curving, curling, gesture with his free-hand, and the three pieces of candle flew into the air and hovered there, slowly rotating around the enclosed space with each throbbing of the drum and spinning end-for-end with each chime of that maddening bell. He opened his other hand so that the chalk rested loosely on his palm; it quivered, then stood upright of its own accord, and then began to inscribe elvish letters in the air in a golden light. Suddenly curious, the Ambassador attempted to read the script, only to find that no word was complete; each contained gaps with one or two missing letters, and the whole made no sense whatsoever to him. Realizing abruptly what it would have meant to his life if he had been able to read them – a life of abject misery and subservience as a Mage, a position both mistrusted and despised by everyone within the underground City of the Drow to which all males with any trace of arcane talent was condemned, he silently gave thanks that he was unable to decipher the script.
    “It is done. If the ritual were a passage of text, I have inserted some footnotes, made a few slight modifications to the language, and expanded the circle to contain all of us. The chalk is linking those new footnotes to other parts of the spell as it is cast to keep the whole consistent. I have also made the candles part of the ritual as a warning to us to prepare; when it is about to complete, one by one, the ends will light. We will thus have a countdown from six – that’s from a hand-and-one,” he added for the benefit of the Orcs. “Already I can tell you that the Hidden Dragon has seven fingers on each hand,” he concluded. “I have no knowledge of any creature having such an attribute, but it is clear that this one does – prepare!” he commanded, as one end of the first candle burst into flame. With each subsequent throb of the invisible drum, the end of another candle ignited, and then the other end of the first, the second and finally the third.
    Abruptly, those inside felt a hollow sensation in the pit of their stomachs, followed by a strange twisting sensation. They felt as though their bodies were being compressed by great force and were bloated and expanding at the same time, and their vision dissolved into a sparkle of blue, red, and gold, and a fetid wind erupted from beneath their feet, a wind that was both hot and icy cold at the same time…

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The Ongoing Elvish Glossary

I’m going to forego this while our attention is focussed on the Orcish side of the story, as it has no relevance to the narrative.

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Next time: The Hidden Dragon Revealed!

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The Poetry Of Place: Describing locations & scenes in RPGs


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Novels and RPGs have one thing in common – you have to describe a whole boatload of locations every time you play. As a result, every GM learns the basics of doing so very quickly. Unfortunately, once they achieve a level of minimal proficiency, most GMs never give this aspect of their craft a second thought. It seems relatively trivial in comparison with things like how to craft better plots, how to better capture and convey the nuances of personality, how to manage the real-world aspects of a game, and other headline-grabbing skills.

The majority of those who look past these priorities and actively try to improve in all areas of their craft quickly discover that the “rules” of a good descriptive technique for locations are largely unwritten and usually contradictory, and give up in disgust and frustration.

I don’t have any magic solution to take the chaos out of this situation. But, rather than give up, I say, let’s embrace the chaos and at least spell out the contradictions, and then try to assemble some guidelines to serve as the foundation of a solution.

Contradiction 1: Scope

There are three overlapping contradictions in the general advice available for the description of locations. Two of these proved too difficult to separate, dealing (respectively) with what descriptive elements should have Priority and with the sequence in which subsequent descriptive content should be presented. I was more successful at extracting the first from the general melee, the contradiction of Scope. How much detail should you include in your descriptions?

Priority 1: Economy and Concision

The less you have to say, the more easily digested and comprehended it is, and keeping your descriptions brief leaves more time for other things – like actual play. It seems fairly clear that less is more.

Priority 2: Comprehensiveness

I’ve written before about the declining imaginative capacities of modern times, and the solution of relying on visual aides to enhance the game as a way of compensating (‘The Gap In Reality: Immersion in an RPG Environment‘); The more you leave out of your descriptions, the more you rely on your player’s imaginations to fill the gaps – imaginations that may not be up to the job. So it is essential that you give those imaginations as much support as possible with fulsome and comprehensive descriptions.

What’s more, abridged and abbreviated descriptions can leave the game world a shifting chimera without substance and depth, a lightshow on the wall; more articulated descriptions shine light on the shadowy corners of the environment, giving the Gamemaster (or author, it’s all true for other kinds of writing as well) the opportunity to create depth and emotional context. The environment informs the personalities and influences of the occupants, so a comprehensive description achieves more bang for your descriptive buck.

Finally, there is nothing worse, as a player, than responding to a situation or scene only for that response to fail because of something being left out of the description. This frustrates players and puts an unnecessary strain on the game. There is, accordingly, a perpetual desire on the part of GMs to err on the side of comprehensiveness; if you describe everything (or at least mention its presence), there is no chance of leaving something out.

Guideline: Layered Poetry of Language

There are no simple solutions to this dichotomy of priorities. There are clear benefits to both approaches, both extremes. Striking a compromise can artfully harness the benefits of both, but risks introducing the inherent problems of both, as well.

How can you maximize the chances of getting the description right – just enough detail without saturating the players with irrelevancies? The best guideline I can offer is to learn to be poetic in your choice of language. By layering additional meanings into a few well-chosen words, you can suggest more than you explicitly show, jumpstarting the imagination without bogging down in specifics and tedious details.

Here’s one description of a city, which trends toward completeness rather than poetry:

It’s a very crowded city, with architecture crammed into every available space. Buildings crowd the streets as much as people do, jutting into the street in a haphazard manner. Most of the buildings in this part of town are three stories tall, constructed of red bricks or gray stones, and everything is unnaturally dirty and soot-stained. There is a dank and oppressive smell, and mould grows on many of the walls. The roofs are mostly constructed of reddish tile, though a few have slate tiles, and are angled steeply; you suspect most of having an extensive attic space for storage. From the higher stories of each building, gray stone balconies protrude, providing shade and shelter from the rain for those walking along the sides of the streets. There are no sidewalks. Clotheslines stretch above the streets from one building to another, connected to pulleys that enable clothing to be aired and dried after washing. Chalked religious icons are present on most of the doors, which are usually constructed of thick hardwood with heavy iron locks. The streets are narrow and roughly cobbled, not very level, and footing is uncertain. From place to place, deep pools of grimy and muddy water gather in depressions. The populace always seems to be busy, and generally look down as they rush from place to place, rather than meeting each other in the eye, almost as though they were all scared of each other. They typically dress in dark woolen cloaks and wear wide-brimmed leather hats of poor workmanship. Footwear is usually sandals, over thick woolen leggings or knee-high socks. Knife-sheaths and purses adorn leather belts to either side of the wearer. Carriages and wagons groan and clatter as they travel down the centre of the roads, swinging out to the sides of the streets only one must pass another; at such times, they pass mere inches from the faces of pedestrians who are forced to cling to the walls of the buildings to avoid being struck. Most are drawn by one or two horses, and evidence of their passage is perpetually underfoot. Every morning, barefooted convicted criminals wearing white smocks and red arrow-heads pointing downward scatter straw and hay on the streets to bind the dung, and each afternoon, they shovel the resulting mass into carts, adding to the crowding of the streets. Guarding the criminals are soldiers in bright blue uniforms with brass buttons which have been cast with insignia of rank, armed with swords, wooden truncheons, and whips.

But this description is only the beginning; there is no suggestion of commerce, or of the way people interact with each other – but they must be continually bumping into each other, if they are always looking down. So, to be comprehensive, you would need to add descriptions of street vendors, and perhaps a vendor haggling with a customer, and of a protocol that has people always pass to their left, and beggars with bowls begging for charity, and street urchins running from place to place in pursuit of a bouncing ball which they kick when they catch, and dogs without leashes and collars roaming the streets. And then you might realize that there’s no mention of windows in the buildings, or of the plan size of the typical structures, so you need to go back and insert that into an appropriate spot. And before you know it, your description is a page in length, and takes ten minutes to read to the players. But even without those details, you certainly get a vivid impression of the place.

This sort of description is the result of the GM (me, in this case) picturing the place, and describing what he sees in his mind’s eye, one thing at a time: Buildings, streets, traffic. It certainly conjures a vivid picture of the place, but Economy of language is clearly not a priority. In fact, it swarms with so many details that twenty minutes later, most will have been forgotten. And the chances of finding a picture that exactly matches this description is somewhere between slim and none, so the description either has to be compromised to match something that’s close but not quite right, or the GM has to rely on the description alone.

How would I go about rendering this image in a more concise manner?

1. Extract elements to convey with mini-encounters
Take out the wagons, and the passing foot traffic, and the street vendors, and the street urchins, and the dogs, and the prisoners & guards, and even the laundry drying and dripping from overhead. Each of these can be used as a mini-encounter in the streets, enabling the PCs to interact with the environment instead of simply looking at it. By breaking the information into smaller bites that can be delivered separately, you not only make them more easily assimilated by the players, you make them a little more memorable, and you make the players feel that their characters are a part of the landscape.

2. Extract anything that can go along for the ride.
A lot of the details – the balconies, the pulleys, the unevenness of the footing, the puddles, the dung, the straw, the way the people dress, even the smell – can be details attached to those mini-encounters. That means there is no need to detail them in the descriptive passage.

3. Extract any unnecessary details. It isn’t all that necessary to mention the attics, or the roofing materials, or the locks, or the religious signs chalked on the doors, as part of the initial description. These details can wait until one of the PCs wants to examine the objects possessing these qualities more closely. So I would separate them and put them in bullet points after that descriptive passage for easy location when I needed them – though some may creep back into the narrative in the next step.

4. Describe the impression, not the cause.
Finally, since you have such a vivid mental picture of the place, describe not the picture but the impression that the totality creates:

Buildings jut into the narrow streets, leaning and jostling each other for room like the people who jostle and bump into each other while rushing from place to place, their eyes perpetually downcast. Grime and mould decorate the walls of brick and stone beneath steeply-angled roofs. Straw, wet from the rain, makes a futile attempt to bind horse dung together for easy removal from the roughly-cobbled streets.

From there, I would launch straight into one of the “educational” mini-encounters: You dodge to one side as a ball bounces across the street, pursued by a pack of urchins, who ignore the occasional deep puddle of muddy water gathered into depressions in the road, splashing any who come too close. From behind you hear the clatter of an approaching horse-drawn wagon, and you can see another approaching in the opposite direction in front of you. Pedestrians hurriedly flatten themselves against the walls beneath the shelter of second-story balconies because the street is barely wide enough to permit the two to pass without colliding. [Pause for PC reaction]. …and so on.

By the time you have described two women yelling gossip to each other across the street from their third-floor balconies as they hang washing on lines strung between the buildings, and the haggling of the street vendor and customer, and the arrival of a prisoner detail with shovels, cart, and guards, and accosted the PCs with a beggar, and mentioned to each of the PCs that they have been jostled or bumped into, three or four times, you will have established all the details that were not extracted into bullet-point details, and the city will seem even more alive than that vivid picture assembled from the big block of text. Sure, it might now take two pages, and three times as long to convey that information, but the benefits of clarity and concision will be added to the benefits of being comprehensive. That’s the difference between a passable (comprehensive) description and one that uses the power of poetic expression to deliver a concise description with implied details.

Tip: I never write the artistic version “blind” – I always build up my mental impression using the comprehensive detail, taking notes as necessary. It’s much easier to move text around once it’s on the page than it is to maintain consistency and come up with the finished artistic description and mini-encounters straight off the bat; it’s like putting the cart before the horse and driving them in reverse. Get your details and consistent picture, but instead of writing it as a block of monolithic text, write it as notes that can be easily reformatted and reformulated into that finished product once your mental image is complete.

Contradictions 2 & 3: Priority & Sequence

That deals for the “easy” part of this article. The second part deals with the many-fold problems of which information to give, in what order, and in particular, what should come first and what should come last when you are describing a location. The examples used in the previous section should not be considered indicative of anything except one possible solution, described as a “Mood First” priority.

Priority 1: Mood First

This principle asserts that the mood and tone of a location provides a context, a filter, which – if presented first – can color every subsequent detail, sparing the GM the problem of integrating that mood and tone into those subsequent details. In other words, if you do this first, you have wider latitude with respect to the descriptive language employed subsequently.

Priority 2: Most Relevant Detail First

There is another line of arguement that states that the first thing to present in a location description is the most relevant single item. This can be especially true when it is something unusual but that the characters should be able to take in their stride, because it gives them time to consciously assimilate the information, processing this important factor while the GM is presenting the rest of the description. I have also seen this principle stated as “describe the elephant in the room”.

Personally, I have mixed feelings about this approach. While it ensures that the pertinent information is accessible to anyone who skims a narrative text – in other words, makes the description more useful to anyone other than the author, and even to the author when he has to search past descriptions for mentions of “the elephant”, a lot of the time it seems to get in the way. The players / readers focus on “the elephant” and its presence in the room to the point where they miss other pertinent facts. Players will often react by stating actions that are rendered foolish by additional description (“I draw my weapon and charge!” – “You run headlong into the lava river that I was about to describe before you interrupted me.”), leading to frustration and conflict between players and GM, or continually interrupt description that they don’t find immediately relevant to demand more details about “the Elephant”.

Frankly, I think that extracting appropriate keywords and placing them at the head of the description for the GM to use as ‘signposts’ when looking for the description weeks, months, or years later gives you most of the benefits of this approach and enables you to adopt the alternative approach:

Priority 3: Most Relevant Detail Last

Anything that the PCs should react to with an action should be the last item in your description. And there should always be something, no matter how trivial. Why? Because it provides a natural transition from narrative text to play.

Priority 4: Establish Iconic/Symbolic images at the beginning

Still another approach prioritizes what are sometimes described as “Iconic Structures” in the narrative. I have also seen this described as “Putting Onion Towers In Moscow”, and as “The Eiffel Tower says Paris”. The Statue Of Liberty is an unmistakable icon of New York City – that’s why it says everything that needs saying at the end of the original “Planet Of The Apes”.

This method takes advantage of associated memories and impressions to achieve concision, at least in terms of the wider picture – mention the icon on the horizon, and then move on immediately to the specifics of the local vicinity. And when you describe it that way, it becomes clear that this is a special form of the “Elephant In The Room” – the definition of “relevant” has changed, that’s all.

But that small change, because there are additional benefits and therefore additional justification for this approach, makes it harder to actually argue against this method. Where it fails is in a somewhat hidden assumption: that you want it to become clear, immediately, that the scene is Paris, or New York City, or Moscow, or wherever. I would agree – with reservations, that I will discuss in a moment – with the concept of using an icon to flag the specific point in the plot at which it is to become clear to the characters that this is where they are.

I mentioned reservations. There is another, hidden, assumption, and it’s a whopper: that the shared impressions and associated memories of those being triggered by this “shortcut” will be roughly parallel and consistent, both with each other, with those of the GM, and with those of the adventure / plot. What are the odds?

The greater the shared background of those involved, the greater – it can be argued – the chances that this assumption will be correct, because they will all have access to a common cultural exposure on which to base the shared impressions. The more differences there are in background, the greater the likelyhood that it will fail. Similarly, the greater the shared experience of the location, the more likely it is that the assumption will be correct – and the more divergent those experiences, the less likely that is. The more interests people have in parallel, the more likely it is to be correct; the more different those interests, the greater the likelyhood of a different impression of the subject. And finally, the more opinions people have in common, the more likely it is that they will share a perspective regarding that icon and what it represents; the more differences people have in opinion, the less likely they are to have a common view on that one specific subject.

I have one set of mental associations with Paris and France in general, a mélange of sources from things I have read, from watching the Tour De France, from segments on Top Gear, from Iron Chef, from Masterchef Australia’s French visits and French visitors, from various scenes in various movies and TV shows, from various documentaries, and so on. Two of my players don’t watch Masterchef, one doesn’t watch Top Gear (at least I don’t think he does), none of them watch the Tour De France – even though we have broadly similar tastes in movies and fiction, and overlapping tastes in non-fiction, for sure they won’t have exactly the same impressions of Paris and France. My mother recently visited France on holiday – and I’m quite sure that she will have a very different impression again. My aunt visited Paris many years ago (in the 1970s I think) and it’s dead certain that she will have still another impression. A friend of mine passed through Paris en route to a holiday focusing on the Castles of Germany and Austria; his very different interests to those of both my mother and aunt will almost certainly have produced still another set of associations. None of those are likely to match the typical view of Paris of a New Yorker, or a Mexican citizen, or a native of Quebec – to say nothing of the impressions of someone who lives in London, or even a French citizen! And they are all likely to be a different blend of accuracy and inaccuracy.

That’s an awful lot of risk. It’s so much risk that it undermines the very concept of this Prioritization approach. However, the change to using an icon to flag the specific point where it becomes clear to the characters that this is where they are acts to minimize this risk by restricting the value of the associations to secondary descriptive items after establishing the most significant descriptive elements.

1. You can’t assume that what you want to convey with your ‘icon’ is the association that it will create in the minds of the audience, except in the broadest possible terms.

2. Things left unsaid are gaps through which confusion, complication, and even possible discord, can flow.

3. The important details of your description are too important to risk in such a dangerous gamble.

And that leaves the Iconic priority dead in the water, so far as I’m concerned.

Symbolism

But that’s only half of this. What of the proposal that any Symbolic descriptive material should figure prominently?

Aside from having similar (though perhaps lessened) risks of different associations, I think that this approach is yet another example of “The Elephant In The Room” – again, simply redefining what “most relevant” happens to mean. And like that approach, players & readers are too likely to focus on trying to figure out what the symbolism means to the point of distraction. So, for slightly different reasons, I also reject this approach.

Usual Advice: From the General to the Specific

When you look up any “How To Write” books or pages on the internet, they will usually tell you to focus on the general picture first, and specifics second, especially if “Mood” is considered part of that “general picture”. Most of the time, this is good advice, but – in contradiction to most of what I have written so far in this article – there are times when there are distinct advantages to prioritizing specific information, even absolute necessities. If I want to describe a row of houses with a Martian War Machine rising above and behind them, the last thing I should be doing is spending any time describing the Houses and any lawns or gardens. The imperative of the need for an immediate reaction is so strong that it doesn’t matter WHAT the rest of the environment looks like.

So singular is this piece of description that even Mood is secondary; the presence of the War Machine will transform any mood that may have been present. The only reason to include a statement of mood at all is to contrast “before” with “after”. Either these things have been around for a while, doing what they do, in which case it will be expected that the houses are burned-out ruins, or this is a new twist in the plot, in which case it will be assumed that the scene is one of normal, everyday, life.

Another example of this phenomenon is that jaw-dropping moment when the Ship is first revealed over Los Angeles in Independence Day. There, a mood of normality is established, then skewed slightly, then reestablished through the kid “shooting aliens” with his toy gun – just to produce that jaw-dropping moment of discovery through the power of contrast.

Guideline: Hierarchy of Relevance

So, all components of a descriptive passage are not created equal. In every scene or setting description, there is a Hierarchy Of Relevance. Anything that comes after an item of descriptive of any given level in that hierarchy must stand higher in that hierarchy. If there is no direct-response trigger, the general rule (general to specific) may apply; anything likely to cause a reaction should normally be placed at the end of the descriptive passage, because the need to react will signal the end of the descriptive passage and a transition to interaction with the scene.

The more significant the direct-response trigger, the more description of location it makes irrelevant, to be included only for specific and intentional purpose.

That hierarchy is a key requirement to crafting a good location / scene description, making this a very important decision. It will tell you what should come first, what should come second, what should come last – and what should be left out, unless you can sneak it back in somehow.

Guideline: Layered Poetry of Language (again)

If information is to be left out of a descriptive passage because the elephant is not only in the room, it is charging you, then incorporating the most salient points of the lost description into the initial language becomes a secondary priority to be achieved through the artistic use of language. Instead of describing “A Martian War Machine rising up behind a row of houses”, you could speak of “A Martian War Machine blotting out the sun as it rises behind the row of single-story tenement housing and white picket fences”.

But there’s a limit to how much detail you can build into the description of the scene. Everything that I’ve included in that example is there for a purpose: a general description of the buildings and, yes, something that is symbolic of US Suburbia and small towns. They imply where this is happening, and permit the reader or players to make some reasonable assumptions about that location which will shape and influence their reaction to the primary descriptive item.

Technique: An Arc Of View, An Individual Perspective

Heading for the end-point of this article, still with nothing clearly established in terms of a “bible” for writing location and scene descriptions, only a couple of tentative and somewhat vague guidelines, and a technique or two.

Unfortunately, it was always going to be this way. There are too many situations, too many complex possibilities, to provide any hard-and-fast rules.

I have one more technique to offer. It’s not always the best choice, but it can work very well indeed at times, and should be in every GM’s toolkit.

The Fog Of Priority

It can be argued that what a character will notice first is anything that poses a direct and imminent threat; and that what they will notice first if there is no direct and imminent threat is something that is particularly relevant to themselves. A mage will notice the most obvious magical effect. A cleric or Priest will notice the most obvious religious-oriented detail. A fighter will look at the dominant tactical impact of the terrain, and so on.

Rather than providing the description as though it were one collective perception that they all experience, try this: General introduction & Mood, Character #1 insight, Character #2 insight, (and so on), until each character has noticed the thing that is most relevant or important to them. If there’s more to be said, you can do a second round, though in general, one round (with a couple of passages ‘snuck in’ using the techniques demonstrated earlier) is probably enough to cover everything that matters.

This approach has the effect of obscuring details that the characters are not paying any attention to. I call this effect “The Fog Of Priority”, and so long as the GM is prepared to provide additional description of whatever the player says he is looking at more closely, and ensures that all the critical information is delivered in his opening salvo, this technique integrates the influences of the characters into the description.

Guideline: Expansiveness, Mood, Essentials, Triggers, and Clarity

My final stop on this tromp through the narrative wilds is to offer one final guideline for writers and GMs to follow: before you start to write a description, set the goals that you want that description to achieve.

  • Expansiveness: Long, flowery descriptions have their place. Short, compact descriptions have their place. What is the right length for this occasion?
  • Mood: What is the mood, the atmosphere, the overtone, that you want the description to convey?
  • Essentials: What is the absolutely essential information that the description has to convey?
  • Triggers: Reactions form a natural transition from description to action or to roleplay/conversation, so you should always try to end your description with something that will trigger a reaction – but what reaction do you want to trigger?
  • And, finally, when you’ve written the description, Clarity: How clear is the meaning of what you’ve written? Do you start talking about one thing and interrupt it to describe another? Is there any possibility of the description of one element being misapplied to another?

Hey, what do you know? We’ve arrived at a hard-and-fast rule for most occasions, after all :)

Comments (3)

On The Origins Of Orcs, Chapters 69-70


This entry is part 26 of 31 in the series Orcs & Elves

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I’ve got so much campaign prep to get done that if I don’t do it in public, I’ll never get it done in time! A number of interruptions today have left me with only two (rather longish) chapters complete. Since some future chapters have to follow each other very closely, this forces me into a two-chapters-at-a-time pattern for the next couple of installments as well. I’m going to try and get ahead of the curve by writing three chapters at a time, though. After receiving no objections to the more condensed format used last time (and no approvals, either), I’m going to continue using it (with a tweak), because I think it sets these posts apart from the GM-advice articles that I offer on Fridays.

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Chapter 69

Clan Wars XV: A Desperate Plan

Goral, the Warblade of the Mailed Fist Clan, was a listener, the type of person who hears more than most and remains silent, the better to hear still more. This quality had been instrumental in his rise to his current position, for he excelled in using the babble he overheard to isolate key objectives, stratagems, and tactical considerations, welding them together into an overall plan. Too many leaders, in his view, stifled useful discussion in order to enforce their own will, or permitted the babble to continue until a consensus was formed – or until the leaders could choose a favorite. The first approach rested the decision on the capabilities and ego of a single mind, the second encouraged the formation of alliances – one or more of which would always oppose whatever decision was made.
    When it became clear that no-one else was going to speak, and that everything of value that could be said on the subject had already been said, he put this prodigious talent to work, and soon had the basic outline of a thin hope. The problem, as always, would be to convince the council to follow it; they would not like what he had to say. They never did. “I have a plan, a desperate plan,” he announced. “When two objectives are incompatible, one must give way to the other. Here we have three separate objectives, and it may be just barely be possible to achieve two of those three; if we attempt to achieve all, we will fail at all. If we admit that, then we can use the failure to achieve the abandoned objective as a strategic element to better the chances of success in the remainder.
    “The three objectives are the preservation of the city, the preservation of the clan, and the defeat of the enemy. All here have been thinking that the first two are the same thing, but if they are considered separately, possibilities open where before there were none.
    “The Ambassador said, earlier, ‘The right move at the wrong time would be disastrous’. This must be true of the enemy as well. If the Elves are right, and everything has been preplanned to an impossible degree, then a disruption in the timetable works for us, and against the enemy. If the Ambassador is right, and our foe is a quick-thinking opportunist, then he becomes better able to respond, but the principle still holds.
    “The prophecy says our walls will fall before noon. Very well, forget trying to preserve the city in favor of preserving the clan and defeating the enemy. Part of what the enemy has done has been to prevent those attacking us from succeeding too quickly for his liking; we can make it easy for them. If our defenses fail too soon for his liking, he must either deal with the invading troops burning and looting and getting in the way, or he must accelerate his efforts and risk his ritual going wrong. Either way, we make him start responding to us instead of us responding to what he does. We set the agenda, not him, and that always works in our favor. I do not know what will happen if his ritual is rushed too much, but there might be a way to take advantage of that. First, you say that your elvish spells-weaving is something like a ritual. Can you tell us what would happen if the ritual is done too quickly?”
    “A large part of any ritual is ensuring that all the parts work in harmony to support each other and hold the whole together. The more perfect this harmony, the greater the durability and effectiveness of the resulting spellweaving. Elves take so long at our weavings that the results are as near to permanent as anything created by mortals can be. We think the Gods are better at it, and can do it more quickly than we can, and that is how they can achieve effects that are miraculous in comparison with our best efforts. If any part of a weaving is done too quickly, then it is likely that the whole would unravel far more quickly than it would, like a garment woven in haste with a loose thread dangling. And that it will not function as well as it could, like a wagon wheel with a spoke that is far too short. And that not all of the side effects would be properly controlled and contained.”
    “So it would be weaker and more flimsy, and not fully in the control of its creator – that’s just what I hoped you would say. Earlier, you said that some rituals being the things summoned to where the caster wants them to go, and other rituals take the caster to the place where the creatures are. But they are both summoning rituals, and they probably aren’t very different. As an elf, you’re used to seeing one person take over the casting from another, because that’s how you elves do it, according to what you said before. So if the enemy isn’t in full control of the spell, maybe you could take it over and finish it the way you want instead of the way he wants – if he’s distracted by something, like the burning of the city as that lot out there get through the walls early. I know, none of you use this ability at home, you aren’t as good at it as the best of your people, and it wouldn’t be as good as if one of them had done it – but you’re the best we’ve got. If you can do that, then we can take the fight to this Hidden Dragon, whoever he is, and make him sorry for meddling in Orcish affairs.”
    “Make him VERY sorry,” chuckled the Clan-chief. “I like this plan. If we are going to fall, then let us go down fighting, and if the city is to be lost, then let us punish the one responsible before it is. Let’s work out the details of how to give the Hidden Dragon a good kick in the family jewels. We have a lot of work to do tonight if all is to be ready by morning…”

 
In an antechamber next to the place where the rituals were being cast, presumably by the invisible hand of the Hidden Dragon from afar, Second closed his eyes and concentrated. “I can sense the strands of weaving… the colors, the shapes… the threads that are still loose, and the picture they will form when it is complete… Yes, if we can make the Hidden Dragon loosen his grip on a few of them, it might be possible to tear them from his grip and reshape them, then complete a very poor rendition of what we seek to achieve. It is most unlikely that he will have anticipated that, and so will not have prepared a magical circle to contain any who traverse the connection-between-places that he is making. And yet, this must be the interference he feared we could achieve, and may be ready – if he is the careful planner, and not the instinctive opportunist.”
    “So whoever attacks will be helpless if we face a God, but there is a good chance that we don’t, and who may be able to act,” replied Goral, who had escorted the elf to the tower where the ritual had been prepared.
    “Only a few will be able to use the passage, and they may not be able to return – it will be fragile and will fail quickly.”
    “All acts in war are do-or-die, Elf. Why should this be any different?”

 
Three figures dressed in dark, hooded robes, crept through the shadows before the city walls. Around them, some groups wept in despair, others mutilated captured Minotaurs, a few fought amongst themselves, while others had drunk themselves into insensibility. They carried with them a flag of truce, but hoped not to rely on it; the attackers were under no obligation to honor it, even if they were in their right minds and under the control of their commanders, and with the death of Gruumsh at the hands of the unnamed Minotaur God (who had feigned being Hruggek, the God Of The Bugbears, long enough to draw Gruumsh into battle) – or so it had all seemed to the Red Eyes clan of the Orcs.
    “Garunch should have his tent somewhere around here. Hopefully he is not too far gone in drink or despair to listen,” whispered Kudja as quietly as his Orcish nature permitted. “Look for a tent which does not display the sign of the one-eyed skull – the Shaman of the Red Eye Clan puts such sigils on the inside, a constant reminder to all who enter that he is the servant of Gruumsh and all acts committed in his presence are also in the presence of the Creator Of The World.”
    “You defile his memory every time you speak his name, you filthy deserter,” came a loud voice from behind the trio. “Show your hands, or be killed where you stand!”
    Stiffening, the three figures cautiously raised their hands and turned. “I am no deserter,” said one, carefully drawing back his hood.
    “A Dark Elf! What are you doing here, meddler?”
    “I am an envoy of peace from the Clan Of Mailed Fists,” replied Ambassador Tathzyr, “and I bear a message of conditional surrender to Garunch, Shaman of the Red Eyes.”
    “Do you, now? What makes you think we are interested in your surrender, manipulator of lies? What makes you think we would trust a single thing you have to say?”
    “Because I testify to his message,” replied another of the cloaked figures, also removing his hood. “I am First, and I am here as a neutral peace broker. My companions are Tathzyr, Ambassador of the Drow, and Kudja, Shaman of the Mailed Fists, and I insist on being taken to Garunch that we may deliver that message.”
    “Well, now – Kudja! That is a fine prize to capture! Bind them and take them to Kyrd. Kill any that resist!”

 
The tent was opulent as such things go, with fabrics and furs of greater number and quality than was generally the case. Wooden chests bound with gold contained the wealth of the clan, such as it was, and a Golden throne on sticks for porters to carry announced clearly that this was the mobile domicile of the clan-chief. But there was something obviously wrong – clothes were piled high on the throne, which had been relegated to the most remote corner of the tent, while a rack of weapons of all shapes and sizes had been placed just inside the door. First gave voice to the confusion that was being experienced by all three.
    “This is the tent of the clan-chief, whose name is Zalgan, and who was described as fat, and luxury-minded, and no longer the fighter that he once was. But all the property of an overweight Orc has been thrown haphazardly on the throne of the clan-chief and moved out of the way, and freshly-maintained weapons moved into their place.”
    “Worse still – we should either have been taken to Garunch, as we requested, or to Zalgan himself,” replied Kudja. “And while Zalgan would have insisted on being involved in any discussions, he is too pious to stand in the way of a conversation between two Clan Shamans. But the guard said that we were to be taken to Kyrd, the Clan War-blade – and then we were brought here. Kyrd pays as little mind to the Gods and the Shaman as he can get away with, and is utterly ruthless. He will not be inclined to listen. If he has seized authority here, our whole mission lies in jeopardy.”
    “You permitted them to speak to each other?” demanded a tall Orc dressed in chainmail, wearing a heavy fur cloak, and carrying a spear, as he swirled into the tent, looking intently at the guards placed around the prisoners.
    “Yes, Kyrd. I thought that their words might tell us why they really came here.”
    “But if we had interrogated them separately, we could have compared their stories. It was a mistake, but you had some reason for it, and you admitted your error promptly,” replied the powerfully-built Orc, as he carefully placed the spear in the weapons rack. “That shows potential, so I will be merciful. Five public lashes to make the lesson memorable and no reduction in rank.”
    “I thank you for the mercy, Clan-Chief,” replied the leader of the guards, bowing.
    Seating himself on a simple field seat made of wood and canvas, the self-proclaimed leader of the Red Eyes clan continued, “So, what have we here? An Elf, A Manipulator, and a Clan Shaman. I am sure that you will spin some fable about the reasons for this visit, and the failings of my minion have given you time to prepare a tale in common, if you did not have a lie pre-arranged between you. Since I cannot trust anything you may say, we shall have to learn the truth in a manner more painful to you.”
    “Your pardon if I speak out of turn, my clan-chief,” said one of the guards, “but before they knew we were behind them, the Shaman was heard to instruct the other two in how to find the tent of Garunch.” Holding up the flag of truce, he added, “And they travelled with this in their possession.”
    Eyebrows raised, Kyrd examined the white cloth. “The long ears of a natural sneak may have spared you much discomfort, Mouse-droppings. A pity, I was looking forward to it. But since you have given the name of Garunch, showing him to be in league with our enemies and a traitor to his clan, I might be minded to be merciful to you, also – especially if you would be so kind as to repeat that name in a more public setting, such as his trial for treason.”
    “I will not cooperate in elevating your position above that of the Shaman of your clan, Warblade. You are not the rightful clan-chief here, and you overstep your authority,” replied Kudja. “Where is Zalgan? He commands the Red Eyes. If he wishes to be present when I give my message to Garunch, I will permit it.”
    “Our former clan-chief was so besotted with piety that he insisted on going into battle beside Gruumsh, and was slain in the battle,” smirked Kyrd. “As Warblade, in a time of conflict, I act in his place. You will not find me so easy to wrap around your finger, Priest.”
    “Going into combat? Zalgan could barely walk unaided,” retorted the Shaman. “I think you had him killed, or did it yourself, and claimed power you are not entitled to.”
    “It doesn’t matter what you think, Priest, but I can’t have you spreading such lies. Perhaps I can’t be so merciful after all.”
    “That is not your place to decide, Kyrd,” came a new voice from the entrance to the tent. “You have been accused of treason against your clan by a Clan Shaman, and have tried to silence the accuser – an act that suggests guilt – and that gives me the right to examine the truth of the matter.” The newcomer was much older than Kudja, dressed in a red robe beneath a light mail-shirt.
    “Stay out of my way, Garunch, and I might let you live to see another sunset. You accepted my right to lead with your silence during the ceremony of empowerment.”
    “You mistake yourself, Kyrd. I did not challenge you at the time, but neither did I endorse you. Only the tribal chiefs may choose the Clan-chief; I chose simply to wait, sure that you would overstep your bounds, and now you have. Gruumsh may have fallen, but he is not the only God for whom I speak!”
    “Brace yourself, First. I think we have a front-row seat for a confrontation that’s been coming for a very long time…”

 
Chapter 70

Clan Wars XVI: In The Name Of Gruumsh

“I’ve been waiting for this day for a long time, Priest. For too long, you have told us what to think, what to do and what not to do!” roared Kyrd, springing to his feet.
    “It is night, and the power of Shargaas, mistress of stealth and darkness is ascendant. In her name, I summon forth the shade of Zalgan to tell us of his death, and of what acts were committed in secret,” answered the shaman, calmly.
    Before their eyes, the shimmering outline of an extremely plump Orc materialized, his body pierced by multiple strokes of the blade, one arm hanging uselessly at his side. “For what reason do you disturb the dead?” it asked as Kyrd momentarily recoiled.
    “My clan-chief, long did you serve your people well, but they have need of one final service from you before you may rest,” answered the Clan Shaman. “Speak to us of your ending, Chief Zalgan. Tell us who should lead the Red Eyes clan now that we are without you until the clan meets in Moot to choose a lasting successor.”
    Kyrd reached into the weapons rack and pulled out his greatspear, obviously his favorite weapon, as a voice emerged from the shimmering outline “When Gruumsh fell, I was in despair, and I called to my Warblade, who stood beside me, and asked ‘What do we do now?’ He replied to me, ‘Now we begin a life of our own choosing without the meddling of the priests and their footstools,’ and then he drew a blade and ran me through. Not satisfied that he had struck a mortal blow, again and again he hacked at my body.”
    “You desecrate the dead by putting your words in the mouth of this light show, Priest,” raged Kyrd, a desperate expression on his face, and thrust his spear through it again and again. Finding his weapon useless, he dropped it and grabbed a mace, which he swung with great force, but it passed through the head of the former clan-chief without encountering anything of substance.
    “In the tribe of the Hawk’s Claws is a youth of promise, named Kurvath” continued the shade, unperturbed. “Though he knew it not, for I did not wish him to be shown favors, he is my son and heir. It is his place to speak for me until the Moot. And now, I beseech you to let me rest. Let me continue to search for the paradise beyond the sky claimed for us by Gruumsh.”
    “Return to your sleep, Great Clan-Chief. You have earned your place beyond the sky. Guards, I mark you as witnesses and order you to take former Warblade Kyrd prisoner. His fate shall be decreed by Kurvath, son of Zalgan.”
    “If I can’t kill Zalgan again, I can at least kill you, Priest,” the dethroned Orc leader bellowed.
    “How tiresome,” replied the Priest as the mace bounced off an invisible barrier surrounding him. The Guards each seized an arm, and forced Kyrd to drop his weapon, then bound him in chains and dragged him away. “Tie him to the whipping post and send for Kurvath,” instructed the priest as they departed, the ex-leader still spouting threats.

 
“Now, I was told that you had a message of surrender to give me. I find this surprising, and so I am wary.”
    “We should start by telling you that your entire clan has been deceived, Garunch. That was not Gruumsh who was killed, merely an apparition that looked like him,” replied Ambassador Tathzyr.
    “You think me a simpleton, to be tricked like a cub?”
    “Not at all, Garunch. Whatever tricked you was also good enough to make me think it was Baghtru. I have a way to prove it, but that comes later,” said the Shaman, soothingly.
    “We know that you were sent here by what you believed to Gruumsh. You must view what he told you to do as a Holy Quest, and would not attempt to dissuade you from it; while we believe that this war was also a deception, we cannot prove it to you, and do not propose to try,” said First. “What we must know is what exactly you were commanded to do, so that we can learn if there is room for the Mailed Fist clan to surrender to the inevitable.”
    “Continue,” instructed Garunch.
    “The heart of a Clan is its people. If the people can be spared, we will surrender the city to you at Dawn – on condition that the Red Eyes raze it to the ground.”
    As Garunch thought that surprising offer over, Kurvath arrived. Quickly, the young Orc was informed of his lineage and of the fate of Kyrd. For a moment, the fires of revenge burned in his eyes, and then he took in the others who were present in the command pavilion. “There’s more, isn’t there? This Orc wears the colors of a Clan Shaman, but I have never met him before. This is an Elf of some sort, and so is this. Why are they here?”
    “They convey an offer from the Mailed Fist clan to negotiate a surrender of the city. But this offer is contingent on the exact instructions given by Gruumsh. I could recite them, but my memory has no authority; you should send for the Keeper Of Memory,” responded the older Clan Shaman.
    “All right, let’s do that then. If I’m supposed to lead the clan, I probably should know what we’re here to do, anyway.” He paused, looked around, then leaned in close to his Clan Shaman, and whispered, “What do I do now, Garunch?”
    “You give an order, Kurvath,” replied the Shaman in a whisper of his own.
    “You should probably know, Clan-Chief Kurvath, that Elven ears are sharp enough to hear your words, even when you whisper,” announced First, calmly.
    “Oh well,” replied Kurvath, with a shrug. “Since you know, anyway, there’s no point in hiding it.” Raising his voice, he commanded, “Guards. Bring me the Keeper Of Memory.”

 
“Repeat for me the words of Gruumsh. What did he demand of us?” the young Orc ordered the Keeper Of Memory, perhaps the oldest Orc that any of them had ever seen. Wizened, stooped, and with a voice that occasionally cracked and wheezed when he spoke.
    “Yes Clan-(wheeze, gasp)-Chief. This (croak) is what Our God (gasp, wheeze) said to us (cough, cough, wheeze)”. Suddenly, the old Orc’s voice was as clear as a bell, as he recited, “I burn with shame and anger stirs within me when I think of the way a clan who dares to bear my mark permits another clan of Orcs to live in wasted-lands of stone, and grow crops like a farmer. These are not the ways a true Orc should live, grubbing in the dirt like swine. We are strong, and proud, and take what we need from where we find it. We live! We Hunt! We Fight! We Survive! They are not worthy to be called Orcs, and you are twice as not-worthy as for permitting it. I command you to rouse the Clan of the Red Eye and to march on these sites of corr-up-tion and purity of evil, and to tear the stones from the ground until good clean dirt is all that remains. The stones shall you throw into deep waters, so that they never de-spoil the true Orcish spirit again. I shall return to my palace beyond the sky, but I shall return in one-fist-and-one-hand of days, and if you are not on the march at that time to abate this mons-tros-it-ee, my wrath shall be beyond measure.”
    “Thank you, Zuglak. You may rest. You have done well.”
    “There were some very un-Orcish turns of phrase in that little epiphany,” suggested Ambassador Tathzyr. “Even the Keeper struggled with some of the words, as though he was reciting the sounds from memory without knowing what they meant.”
    “It did not sound like an Orc, it is true, but it is not for us to tell a God how to speak,” replied Garunch. “I don’t know what a mons-tros-it-ee is either, but sounds like a bad thing, and the instructions seem clear enough.”
    ” ‘A bad thing’ is fairly close to what it means, Clan Shaman. And ‘Corruption’ is the act of ‘making something bad’, like poisoning a well with a dead animal.”
    “A dead animal does not make water bad, Elf. Not for an Orc. Water is never bad-to-drink, but Ale tastes better. I do not know how something can be made bad; it is either good or it was always bad. There is nothing in between except those things that are bad until we get used to them, like rotten meat or black mushrooms.”
    “Not all creatures are as strong as Orcs, Clan-Chief. Horses will sicken and die if they drink from a well whose water has a dead thing in it, and so will other creatures. Make the water bad, and the creatures you hunt will die, and then there will be nothing to hunt tomorrow.”
    “I’m sure that’s very enlightening to the Clan-Chief, First, but not very important right now,” said the Ambassador. “Here is what matters: the Red Eyes were ordered to tear down the city and throw the stones in deep waters. There were no orders to kill the Mailed Fists, only to destroy the city.”
    “Yes, I see that,” answered the Clan-Chief. “You want us to let the Mailed Fists go if they will let us break the city and take it away, because Gruumsh did not tell us not to do that, am I right?”
    “That is exactly what we propose, Clan-Chief.”
    “It sounds alright to me, but the words of the Gods are for the Shamans to tell,” replied Kurvath. “What do you say, Garunch?”
    “It is not enough, Clan-Chief. If it is wrong now for Orcs to live in homes of stone, it is wrong always. The Mailed Fists must promise not to make any more cities like this one until the Gods say they can.”
    “But Gruumsh is dead. He died in battle. He can never say to stop tearing down cities,” said the Clan-Chief.
    “And Baghtru told us to build the city. If Baghtru tells us to make another, we will. If Baghtru tells you to let us, what will you do?” asked the city Clan Shaman.
    “That is a bad problem to have, Kudja, but it is not my problem. If you make another city, we will tear it down. If Baghtru tells us not to stop you, we will ask whoever rules in the sky to tell us what to do. But that brings us back to what you said before Clan-Chief Kurvath came to the tent – that you could prove that Gruumsh was not really dead. If you can’t do that, the Red Eyes will stay all broken apart as they are now, and it will not matter what we agree to do.”
    “You must agree before I tell you how to prove that Gruumsh lives, not just to yourself but to all the Red Eyes. You are right, we can worry about new cities tomorrow. Let us worry about this one today,” answered Kudja.
    “It is our faith to Gruumsh that holds the Red Eyes together, Clan-Chief. If you agree to this, you will be giving them their Clan in return for them giving you yours. If you do not, then in one fist of Winters, two at most, there will be no Clan Red-Eye.”
    “Then it is fair. We will let the Mailed Fist clan go if they let us tear down their city and take away the stones, so long as they know that if they make another one we will tear it down, too, until the King Of The Skies tells us to stop,” answered the Clan-Chief. “Bring Zuglak Back and we will speak this deal to the Keeper Of Memory,” he ordered one of the guards at the tent entrance.
    “One thing more, Clan-chief: a detail that may seem nothing to you, but that is very important to us all – you must begin at the time of Sunrise tomorrow-day.”
    “Why is that important?”
    “That is something that you will not believe until you know that Gruumsh lives. Only when you have proof that you were tricked will you be ready to hear our words and listen.”
    “That is thee-fingers times tonight that you have made me curious, Kudja. Very well, the night wears on.”

Sidebar: Orcish Numbers
Orcs aren’t great at numbers. They can count to five, no problem. Five fingers is called one ‘hand’. Five Hands is ‘one fist’. In other words, they count in Base 5. “One Fist and One Hand” is “110” in Base-5, which is 30 days. “One Fist Of Years, two at most” is “25 years, 50 at the most”. The highest number they can count to is “444”, which is 124 in Decimal numbers. After this, they need to grasp a broader concept in order to count – instead of days, they count seasons or moons if they need more than 124 days, instead of seasons or moons, they count Winters for years, and so on. Every 124 years marks a new ‘era’ on the Orcish Calendar, which are only named when they end. So “4-in-badger” might refer to 4 years older the end of the era of the “Badger”. No one has actually bothered to learn the order of eras, and only Keepers Of Memory know them all, anyway; to everyone else, more than 124 years ago is simply “Long ago” and it all happened at the same time.

I found these sites to be useful:

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The Ongoing Elvish Glossary

I’m going to forego this while our attention is focussed on the Orcish side of the story, as it has no relevance to the narrative.

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Next time: Have you figured out how to prove that Gruumsh lives? The clues are all there. Even if he doesn’t and never has. Chapters 71-72 will tell you how right or wrong you are!

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Breaking Through Writer’s Block Pt 2: Conceptual, Specific, and Setting Blocks


This entry is part 2 of 7 in the series Breaking Through Writer's Block

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This article is going to provide solutions to three of the specific types of writer’s block identified in the first part of this series:

  • Conceptual Writer’s Block, when you trouble breaking an overall story idea down into a detailed plot outline,
  • Specific-Scene Writer’s Block, which is a difficulty in taking that detailed plot and putting the key plot points into the best narrative sequence for telling the overall story, and
  • Story Setting Writer’s Block, which deals in the difficulty of deciding in what location a specific plot event should take place.

Conceptual Problems

So you have a general plot idea, perhaps know exactly what the situation is at the start of a story or chapter and where the story is supposed to be at the end with a vague idea of what is to happen in between. (If you don’t even have that vague idea, use one of the eleven cures that I offered for that problem in part one of the series). Some of the solutions that I have for this problem are specifically-suited to RPGs, while others are more suited to fiction or are universally suited.

By way of example, the most recent chapter of the Orcs & Elves Series had a general outline that read, “Priest awakened, reveals prophecy that explains why the Clan Wars are happening. Oracle of Gottskragg (Dwarven name) prophecy that connect the Clan Wars to the founding of Tajik’s Misfits” – where ‘Tajik’s Misfits’ is the name chosen by the adventuring band that is led by the PCs of the campaign. So this chapter exists to explain the reason that the entire Clan Wars plot thread is in the Orcs & Elves story at all.

Prior to this chapter, it might be presumed that its the social impact on the Orcs (one of the PCs is an Orc) or because of the involvement of the Huyundaltha (who were the ‘quest object’ within the game for another of the PCs), or simply because it gave the first hints that an Elf and a Drow could find enough common ground to unite behind a single cause – which is another key ingredient of that adventuring band. In fact, all of those elements are relevant, and that was important because it hid that plot twist – revelation, if you prefer the term – until I was ready to reveal it.

When I broke this down into specific plot points, the list read something like this:

  1. Re-establish Clan-Chief’s Orcish Personality
  2. Priest awakened – how?
  3. The coincidence of timing
  4. Discovery of the Oracle of Gottskragg
  5. The Prophecy of the Oracle – significance of the clan wars

It’s getting ahead of myself somewhat, but while this example is fresh in the mind of the reader, I thought it worth expanding on the writing process itself, and how this breakdown was influenced by it (because I knew I had this article coming up, I made a few notes). I always break down the plot of a big story a few chapters in advance, if I can, so that if there’s anything I need to introduce, I can do so.

So here are those notes, matched in order to the above breakdown:

  1. Re-establish Clan-Chief’s Orcish Personality – Earlier events needed the clan-chief to be intelligent, reasoning, civilized, so much so that he was more like a human king than an Orc. He also turned out rather noble and likeable. I found myself having to continually dumb his dialogue down slightly to more accurately reflect the primitiveness of his culture as I was writing previous chapters. As soon as I could permit him to stop being so reasonable, I needed to re-establish him as an Orc and a relative barbarian. This was an addition that was made to the breakdown while working on previous chapters, and not part of the original plan.
  2. Priest awakened – how? – When I started plotting this three-chapter burst, of which this was the third chapter, this is what description I had for this plot point. A lot of thinking about it led me to the realization that if all the priests were out of action, I needed the healing to be performed by a non-priest. I thought about having the Drow Ambassador provide the solution, I thought about a bargain between the Orcs and Lolth for a cure, and I thought about the possibility of the Elves providing the answer. But I realized that an unresolved accusation had been made against the “All-mother” of the Orcs, Luthic, Goddess of Healing (and various other things), and that by having an Orc provide the solution I could resolve that dangling plot point – and that led me to introduce a new participant in the chapter previous to this one as a plot mechanic to solve the problem of achieving this plot point.
  3. The coincidence of timing – Originally, my thought was that the Priest would raise this point, but that just didn’t work, it made the Priest too omniscient, too much of deus-ex-machina. So I rewrote it as a conversation between The Drow Ambassador and the Elves, and moved it to occur before the Priest was awakened. This also reinforced the first plot point – the clan-chief expresses his irritability and frustration at doing nothing, and then there’s a lot of (relevant) discussion – and no action! The reader identifies with his expressed emotions, and he comes to represent them in the story.
  4. Given that the first plot point was an addition to the outline, that the second was just a vague indication, and that the third was changed in both timing and delivery, its worth noting that this plot point was executed exactly the way I envisaged, breaking down the social unity that the Orcs seemed to have in the plot arc so far by showing the Priests keeping secrets from the leadership.
  5. It’s a lot easier to write an accurate prophecy after the events have been described in the story than to get it right in advance. The trick was making it obscure enough that the Priests could not have interpreted it while keeping it clear enough to be understood in hindsight.
  6. I also needed to tone down the clan-chief’s reaction – I had a big chunk of reaction to the revelation that the Priests had been keeping secrets that had been incorporated into the prophecy section, but it did nothing but get in the way of what was important about the chapter, and bog the plot down. So it got chopped.
  7. Finally, when I plotted the chapters that are still to come, I added a couple of additional plot points and incorporated them as a lead-in to the discussion of The coincidence of timing. The first read, Perfect Planning? – mention: what would have happened if the attack on the city had succeeded?, and the second was Elvish fatalism, Enemy Opportunism, reaction – mention: right choice of action at wrong time is just as bad as a wrong choice. These lay the groundwork for the next chapter, and were taken out of that chapter’s outline, where they didn’t fit. This was a chapter of discussion and context, the next are to be about designing a plan and putting it into action.

This sort of plot breakdown is like putting up a set of signposts that lead from the situation before the chapter or adventure to the situation after. It’s a breakdown of the events within the overall plot, giving a structure and sequence to the story.

In a work of fiction, you have more options than you usually have when constructing an adventure for an RPG. Flashbacks, Flash-forwards, Framing Dialogue, showing events that the protagonists could not possibly know at the time – you have a lot of literary devices at your disposal, and can pick and choose whatever works best for the story. They also have to be more self-contained; if there is a mystery, readers expect it to be solved, if there is a relationship in transition readers expect it to be resolved, etc.

RPGs tend to need to be more linear in structure, and also tend to avoid giving the players knowledge that their characters don’t have – and if not everything gets explained or revealed in the end, so be it. Maybe a subsequent adventure can impart the missing information.

Here’s a little secret: you can still employ all those literary devices in a game context, you just need to do a little more work to implement or justify them. I’ve used them all before, when I found it to be indispensible to the need to make the story accessible to the players, or to rouse the interest in what would otherwise be a slow beginning. Here’s another secret: I usually place a couple of unreliable NPCs in a campaign, that can show up when I need them to and be unavailable the rest of the time, who can deliver obscure information, unexpected prophecies, and visions. The “Oracle of Gottskragg” is just such a plot device – it permits me to deliver prophecies as and when I need them, and keep them absent the rest of the time.

So this type of writer’s block occurs when you have a broad plot but are having trouble breaking it down into discrete events and components, into – as I said a couple of paragraphs ago – structure and sequence.

Cure #1: What haven’t you done?

This solution is a bit of a chameleon, meaning different things at different times and under different circumstances.

Quite often, you just need to get started. “Blank Page Syndrome” can strike anywhere in a story – one reason why I don’t write using a word processor that breaks the text up into discrete “virtual pages”, I worry about such formatting after I’ve got the story written.

When it’s a “where do I begin” problem, I try to think of a way to start the adventure or story that I haven’t used before, then see if it fits the plotline. If it doesn’t fit, or I later swap it out for something more effective, I add it to a list of unused ideas that I keep handy for the next time I run into this problem. Your primary goal at the start of a story is to establish the situation, establish where the characters are and what they are doing, establish a starting point, but sometimes that is the worst possible place for you to start from a creativity perspective. This is especially the case when you know that subsequent events will make where the characters happen to be at the start of the story critical to the story – starting your writing in a strictly linear fashion in this circumstance is definitely counterproductive.

Cure #1 Variation
If you’ve already made a start in your breakdown, there are times when you reach an impasse, where you know something needs to happen but you haven’t got the faintest idea what that should be.

When that happens, it’s time to pause and take stock.

  • What has happened that you haven’t explained?
  • What is going to happen that can be explained in advance?
  • Is there a context to events that hasn’t been revealed?
  • Is there something that you can foreshadow – perhaps from a future complication or even targeting a future adventure?
  • Is it realistic at this point in the story to serve up a piece of the everyday lives of the protagonists? Or, perhaps, of the antagonists?
  • Is a relationship particularly important to the plot? – perhaps it’s time to check in on that relationship if you haven’t done so in a while.

That list isn’t comprehensive, it’s just a set of examples, but they all can be summed up in one: What haven’t you done that you need to do before the end of the story?

Make a checklist, if you can, then check off the items that are definitely dealt with by subsequent items on your plot breakdown. What’s left? If there are too many items, check off any of the remainder that you might be able to deal with in conjunction with future events. If you’re still looking at too many items – or if you’ve ticked off everything – try one of the other solutions in this section.

Cure #2: Go to context

If you’re really stuck, try going over old ground from a different perspective, and explaining what is going on, and why, to yourself. It might break the mental block, and if it really is redundant information, you can always delete it once you figure out where to go from here. It’s a simple trick, but it often works.

That simplicity, and the fact that this works as often as it does, are the reasons why this is my #2 cure that I try.

Cure #3: Go to a mood

Sometimes, the problem is that the mood that you’ve established at this point in the story is so at odds with the events that are to follow that your mind insists that there is something missing. And, in a way, it’s right, because either you revamp the most recent scene to create the correct mood, or you need to add another scene specifically to set the mood that you need – whether that be creepy, dramatic, affectionate, romantic, or whatever.

The reason why this particular cure is so high on the list is that if this is the problem, you can work through every other cure on offer and still be just as stuck, so it’s best to rule it out right away.

Even if this isn’t the problem, it can be useful to go to a different mood for a moment just to contrast with the prevailing tone. Some of the funniest or most rousing moments have come in otherwise dark moments – everything from “Snakes, why did it have to be snakes?” in Indiana Jones to “Get your hands off her you Bitch!” in Aliens.

Cure #4: Go to an explanation

If you have tried coming at things from the standpoint of logic (cure #1) and coming at the problem from a different perspective (cure #2) and ruled out a severe mismatch between events and mood, there are a number of cures that sometimes work and sometimes don’t.

The first is to explain something about the story that isn’t already explained, and that isn’t “what is happening and why”. It might be the personality of a character, it might be some piece of past history, it might be the significance of a costume or a location, it might be why someone who should logically be involved isn’t, or why someone who should know about events doesn’t. It might be the inner workings of a period weapon or piece of technology. The trick is that this explanation either has to be relevant, or has to be related to a reaction to something that is relevant, or has to be something that you can make relevant. While that rules out an awful lot of ground, it still leaves plenty of scope, and it boosts the chances of getting something useful out the other end.

You might not keep the results where you are right now in the plotline – if this gives you a connection to the story or the current circumstance within the story that enables you to see where you should actually go next, that’s fine. But don’t throw this work away, put it somewhere else in the plotline if you can – because you’ve already made sure that it’s a relevant key to understanding the events within the story.

Cure #5: Examine a personality

Sometimes, especially after a dramatic action sequence or ending on a cliffhanger, it is the best time to get inside the head of a key character within the story, or expand on their personality. It gives the reader/player a chance to come down from the adrenalin high and punctuates that action sequence; if you immediately throw to another action sequence, the lines between the two can blur. Sometimes, that’s what you want to happen, but a lot of the time, you’re far better off doing something introspective if you get stuck at such a point.

Television shows use this solution a lot. It’s probably described on TV Tropes somewhere, if you looked hard enough. You have some dramatic revelation or an action sequence, and the next scene shows two of the characters in earnest, quiet, conversation; or shows the antagonist in his natural setting; or shows two relevant characters living their lives or expressing their personalities. If the feature villain isn’t the recurring antagonist, you might cut to a scene in which that recurring antagonist learns of what is going on and reacts to it, or just does something villainous, or simply does something to show off his personality or circumstances – just to remind the audience that he exists, if for no other reason.

It’s done so often that it’s something of a cliché, but the reason it’s a cliche is that it works. And if it’s something that you want to include anyway, this is a great time to go to it, taking advantage of the punctuation effect.

The roleplaying equivalent is to do something with another of the PCs, but that doesn’t limit your options – because it suited the story and the character at the time, I once had a PC deduce almost the entire backstory of a villain at the appropriate time (which just happened to be at this particular time). Or daydream about the recurring villain’s reaction. Or simply show that life outside of the key events has continued.

Cure #6: Be predictable

Writer’s Block can occur under these circumstances because you’re trying too hard to do something different from your usual style or from what you (and everyone else) expects at this point. When you absolutely have to, be predictable, then proceed from there.

Variation on Cure #6: Be Predictable, then do the exact opposite
Something that sometimes works is to decide what you would normally expect to do at this point in the story, then deliberately don’t do it. This works by showing you why that particular style or technique is your predictable go-to in this situation. Once you have that reason, you can find a new way of “skinning the cat” knowing what you want to achieve at this particular point – or you might find that “the exact opposite” works in this particular case, adding a new string to your repertoiry bow.

Cure #7: Go to a twist

When the status quo has you stuck, it can sometimes be a great time to throw everything up in the air and let the pieces fall back down into a new shape – in other words, to introduce a twist. An ally opposes the protagonists unexpectedly, even if it is the wrong thing to do; all you have to do is expand their personality or backstory to explain why. An enemy comes to the protagonist’s aid – for their own reasons; all you have to do is work out how they intend to profit from this action.

When you’ve written yourself into a corner, apply a little high explosive. So long as you don’t fundamentally change anything at the end of the story, you have nothing to lose, and the potential to gain more rounded characters makes the attempt definitely worthwhile.

Cure #8: Go to a lie

Tell a lie about the current situation, or about one of the characters involved. Then decide who, in the game world, or in the story world, would have that opinion. Have them express that opinion in some way, or react accordingly. Or perhaps it’s a flawed theory on the part of a protagonist. Going to something you know to be untrue, but which may sound plausible – especially on limited information – can be a great way to transition from one scene to another. And sometimes, the lie will reveal some new nuance or context about the character doing the lying, or the character being lied about, or about the circumstances or event.

I do this sparingly, especially in an RPG, because it has the potential to really complicate a plotline. But sometimes, it can lead you to a plotting solution to an otherwise impassable boundary.

Cure #9: Identify and attack assumptions

If you reach the point where this is the only solution left, you are obviously getting desperate – and that’s not a good place to be. It’s time to try and pin down exactly why you’re blocked at this point. Perhaps events have forced a character to stray too far from their normal personality, and you need to get back in touch with that normal persona (or have someone call attention to that). Or perhaps your intended events and/or solution rest on an assumption that you’re having trouble swallowing. Or perhaps your protagonists have stumbled down a blind alley and can’t find their way out – or even your antagonist.

You might be assuming that the motives you have assigned someone for acting the way they have, or the way they are about to act, are the real motives. You might be assuming that a character is exactly who or what they appear to be. You might be assuming that physics works a particular way, or that a particular metaphor or analogy is the best way of explaining the way something works or the way something has happened. Identify as many of the assumptions you have made as possible, then – for each – ask yourself “what if that is not true?”

This is a great way to come up with clever plot twists relating to character objectives of the sort that makes the “Die Hard” movies so interesting – what the villains seem to want and what they really want can be two separate things. If you’ve written the first half with the notion that what they seem to want is their real objective, then the deception should be pretty convincing – it fooled you, didn’t it? There may be times where you have to go back and tweak what you have already written to get it to accommodate the new perspective, though, and when you are publishing in a serialized format, or playing an RPG, that’s not always possible.

If you run out of your personal assumptions, try attacking the assumptions of the protagonists (or, in an RPG, those of the players). Once again, this has happened on the various seasons of “24” that it has become a cliché, but when the original first aired, they were jaw-dropping plot twists.

Once you have run through all the protagonist assumptions that you can make, turn your attention to the implications and consequences, and attack those. Is that really how group “X” will react? This can lead you to identify a hole that you can fill (breaking through the writer’s block in the process), or it can cause you to reevaluate what you have already plotted, in such a way that you can bypass the block.

Cure #10: Research

When I get really desperate, I try to pick the primary plot elements that I have decided on and do some research on them. It might be how a particular piece of tech works, or who invented it, or how a physical law works, or what its like on a fishing trawler, or what a fishing trawler actually looks like, or the actual layout of a Boeing 747, or any of a thousand other things. Researching a relevant subject can sometimes throw up an insight that you can insert to get you past the block.

Above All

Never, Ever, simply sit and wait for inspiration to strike. It hardly ever does in these situations, and even more rarely happens on cue. You are far better off doing something else; a solution may come to you while you sleep, or in the shower, or in a chance remark.

When you sit and wait for inspiration, what you are really doing is waiting for your intuition to solve a problem that has proven too difficult for your entire rational mind to solve – especially if you have tried these cures for the writer’s block that has you bamboozled and come up empty. What makes you think your intuition is up to the job?

Specific-Scene Problems

This type of writer’s block occurs when you have all the pieces but aren’t sure of the right order in which to string them. Or perhaps that should read “the best order”, there are often no right or wrong answers in this respect.

Unfortunately, there is also no universal cure to this problem, only some sage advice (Nevertheless, I have outlined a procedure to provide a guideline, and called it a cure).

Nor am I going to spend a lot of space giving further description of the problem, or an example, because I’ve already done that in the sidebar to the example offered for the previous section.

Cure #1: Is It a higher-level problem?

Before embarking on any more comprehensive effort on this problem, try assuming that the reason you are having problems is that something is missing from your outline, and apply the many cures to that problem outlined in the previous section. Look, in particular, for scenes in which you have been too general or have several scenes lumped into a single entry; break these up and you may find the solution you’re seeking by intercutting between two different broad scenes.

Cure #2: Map the action

This is the one and only real cure offered to this problem, and it’s more of a process than it is a quick and simple solution.

Step One: Set Your Priorities
Your primary goal must always be clear communication. Artistic touches that detract from this clarity must always be subjected to a simply cost-benefit solution. In particular, any deviation from the most straightforward sequencing of events is, by definition, less clear to the reader/player than that straightforward linearity of plot, and must have a substantial payoff in meaning and richness of story to justify itself. It isn’t enough for it to create a potential benefit, the means of capitalizing on that potential must be obvious and explicitly defined in order to justify that deviation.

In particular, this gives a tool for solving the sub-problem of a scene that tries to do too much. When layering complications into the structure, starting with the most linear model possible and applying your ‘artistic re-sequencings’ one at a time in order of priority can reveal the complication that is ‘the straw that broke the camel’s back’.

So the first step is to decide what is most important to the overall story – after ‘clarity’, which is always number one. You don’t have to write these down (though that can be helpful), just bear them in mind. Once that is done, it’s time to construct that ‘most straightforward sequencing of events’, so we’ll start doing that in step 2.

Step 2: Find the cause for each effect
Every action or decision made by the characters in the plot is an effect, they all have some cause. Some of those causes may be implicit in the personality of the character or the backstory that precedes the current narrative, but they all have a cause of some sort.

In some form of tabular document – a sheet of paper with two columns, a spreadsheet, whatever – list the effects on the right-hand side and the events of the plot on the left-hand side. Then number them. One cause may have multiple effects, but each effect has just a single cause in the context of circumstances at the time that the cause has its impact on the plot. If you find yourself wanting to link two causes to the one effect, it’s a sign that you have confused that context for a cause, and that one of those two causes needs a separate effect that precedes the other and shapes the circumstances.

This actually brings to mind some of the problems that robotics researchers have had in creating robots to mimic simple human activities; what may initially seem to be a single, simple action (“bring me the red hat”), when you break it down into single discrete steps understandable by a machine turns out to involve dozens or hundreds of smaller actions, each of which can be inordinately difficult to achieve. Thankfully, you won’t have to break events down to that level of detail, but not breaking them down far enough can confuse the reader/player when a narrative is executed, and the writer in the course of that execution.

Every effect has one cause and one cause only. Break up your compounding complications until you achieve this level of simplicity.

This alone might be enough to solve the problem if the real problem was that your plot was so complicated that you were confusing yourself; but, assuming that this isn’t enough, it’s time to move on to the next step.

Step 3: Tear up any railroad tracks
Every decision implies an alternative choice, a road not taken. Where the plotting has broken down might be a case where the choice you have the characters making is not as logical, from their point of view and what they know, as that alternative road. The illogic can be hidden from your conscious view until you reach the point of plotting the story, when it manifests as a mental block at that point of the story. Before the decision will make sense, you have to at least have the character examine the road not taken; and it may be necessary to insert a new cause-and-effect sequence that alters the background to that decision enough to rule out the more logical choice of action.

Similarly, an action can be sensible, but so totally out-of-character that the plotting completely breaks down. Characters don’t make out-of-character decisions unless they are forced into them by circumstances; and if your circumstances aren’t forcing the character to make that choice, if the situation isn’t sufficiently desperate, then you need to worsen the circumstances.

Improbable choices are railroad tracks that lead to the plot assuming the shape you want it to take regardless of what the characters might want. In an RPG, these are intensely frowned apon, with good reason – but that’s a whole separate discussion. Suffice it to say that you can lead a PC to a decision point, but can’t make it choose the action you want. They are somewhat more tolerable in other forms of literature, but still to be avoided as the struggle to decide is the human drama that readers/viewers will identify with. Choices are what define a character to the reader/viewer, and every choice has to make sense in terms of both logic and personality, because the readers/viewers will assume that it does.

This is usually the problem that some writers are encountering when they say “their characters are refusing to cooperate.” The plot requires one choice, but the established personalities and internal logic mandate another. You can either abandon the plot (and perhaps end up writing yourself into a corner), or you can insert circumstances to make the plot-required choice the correct one – and then make the difficulty of that choice explicit in a scene.

Step 4: Link other effects & consequences to the single cause
No cause has just one effect. Even with the smallest plot development, there will always at least two characters affected – the character making the choice and the character forcing him or her to have a choice to make. There may well be more, if the event is a big one. Now is an opportune moment to check each of your causes and ask yourself if anyone else would logically be affected in some way. Sure, this can complicate your plot even more – but it makes it more robust and believable, binding the narrative environment to the events.

Step 5: Prioritize subtexts
Unless your story is to be as dry and un-engaging as a police report (“Just the facts, ma’am”) it will have subtexts. There will be human (and/or non-human) stories and emotions overlaid over the facts. You can’t focus on everyone’s reaction to an event at the same time, can’t have the reader identify with everyone at once. That means that you will have to prioritize which ones you concentrate on, usually choosing the strongest ones for the emotional impact, but sometimes choosing another because it can be encapsulated in the next cause-effect sequence that matters to the plot. Then have the characters at the heart of the chosen subtext observe the others, and react to them.

An excellent example of this is the impatience and frustration of the clan-chief in the earlier example. I could have focused on that, but instead I simply mentioned it and then focused on the debate between the Drow Ambassador and the leader of the Elves, knowing full well that after many, many pages of dialogue between the two, the readers would empathize with the clan-chief while still being interested in what the two were saying. So the highest priority was clarity – delivered by focusing on the discussion, which will become important, as suggested in my notes on the scene (also presented above); and the second priority was the clan-chief’s emotional state; and the third priority was the implied descriptions of aspects of the societies of the three characters. Everyone else involved in the chapter was left as virtually a cipher, with very little expressed personality.

A break of some sort in the narrative is necessary whenever you want to change this order of priority. It might be that what you are viewing as one chapter should be two, or a simple scene break might do the job, or you may be able to manage a seamless transition by switching point-of-view to somewhere else briefly.

Another way of phrasing this step is to decide what, in addition to the plot itself, you need to communicate to the reader/player/audience.

Step 6: Link causes
Next, connect each effect to the events that result. In other words, having drawn or indicated a lot of connections from the left column to the right, now it’s time to connect the right-hand-side with the left.

Each cause group forms a subplot within the chapter.

If your organization has been sloppy, these will be all over the place. If you have the causes in logical sequence, and have grouped the effects next to the causes, the result will be relatively orderly – at least in theory.

Step 7: Summarize each effect-to-cause relationship
I do this by numbering each of the right-to-left connections. Numbers may not repeat, they always increment – 1, 2, 3, 4, etc. The first cause gets the lowest numbers, and the direct effects of that cause get the following numbers. Since all the direct consequences can be considered to be essentially simultaneous, I will add an alphabetic code after the number – so I might get 1a, 2a, 3a, 4b, 5b, 6c or whatever. The “a” means that I can shuffle those three events in order within the narrative – it groups them together.

I then write these on index cards or lines of text, one to a number.

Most people think of the events in their stories as cause-then-effect. This breaks the scenes into effect-and-reaction, which is what we actually write when the time comes. By focusing on these connections, it makes the logical sequence of events within the narrative much clearer. This altered perspective can be enough to break the logjam, but if it’s not, don’t fret, we aren’t done yet.

Step 8: Arrange
Using select-and-drag (in a text document) or placing the index cards into a left-to-right tree formation in ascending numeric sequence, then tweaking elements within the alphabetic groups, you automatically achieve the arrangement of greatest clarity.

Step 9: Filter/rearrange
Using the priorities you have already assigned, and the principle of punctuating one tone or mood with another, you can then rearrange the sequence of events, layering one subtext after another. Save after each one (or renumber, if using index cards) so that you can go back to that arrangement if your changes make the plot unclear.

Once you have them in order, renumber them.

Step 9a: Rearrange again
It can often be helpful to re-arrange the cards/entries at this point, keeping the numbers unchanged, to reflect the order in which the protagonists become aware of each event. This is especially valuable in writing first-person stories and RPGs.

Step 10: Apply artistic touches
Finally, rearrange once again, building in any final artistic flourishes, the same as I did with the additional plot points in the example (described by note 6). You might want to resolve a subplot completely, even though it is out of strict chronological sequence, then step back in time to start following a chain of narrative or subplot that is, technically, concurrent with that resolved subplot. By ensuring that clarity is dominant, and that subtexts have been integrated in order of priority without having too many, before reaching this point, you automatically arrange the entries in your breakdown synopsis in the optimum order for telling your story, and you can immediately see when an artistic flourish is a step too far in terms of compromising that clarity.

Step 11:The final breakdown
The end result is the plot breakdown, in a step-by-step sequence – “write this, then this, then this, then this, then this, and finally (eventually) this”. If this has not solved your problem, and you have already ruled out a higher-order form of writer’s block, then it is practically certain that the problem is actually a lesser-order problem – the location may be wrong (or you haven’t been able to decide on one), for example, and that is why you are having trouble with the plotting.

This is the plot roadmap, reduced to a set of travel directions as straightforward as “East on Wilber Road to Montague, North on Montague to Dandelion, West on Dandelion to the highway, travel 120 miles, look for the farmhouse on the left.”

The joy of exploration

No plan, it is said, survives contact with the enemy. The writer’s equivalent might be “no plot breakdown survives the actual writing”. Don’t be surprised to find yourself tweaking this order of events even further in the course of the actual writing. A single plot point might take a page of content, or three lines – if the latter, you might not want it to exist in isolation, and it is surely worth considering moving it and wrapping up a subplot ‘early’.

It’s also, perhaps, worth noting that at least 9 times out of ten (if not 99 times out of 100), plot breakdowns and their structure can be done almost instinctively. Don’t waste time being meticulous and systematic like this unless its necessary because you’ve struck a problem.

When you DO strike trouble, you almost always have to retreat a step and incorporate something you’ve already done into your planning. Starting at the point of trouble will usually get you nowhere, because what you need is a path from what lies before the trouble point to what lies after it. Plot trouble always happens for a reason; investigate that reason or it may recur several times in each project.

Setting/Location Problems

Every event needs somewhere to happen. Deciding where something happens is a perennial problem for all writers. Let’s say that your plot breakdown requires a conversation – where does it happen? Why there? “When” is a sub-element within this question – a location at sunset is different from that same location in the early morning.

“Location,” in fact, embraces everything concerning the conditions, the environment, the lighting, the atmosphere, the sights, sounds, and smells, the context, the connotations, the timing and the incidental actions that are occupying the participants at the time of the event. It’s not just a city, it’s a place within that city at a particular time of day. It’s not just a home, it’s a particular room at a particular time, and the relationship between these specifics and the individuals.

Novice writers can take a full page or more describing a location. They are something that can be researched, and there is then a compulsion to put all of that research onto the page. The greater the skill, facility with language, and experience of the writer, the more they learn to compress this information into the minimum essentials; if you have to, in most writing disciplines, you can add additional details as the scene plays out, dressing up the dialogue with extra location details that keep it from being a static environment. This not only makes the location easier to picture for the reader, it helps with the dialogue.

Take the council chambers in which the scene with the Orc Clan-chief takes place. I have a firm idea of what they look like, but that isn’t all that essential to the story, so I haven’t bothered describing them. If I were to polish the Orcs & Elves series into a full novel, that wouldn’t fly. As a result, I would expect to spend text space conveying my vision for the council chamber, and would add to it throughout the scenes which take place there. This would not only make the reader’s vision of the place accord more strongly with my own, it would break up the monolithic blocks of dialogue which at the moment consume entire chapters. You can only say “X replied” or “Y said” so many times in a row without it becoming wearing.

Those writing scripts for plays, television, or movies, have a different obligation – they need to identify the location without superfluous description, and then describe everything that’s absolutely necessary to the plot and nothing more; this ensures that the set designers and lighting and props departments have the essential requirements and as much artistic and budgetary latitude as possible outside of those requirements.

I could write an entire article on location description techniques – maybe I will, one of these days – but this section of this article is about making the decision about where the event is to occur, not about the language and techniques for describing a location once one has been selected.

In fact, I did write such an article for Roleplaying Tips many years ago, but not only could I now do a better job of writing ir, but I would now have better material to include.

RPGs fall somewhere in between these two extremes; you have a full range of language tools to work with, but have to describe everything significant about a location with them, as succinctly as possible; you can’t drip the description out through the entire scene. In other words, they have the problems and requirements of both forms of descriptive writing.

Choosing A Location

Quite often, the location for an event is – to some extent, at least – already defined for you. You wouldn’t take a story that’s set entirely within a particular house and throw in a gratuitous hot dog stand as the location for a scene. If it’s absolutely necessary, you might have a hot dog vendor drive down the street and be seen through the window, though. If the protagonists of a scene are travelling from A to B, a scene involving those protagonists will occur either at A, at B, or at some point in between. If you’ve established that a character is in a particular location and can’t leave for some reason, any scene involving that character would take place at that location – unless there is a form of communications involved that permits the other participant to be elsewhere, in which case that can be the location.

Solution #1: Is there a logical location?
So some locations make more sense than others. This is the first thing I look for when choosing a location for a scene in a game or in a piece of text.

Solution #2: Is there a contributing location?
A location can enhance a mood or subtext by contributing to the appropriate tone and mood, or by offering a counterpoint that makes the dominant tone or mood more poignant by association or more intense by comparison. Can I think of a location that will achieve one or more of these effects without being clichéd? It’s like setting a scene in a horror story in a cemetery – something you have consider.

Solution #3: Is there an apt location?
Some locations have associations that can add a new overtone or subtext. A kitchen speaks of domesticity, security, and shelter. A bedroom hints at eroticism. A sporting field carries with the connotations of rivalry and competition. If nowhere is especially logical (or I have a short-list to choose from), and none (or several) choices can contribute to the scene equally well, this is the next quality that I look for.

Solution #4: Is there an interesting location?
Is there somewhere that I can make “visually” interesting? I once had a scene take place at a waterfall because I could have a thermal layer from the elemental plane of Cold (there was such a thing in this particular setting) that could freeze the water droplets part way down – it was a “snow-falls”, and the lake at its foot was so cold that it steamed – all of which was very interesting in a tropical location.

Another time, I needed an unusual rock formation in a desert environment. I did some trawling on the internet and found some pictures of a bird’s feather under a microscope, then described that. It worked well.

Solution #5: Is there a location that enables me to kill two birds with one narrative ‘stone’?
There might not be anything occurring at the location during this scene – but is there a subsequent scene at the same location (wherever it happens to be) or that can be set at that location which can be enhanced by the choice of location? In some ways, writing can be like a chess game, getting your pieces into place early can pay big dividends later on.

The problem of choice

The more choices you have, the less these guidelines help. Two antagonists snarling threats at each other? Where does that happen? It could be anywhere. A cheap-ass film crew fakes a zombie invasion because its cheaper to film the real police, fire crews, etc, than it is to do it on sets, with actors, lighting, etc? Could happen in just about any city or small town, anywhere in the world. A greedy mogul is gloating over his last business deal when he gets some bad news by mobile phone? Could happen anywhere, though perhaps on board some personal transport is one of the most likely options – right after his home base. A character receives an unwelcome phone call? Again, could be just about anywhere – the supermarket, a coffee shop, a butcher, a train, a bus, a living room.

If you have too many choices, you can find it so hard to pick one that your conscious mind can’t think of any – believe it or not. And, if there’s no tonal context to be conveyed in order to shape your decision and provide a spark of inspiration, where do you start? When I’m really, really, stuck, there are five go-to solutions that I consider.

Solution #6: Common ground for the participants
Is there some location that can be considered home ground or common ground for all the participants in the scene? This can sometimes be enough to narrow the options to a manageable number. Next, I look at whether or not there is a sub-location that hasn’t been used for a while (if ever) within that overall choice; and muse about whether or not the character whose circumstances least permits them to move around has a preferred location where they are more likely to be found; and other such options. Once you have the choices down to a manageable number, all the tools described in solutions 1 to 4 are at your disposal to narrow the choices still further until you get a result.

This solution is at its best when we’re talking about a scene between allied characters.

Solution #7: A Position Of Strength
Does one of the participants have a location which will reflect their being in a position of strength, power, authority, or dominance? If, for example, one of the participants is a King, the throne room has to be choice given serious consideration. If one is the President of the United States, the Oval Office has to be considered. If a scientist, their lab.

This solution is most useful when one of the characters is a neutral non-protagonist; it is their position of strength or authority that should be chosen. But it can also be used to illustrate the power and strength of the antagonist when dealing with a rival or a pawn.

Solution #8: Home turf for the weaker participant
Of course, if you want your antagonist to really show his confidence, you can have him show up on the home turf of the weaker participant of the scene – and still exert his authority. But if your villain is so tough and so self-confident that they are unconcerned about conceding the home ground advantage, be very careful about wimping them out later in the plot; by doing this, you are making a promise to your readers / players, and you have to keep that promise. The antagonist arrogant enough to do this has to be scary.

Solution #9: Emotional Translations
If there is no mood or tone to be reinforced in the scene in question by the location, try considering the tones of the scenes to either side of it. The last thing you want is for any two consecutive locations of these three to feel like their are the same place dressed differently. Sometimes, the lack of an enforced tone can be a gift that you should take full advantage of.

Solution #10: Iconic Locations
In every genre, every style of story, there are certain locations that are iconic. They are always considered iconic for a reason; if more specific requirements let me down, I always look to those iconic locations as a last resort. This could be higher on the list of solutions, but I always try to be original, and to serve the needs of the story ahead of the opportunities of the genre.

A final word on locations

The right location enhances your writing. A poor choice can inhibit or even detract from your writing. In between there are a lot of choices that are nothing options – they neither add nor subtract. Avoid the poor choices like the plague, covet the great choices when they come to you, and settle for a neutral choice only when you have to.

Next Time: In part 3, I tackle the remaining Primary types of writer’s block: Action, Persona, Dialogue, and Narrative..

Comments Off on Breaking Through Writer’s Block Pt 2: Conceptual, Specific, and Setting Blocks

On The Origins Of Orcs, Chapters 66-68


This entry is part 25 of 31 in the series Orcs & Elves

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I’ve got so much campaign prep to get done that if I don’t do it here, I’ll never get it done in time…

I’m trying a slight change in layout this week, formatting the text more closely to that of a book than the usual web format. Let me know if you think it’s an improvement. If too many people dislike it, or find it hard to read, I’ll reformat it.

PS: Sorry if the icon for this part is unclear – it looked fine when I created it, I assure you! It’s meant to be a table with people on all sides, and the person at the end of the table singled out with a reddish color. Unfortunately, by the time I shrank the picture down to a reasonable size, it wasn’t recognizable as anything in particular. Oh, well…

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Chapter 66

Clan Wars XIII: The Minotaur Revolution

Even as the Minotaurs struck in the council chamber, other attacks were being launched throughout the city. Every Orcish warrior, administrator, priest, farmer, or worker had at least one Minotaur in their household to do the manual labor. More attacks took place throughout the besieging army, all triggered by the Minotaur deity revealing himself: the signal for a slave uprising.
   Other Minotaurs raised signal flags. As slaves to the Orcs, they had a full understanding of the Orcish signal flag system used to coordinate attacks between units at a distance on the battlefield; in fact, it was usually their task to raise such flag signals, freeing Orcish warriors from such menial tasks when there was fighting to be done. Unknown to the Orcs, the Minotaurs had been exchanging members of their populations for those in service to other tribes, communicating with each other, and organizing; one young minotaur looked much the same as another, to the Orcs, who had forgotten that they successfully liberated themselves from the grip of the Ogres when in an even more primitive state than that of the Minotaurs, and that the Minotaurs could do the same thing to them.
   Throughout the Orclands, signals to launch the revolution spread from one tribe to another. Weapons secreted against this day were exhumed from hiding places, and trusted servants struck at their masters.
   The Minotaurs were not trained fighters, but they were cunning, strong, and motivated enemies, who took full benefit from the advantage of surprise. They were outnumbered, and in many cases, opposed by battle-hardened and experienced combatants. No more than one attempt in ten succeeded in killing the targets against which they were launched, and eight times out of ten, the Minotaur was killed – but not without inflicting damage. One-tenth of the Minotaur population escaped into the countryside, heading for a rendezvous point in the mountains that had been chosen and scouted many years earlier.

Far to the Sunrise, where night had fallen hours earlier, the uprising had an easier time of it, and the Bleeding Swords who had invaded the tribal lands of the Red Eye clan were decimated; sleeping foes offer little resistance. The guerilla raids of the Army Of The Skull were a more nocturnal activity, and slave numbers were low; they had migrated to the Sunset with the rest of the Orcish clan. Sensing that their moment had come, the Army Of The Skull were able to take advantage of the confusion and reclaim their home ranges after a pitched battle. To the Sunset, where it was still early afternoon, and the Orcs were active and alert, very few of the attacks were successful, and there were few Minotaur survivors. Before long, forward observers and scouts from the Bleeding Swords began to send back reports that the Bugbears had retreated in confusion to the fortified positions previously occupied by the Bleeding Swords clan – the same ones that had been previously overrun and captured by the Army Of The One Eye, only to be overrun by the Bugbears en route to the climactic confrontation. The new status quo in the region had yet to stabilize.

The most determined attacks occurred in the command pavilions of the various armies, for these were the places where there were more servants with access to weapons, and the greatest determination to succeed; if a command structure survived intact, the other Minotaur revolutionaries could not hope to escape and reach the rendezvous, and the sanctuary promised by their God. Only by sewing sufficient confusion by the deaths of those in command would the local slave populations escape. Most of these were successful to a somewhat greater extent.

In the Council Chamber of the Mailed Fists, the Huyundaltha reacted immediately to the attack, and were able to protect most of the Hierarchy of the clan. The majority of the revolting servants were killed before they could even attempt a strike. In the city beyond the council chamber, they met with greater success; but beyond the fortified walls, the Army Of The Crescent Moon had gone wild at the death of Gruumsh and were busy mounting a suicide charge on the walls when their Minotaur servants began slaughtering their women and cubs. They turned on this new enemy – one that could yield, and feel pain, unlike the impersonal city walls – with gusto and fury.
   Chief Agronak immediately instructed the Clan Warblade, Goral, to take several squads of Orc Soldiers to rescue the families of the councilors and return with them to the council chambers. He then resumed the council of war.
   “Now is much made clear,” commented the Drow Ambassador to Agronak. “The Armies knew where to mass against our forces because their Minotaurs got the information from other Minotaurs within your walls. Whoever was behind this clearly had one basic plan: they impersonated the deity most beloved of each population and lure them into a confrontation that achieved little but great death. But it was not merely the Orcs who were deceived; the Bugbears were likewise manipulated. And the whole point was to pressure you into preparing to cast forbidden rituals at the advice of a false Baghtru.
   “It is uncertain whether or not the purpose was a distraction to permit this uprising, but while I have no knowledge of the characteristics – or even name – of the Minotaur Deity, it seems too far removed from the nature of the worshippers for such a complex and convoluted scheme to originate in that quarter. Once again, the only product is death on a vast scale. The rituals are still somehow ‘casting themselves’. In light of these discoveries, I am not certain that we can delay investigating that to determine if that was indeed the purpose behind this bloody charade.”
   “The citizens are in riot. Progress will be slowed, and I wonder if that was not part of the plan behind events,” replied the leader of the Huyundaltha contingent. The Orcs are misled to provoke the rituals; the Bugbears to disrupt any military interference from the outside; and the Minotaur uprising to prevent interference from within.”
   “If your thought is truth – and I see little room for uncertainty when events are described so succinctly – then what must be done, above all else, is that somehow we must interfere with those rituals.”
   “The question is, how can we do that?”
   All eyes swept the room, seeking any glimmer of a notion that might lead to a solution, but the question remained unanswered.

Chapter 67

Clan Wars XIV: Ritual Behavior

“If we can wake the Shaman from his stupor, he may be able to give an answer,” said Agronak. “There must be one; no-one would go to so much trouble to prevent interference if we did not have the capacity to get in the way, somehow. And I find it suspicious that the Shamans were all frozen in place like that.”
   “There is one possible way, Chief Agronak, but it is risky. Although we have strayed from his teachings, and exiled ourselves as punishment, Corallen may hear our call and intercede, if we beg him to do so.”
   “I will not beg an Elvish God,” replied the Chief. “I trust you but a little and him not at all.”
   “Then perhaps my mistress?” suggested Tathzyr. “I have not forsaken her, and she may perceive involving herself as advantageous.”
   “I trust her even less than the Elf-God, for that very reason. If there must be another deity brought into this, it is the province of Luthic the Allmother, who Baghtru told us was to blame for these troubles. And you have not convinced me that he was false to us. I agree that the pattern looks suspicious, but it will take more than suspicion for my faith to waver. We must invoke Luthic, and settle that question one way or another. If she is our enemy, she will either reveal that or heal the Shaman who speaks with Her Voice. If she is not, she will heal him. Either way, we will have the guidance of the Gods restored to us.”
   As Agronak spoke, the first of the squads returned with several of the family members of the council members, including Goral’s own mate and daughter. Goral was approaching the end of his life, as was his mate; he had long been a loyal supporter of the Chief, and his family all knew him like a member of their own tribal family. Goral’s mate immediately spoke up, even though not officially privileged to do so, “Everything the All-mother does is for her family or to satisfy her own needs. She would not place her first-mate in danger, and all this does not make more cubs.”
   Another of the councilors immediately warned her to be silent or he would cut out her tongue, only to be waved to silence by the Clan-Chief. “As a maker of cubs, you are closer to the all-mother than any warrior. You are used to seeking her aid for minor cuts, scrapes and fevers, and other childhood ailments. Will you invoke her powers to heal the Shaman who sleeps with eyes open and cannot awake?”
   “I am not a Shaman’s Mate, so She may not answer me, but I will try if you wish. There is a weed that grows amongst the fields which, when crushed, burned, and then boiled, aids against sleepiness through her grace. If Her name is invoked, She may strengthen its effects.”
   “Go with these warriors for protection. Find some of this root and return as swiftly as your aged bones permit. I will have water readied for your return, and a bowl. Hurry, now.” With that, Agronak raised his hand before lowering it sheepishly. ” ‘Old habits die hard,’ as the Humans say. I was about to call for servants to make the preparations. I guess we will have to get used to doing things for ourselves.” Turning to one of the squad, he instructed the warrior to prepare boiling water and a bowl; the Warrior immediately protested that this was ‘slave’s work’ and refused.
   “I gave you an order as your clan chief, Muk-lutt. Obey or your head will decorate a pike before the council chambers.” With ill grace, the Warrior put down his sword and went in search of the kitchens.
   The chief then turned back to the council, and looked pointedly at the Ambassador and the leader of the Huyundaltha. “Explain to me again the difference between a ritual and a spell.”

“The terms and concept are human, Clan-Chief,” replied the Ambassador. “As I understand it, a spell is a quick and sudden power, for the most part, which can be used with little or no preparations. Its quick utility restricts the power that can be drawn apon. In terms of summoning, a spell has limited scope for numbers and the beings summoned are constrained to obey, and they abide in this world for only a brief time. A ritual is much slower, more elaborate, usually involves more casters than but one, has no effects save those intentionally incorporated into its crafting, and has a far greater capacity for power or range of effect. Each ritual must contain several specific components and building blocks, some of which may be inferred logically, some of which have been discovered by accident, and many of which remain undiscovered territory. A Ritual Summoning can bring forth greater numbers who may persist in this world for much longer. Weeks instead of minutes, Months instead of days, Years instead of weeks, and may have them appear much farther removed from the source of the summons.”
   “But they are still constrained to obey?”
   “Not necessarily. They are confined to a magical circle until released, and such release is usually only granted if a bargain is, or has already been, struck. You summon, you barter for assistance, and you either accept the offer and release the creature, or refuse it and send the summoned creature back.”
   “Elf, you claim that you sensed the power of these rituals and named them ‘Forbidden’ – why?”
   “I know even less than the Ambassador in some respects, but have been told that if a bargain is struck and the summoned released, the power of the ritual compels it to obey its promises – though it may do more or less in addition, as they will it. There are some rituals that summon beings who cannot be constrained to obey by any mortal means, and that is one reason for them being Forbidden; and there are other rituals that forego the enforcement for still greater persistence. Worst of all, some rituals summon not the creature to the caster, but the caster to the creature as supplicant; it is then the caster who must agree to the terms dictated by the subject, and if he does so, the subject may travel freely between his or her realm, wherever it may be, and this one. Whatever the purpose of casting such a ritual was, it cannot be controlled, for it is the creature being ‘summoned’ who sets the terms, and who can often overpower the resistance of the caster by will alone. The caster will agree to anything, no matter what his original intent.
   “Why this particular ritual is Forbidden, I do not know. We merely sensed a ‘wrongness’ within the city walls, and the sensation of gathering ritual Magics, similar to the weaving of spells that my people use to reshape the world around us, the better to accommodate our companionship within it.”
   “So, in the end, you thrust you and your party into the heart of this affair totally on instinct. I was not aware that our estranged kindred had become so sensitive to the unseen forces; if we survive the events to come, I am sure that information will be of great value to my Mistress.”
   “It is a very Orcish response, and one that I did not think your people capable of. We do almost everything by instinct, tempering our instincts with understanding and experience. We had thought your kind too far removed from the reality of the world to feel the calling of blood, or sun-on-the-face, or the thrill of the contest. I am delighted to learn this, and for the first time, I feel sure that we are allies in these events rather than merely being curious. My council has wondered for some time if there might be some common ground between our peoples, and now we find it to be truth.”
   “Very enlightened of you, Agronak,” replied the Elf drily, with an open smile, a remark that greatly puzzled the Clan-Chief who did not understand humor at all, and who – taking the comment at face value – replied, “Yes, it is.” The Ambassador immediately collapsed into gales of laughter, a response that was even more puzzling to the Orcs.
   “Tathzyr has a strange way of thinking sometimes,” added the Clan-Chief, “but he is worth having around the rest of the time. So, you didn’t know what was wrong, just that something was wrong. Instead of running from the fire, you thrust yourself into its heart. Why?”
   “We have experienced a very… personal disgrace, of which I will not speak. We seek to redeem ourselves in our own eyes. That quest is what led us to your walls to sense the wrongness within, and what compelled us to offer what aid we could to stop it. This may be the redemption we seek, or merely the first step of a long journey. You will have noticed that we have not given our names; we feel that we are no longer entitled to those we formerly possessed. I am simply First, my second is merely Second, and so on, until we can honestly judge ourselves worthy of the names to which we once answered. I will not speak further on this matter.”
   This piqued the curiosity of the Ambassador enough to penetrate his laughter, and he commented, “You Elves have always been too judgmental, holding everyone to an impossible standard whether they wanted to adhere to it or not. I might have known that sooner or later that stiff-necked attitude would turn inward and some of you be found wanting. I’m sure that there is a story there that I would find interesting, but that would bore our hosts to the point open yawning, and be irrelevant to the current situation. So, getting back to more important subjects, it has been two hand’s-breadths of the sun since the rituals began ‘casting themselves’. How much longer will it be before they conclude?”
   “Elvish Spellweaving can take decades or centuries, but few have the patience for such attention to detail, and only our kind have the ability to begin a weaving and be relieved by another, enabling such continuous efforts over such spans of time. Human rituals can last as long as a day, but even that is of great difficulty, and most take a single hands-breadth of the sun, perhaps two. Anything between those two extremes is possible. I don’t know who or how is behind these rituals, but they have power enough to counterfeight several deities; how long can such continue to concentrate? It will take as long as it takes.”
   “That makes no sense, First,” replied Agronak. “You have said yourself that these troubles are done to prevent interference, and that this means that if we knew how to do it, we could interfere – something I intend to do, with great violence, when I can. But these troubles would not have distracted us forever, or even for very long. I am sure that many of our former servants have fled, only to be slaughtered by the ravening hordes of Red Eyes beyond the walls. Many more will be in hiding, waiting for nightfall, and their opportunity to slip away. Were it not for your actions, our subordinates would have found us dead here before much longer, and would now be engaged in a city-wide hunt for those responsible, but by the dawn, those who could be found would have been, and attention would return to the forbidden ritual. No, this distraction would have served only to prevent meddling this one night. Either there will be another distraction before the first light of day, or the ritual will be complete before that time.”
   “I can find no fault with your reasoning, Clan-Chief Agronak.”
   “Reasoning, bah! It is is tactics,” answered the Orc, who was being regarded with astonishment by both Ambassador Tathzyr and First, neither of whom had expected the Clan-Chief to have such insight.
   “Remind me never to underestimate you, Agronak,” replied the Ambassador.
   “No,” the Orc replied. This time it was First who collapsed in laughter, as the council again looked perplexed.

68

Clan Wars XIV: The Oracle Of Gottskragg

The mate of Goral had returned with a few of the precious plants. Her escort was wounded and proud of his success in fighting off a pair of Berserk Red-Eye warriors. Since the Red-eyes were ferocious in battle at the best of times, twice as capable on the battlefield as most ordinary Orcs, he had overcome an enemy strength of roughly four-to-one, and had every right to be satisfied with his success. She began to busy herself with preparing the root, crushing and brewing it.
   While the council of war waited, Agronak’s patience began to wear thin. He itched for action; this sitting around talking all day while things went on around him that he did not understand chafed, and the humiliation at the way he and his people had been used burned. The only thing that restrained his hand was the knowledge that the hasty stroke often goes astray, and no misstep could be permitted with the lives and existence of his clan at stake. But that did not mean that he had to like it, and he grew increasingly short-tempered as Ambassador Tathzyr and First continued to recount and reexamine everything they knew or surmised about the situation, dredging for fresh insights that might prove useful.
   “Has it come to your notice how fragile the plan is?” asked First.
   “What do you mean?” replied the Ambassador.
   “To succeed in persuading the Mailed Fists to his desires, our unknown enemy had to pose a credible threat to the city. Hence the “alliance” between the Red Eye and Bleeding Sword clans. But, at the same time, he could not afford their campaign to succeed; if the city were destroyed, his ritual would never be cast. Hence, the Bleeding Swords had to betray the alliance. But he could not afford for the Mailed Fists to feel relief or to lift the siege, or there would, once again, be no reason to complete preparations for the ritual, and he could not permit them to interfere with his designs, either, as we have already said; he needed a new threat to maintain the pressure and imminent danger to the city. Hence, the Bugbears were united behind what appeared to be their Deity, and what was no doubt intended simply as an alliance of convenience by the Bleeding Swords became a full invasion thrusting toward the city walls. But they could not be permitted to succeed, either, so he first feigns the destruction of Gruumsh to drive the remaining Red Eyes at the city gates berserk, both maintaining the danger to the city while ensuring their ineffectiveness, and then reveals himself to be an imposter to the Bugbears to dissipate the threat when it grew too risky. But that required a new threat to keep the city off-balance and acting as he wished, and hence the Minotaur Revolt, which would have to have been planned and prepared from a time long before any of this began, so far as the Orcs were aware. So many finely-balanced elements, so carefully orchestrated, so many things that could have gone wrong – and any mistake would have unraveled the whole plot. Surely such finesse in planning is beyond anything mortal? Even the plots of your mistress against my people do not approach such sophistication.”
   “You elves, always seeing deep planning and plotting behind every bush. Such a plan would not only be improbable to the point of impossibility, it would be doomed to failure. My Queen would reject out of hand any plan that relied on so many things transpiring as she desired. Not only would the beliefs and social attitudes of all the participants have to be known to an impossible degree, but the personalities of key individuals have to be anticipated in advance, as would the way they would react to situations with which none of them had ever been confronted before. While I agree with your superficial assessment of the strategy and the reasons for its shape, I disagree with your conclusion. No, you neglect the power of opportunism.
   “Assuming that the enemies objectives remain unchanging, he simple sets each wave of events in motion, observes the situation as it develops, and looks for an opportunity to interfere with the events he has set in motion whenever they go too far. The initial alliance between the wild clans and the subsequent betrayal are all that is needed to be planned in advance, and that is not so much a plan as it is a strategy. The Mailed Fists call in the Bugbears; the enemy takes advantage of that to maintain the imminent threat the city. The enslaved Minotaurs have no doubt been spinning legends and taking advantage of such opportunities to win their freedom for centuries, hence the intelligence leaked to the Red Eyes of the counterstrike plans by the Mailed Fists; again, the enemy simply takes advantage of the opportunity to disrupt interference. As usual, your kind reads too much significance, too much intent, into events. Opportunism harnessed to the needs of simple objectives is sufficient explanation, and since each move is based apon the situation as it stands at the moment of decision, there is no danger of misstep. If you do not assume a plan of impossible sophistication, you have no need to attribute such supernormal planning abilities to the enemy.”
   “How much longer must we wait? I need to do something, anything, to advantage our situation!” interjected Agronak. “You won’t even let me restore order to the streets, in case the enemy learns that the Clan Council has survived.”
   “I know it is difficult, Clan-Chief, but the wrong move could be disastrous, or even the right move, chosen by chance, at the wrong time. Your troops are adequate to the task,” replied the Ambassador.
   “The right move at the wrong time….” repeated First thoughtfully. “Why now? Why not last week, or last winter, or ten years ago – or ten years from now, for that matter?”
   “Everything that happens has to happen sometime. Now is as good a time as any. Perhaps it happens now simply because now is when the enemy first thought of his plan to use circumstances to his own ends.”
   “Perhaps, but do not reject the question because one possible answer makes it irrelevant. Assume that there is some significance to the timing, some trigger to these events – identifying it could be the key to unlocking all this, and giving or impatient friends a target upon which to vent their frustrations,” answered the leader of the Huyundaltha band.
   “Bring forth your Keeper Of Memory, Clan-Chief,” replied the Ambassador. “Let us consider what your Clan have been doing lately, and if any act has unwittingly set these events in motion.”
   Impatiently, the Clan-Chief waved the Keeper of memory, who had been engaged in writing down the conversation (even if he didn’t understand it all), forward to face the council.

“How much more time must we waste on this?” demanded Agronak, waving the Keeper Of Memory to silence in the middle of a recitation of the yield of a day’s harvest two years earlier. “Zagurk is not simply the rememberer, he is a member of the Clan council; if he had thought anything important he would have told it at once!”
   “Not if he did not know it to begin with, my Chief,” interrupted a new and somewhat shaky voice.
   “Kudja! Luthic be blessed, you awaken at last!”
   “Not completely, Agronak. Luthic’s intervention has blessed me with a brief respite – but perhaps one long enough to give the council the answers they seek.”
   “Mate of Goral, if Kudja’s words are true, you have earned the right to a name of your own with your service this day! Think upon your choice. Now, Kudja, what did you mean? It is the rule that the Keeper Of Memory be told everything that happens.”
   “It was the business of the Priests, My Clan-Chief. When we understood its meaning, we would have told the Keeper.
   “Some ten seasons past, The Council began sending explorers out to discover the shape of the lands in the places we had not trodden after the summer harvests were complete. Before the blanket of Ishlee [Goddess Of Cold, Snow, and Ice] last covered the mountains, one expedition returned with news of the discovery of a temple to an unknown god, covered with writing that moved, only to pause occasionally in place. They did not know the words, but they copied as much of what they saw as they could before it began to move again. None of them knew letters, though they knew what they were, so there were some inaccuracies, and much of what they copied were not our words. When they returned, the priests instructed the explorers not to reveal what they had found until we figured out the God to which the temple was dedicated, whether we should listen to what the words said to us, and what we should do about it. We have been trying to translate the words since then.”
   “Why did you not tell the Council of this before?”
   “The words are strange and hard to make sense of, and I am not a Keeper Of Memory; I needed to find the words that we had translated to see if they really did say what I thought they did. I retrieved them while preparing the rituals as instructed, and was going to return with them when I reported back to the council – but that was when the waking-sleep came apon me, and all the other priests.
   “Here is the text that I thought I remembered:

       When the Oracle Of Gottskragg is found,
       When Gods commit Heresies,
       The Hidden Dragon will awaken.

       When the Gods divide,
       And the peoples go to war,
       The Hidden Dragon will threaten.

       When the sundered unite,
       And the speakers fall silent,
       The walls fall as the Light rises overhead.”

       When the Empire of Gold threatens,
       And enemies become allies and allies estranged,
       Will the sundered Kindred threaten the Powers Of Destruction.”

   “That’s obscure to the point of invisibility,” acknowledged Ambassador Tathzyr. “I can see why you would want to review the exact text before mentioning it. If your recollection was wrong, you could waste a lot of time talking about something that had nothing to do with what was happening.”
   “It’s gibberish, a waste of time,” roared Agronak in frustration. “Give me an enemy to hit!
   “Not complete gibberish, Clan-Chief. ‘Gottskragg’ is the name given to a mountain peak by a group of Dwarves who set out to explore it a few hundred years ago and lost track of all time for five years. Elves who passed nearby have reported having strange, inexplicable visions. And if this is a prophecy, which it certainly sounds like, that would make the ‘unknown temple’ an Oracle – so I think we can surmise that the Dwarves were compelled to construct it against their will, and the temple becomes ‘The Oracle Of Gottskragg’. Your explorers ‘found’ it. The Humans have been having trouble with their Gods committing Heresies for a decade or so, according to what their traders have revealed, tearing much of their society apart in the process. Those are both signs that the ‘Hidden Dragon’ will awaken. The next verse talks about what it will do once it’s awake – ‘When the Gods divide’ certainly sounds like Gruumsh, Ilneval, and Baghtru setting the Clans against each other in their names, and your peoples did ‘go to war’ as a result – signs that the ‘Hidden Dragon’, now awakened, will threaten someone or something. I don’t think it’s too big a leap to name our hidden enemy ‘The Hidden Dragon’ under those circumstances, do you?” replied the Ambassador.
   “And what of the rest of it?” frowned the Clan-Chief, his head throbbing from the effort of thinking such foreign thoughts.
   “The sundered have united, Chief Agronak,” came the answer from First, indicating both himself and Tathzyr – while reserving the thought that if the Orcs were, in fact, the ‘Other’ as his people believed, they also fit the title of ‘Sundered’, making the line even more appropriate.
   “As Priests, our role is to Speak for the Gods,” added a drowsy Kudja.
   “You certainly fell silent – unless you talk in your sleep, Kudja,” added the Ambassador. “So those are the final signals that the third verse is about to be complete. ‘The Walls fall as the Light rises overhead’ – sometime before the first noon after these Elves got here, your defenses are going to fail, presumably knocked down by your enemy, the Hidden Dragon. A Dragon would certainly be capable of bringing down a city wall or two, and letting that horde out there loose in your city, which would certainly keep you far too busy to prevent the ritual being completed – and presumably leaving him victorious. And, since it’s the only time of day mentioned, Noon is when the ritual will be complete, or when it becomes too late to stop it.”
   “The last verse talks about why all this is happening, Chief Agronak,” explained First. “Someday, when an Empire of Gold – whoever or whatever that is – threatens someone, presumably your people since this whole prophecy is aimed at them, and when some alliance is broken and former enemies become allies, a coalition of Elves and Drow will threaten the Powers Of Destruction, whoever they are. They’re threatened by that, and more particularly by you’re knowing about it, so they have unleashed one of their number, or a powerful minion, to destroy your populace. They wouldn’t do that unless your people were also to be instrumental to the success of that alliance. Just to be on the safe side – you’re part of this particular alliance of ‘The Sundered’ – you should probably make sure that an Orc is part of any such alliance, presuming that we win this particular encounter. The prophecy seems to be on our side, but we Elves have a saying, ‘Prophecy helps those who help themselves’. If we want the whole thing to come true, we have to make sure that we both fulfill the conditions of the prophecy and win this fight with ‘The Hidden Dragon’.”
   “Opportunism. We have to make the circumstances yield the effect we want, and use the enemy’s own tactics against him. How can we do that?”
   Once again, there was no answer.

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The Ongoing Elvish Glossary

I’m going to forego this while our attention is focussed on the Orcish side of the story, as it has no relevance to the narrative.

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Next time: In Chapters 69-71, a desperate plan is formulated and set in motion…

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Ghosts Of Blogs Past: An Air Of Mystery – Using an RPG to write mystery fiction


This irregular column resurrects (relevant) lost blog posts from Mike’s 2006 personal blog on Yahoo 360 and updates them with new relevance and perspective.

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Mysteries are hard to write. Ones for Roleplaying are even harder – or maybe that should be the other way around. There are a lot of unique challenges that have to solved in a mystery that simply aren’t there in other forms of writing – not if the mystery is to succeed.

I write a lot, both fiction and non-fiction. A large part of my non-fiction output are game rules and supplements for the various RPG campaigns that I run, while an equally-significant majority of the fiction consists of adventures to take place in those campaigns.

RPGs as a media format

A roleplaying campaign bears a lot of resemblance to writing for a TV show with an almost unlimited budget – but having to write 4-10 hours worth of material almost every week. In general, the author knows the major cast – the characters operated by the players – and has a free hand to introduce supporting characters and featured guests as necessary. The task is made both easier and harder by the fact that these characters are neither designed by, nor under the control of, the author – he has to anticipate what they might do under the circumstances that he has created and be ready with further story that follows on from the decisions that those characters make. The better the roleplayer, the more they operate from the perspective of what their character knows, what their character can do, what their character wants to do, how their character thinks, and so on. In other formats, the author has greater control over these character parameters, and hence over the actions of the characters.

So roleplaying scenarios are just another format, with its advantages and weaknesses, and the peculiarities of that format have to be taken into account when writing for a game.

Mixing Genres

There are as many different genres of roleplaying game as there are genres of fiction, from high adventure, pulp, fantasy, spies and secret agents, cartoons, Japanese anime, superhero, post-apocalyptic, war, science fiction – you name it, it’s there (it might not be popular, but that’s a whole different issue). And just as within the bounds of any given genre of fiction you can write a story with the style of another genre. So it is the case with roleplaying scenarios – you could have a fantasy setting in which one scenario is a spies & secret agents thriller, followed by a war drama, followed by a romance. The only constants are the fixed and established background, the existing supporting cast, and the main characters.

The rules for writing to most of these genres are fairly straightforward and translate well from one to another. You have to be clear and concise; you have to be plausible, and believable (which is not the same thing), and use language to distinguish one character from another; and so on. In some formats, you can cheat a little, leaving the picky little details up to the set designers or sound effects men or whatever; in prose and in RPG scenarios, it all pretty much happens in the heads of the participants – the reader, or the players, and that means that you have to get a little more specific. At the same time, you can’t waffle on for pages establishing the scene – you need just enough detail that the players/readers are aware of the significant attributes of the scene and then you get on with the action. “Don’t tell, Show”.

Star Trek was one of the first TV shows to realize that the same held true of the Science Fiction genre. If it’s a technology that is used every day, you don’t spend half a page of dialogue explaining it – you just use it. You only get into the specifics if it becomes vital to the plot.

Modern fiction of all forms has taken that lesson to heart. Compare the writings of any turn-of-the-century writer with those of a modern author, and it is the vanishing of reams of descriptive prose that will strike you most forcefully. As a result, there is more action and reaction per page in modern writing than there used to be.

The Rules Of Mysteries

But there is a glaring exception to a lot of these principles, and that is the mystery. While you still have to respect all the requirements of good fiction in general, the mystery story has ironclad conventions that must be respected or the mystery loses credibility and audience/participant satisfaction:

  • You must have a limited number of suspects (no matter how large the pool of potential suspects might be at the beginning of the story); introducing an eleventh-hour “ringer” upsets people terribly.
  • You should never hide evidence from everyone but the chief investigator – that’s why Sherlock Holmes had to have his Watson.
  • You have to make the mystery transparent enough to solve, but not so transparent that the readers get there first – in other words, you have to avoid an anticlimax. That means that you have to conceal vital facts without concealing them – doing so by distracting the audience in some way.
  • There has to actually be a guilty party – a mystery in which no-one committed the crime is exceptionally tricky (though it has been pulled off every now and then, either by revealing a case of misadventure and suspicious circumstance, or by showing the crime to be self-inflicted for whatever reason.
  • And you have to play fair with the audience.

That last one is implicit in all the others, but it is so important that it bears repeating: You Have To Play Fair With The Audience. All the other conventions are, when you think about them, simply concrete manifestations of this one super-rule.

Science-Fiction shows the way

For a long time, it was thought that this rule made science fiction and mysteries impossible to combine. The detective would whip out gadget “X” at the end of the story and announce, “but as everyone knows, the [gadget] reveals instantly [whatever it is supposed to reveal], which clearly shows [character name] to be the killer.”

It took one of the legends of the Science Fiction field, Isaac Asimov, to prove that this was not the case – simply because this “solution” was in violation of that one super-rule. If a futuristic technology was important to the story, you had to establish what it could do up-front and early on in the story; it had to be as much a part of the background as the crime scene. Even so, the need to explain more things (a truism of science fiction) is always at odds with the need to conceal things (a necessity for a good mystery), so the Science Fiction mystery remains very hard to write well.

But the same can in fact be said for any style of fiction in which a mystery story is set, let’s face it – one of the rules of good fiction is to be clear and concise; one of the needs of mysteries is to avoid being clear and concise about certain details while still revealing them – and without making it obvious that you are doing so.

The Underlying Conflicts

THE NEEDS OF A MYSTERY ARE IN INHERANT CONFLICT WITH THE RULES OF GOOD WRITING. How well that conflict can be resolved dictates how well an author can write mysteries.

It occurs to me that modern crime fiction owes more to Asimov than will ever be acknowledged, by the way. Modern technology has advanced so far that shows like CSI are essentially science fiction in genre – a thought that might amuse the writers and producers of such shows. But how else would you categorize a show whose description reads “A team of scientists solve crimes using advanced technology?”

Be that as it may, the format within which you are writing can equally be at odds with the nature of a mystery.

  • In prose, you have to actually state things in black and white – hardly conducive to hiding things.
  • In TV and movies, you can show key things in the background without calling attention to them, making them easy to conceal, but also making the anticlimax harder to avoid UNLESS at some point you make a fuss about them.
  • Plays, unless they have improbably-lavish budgets (which is rare) can’t afford a major prop or scene unless it is important to the story – again making things harder to conceal.
  • And in RPGs, the characters – who are operated by real people other than the author – are expected, and expect, to solve the mystery using their character’s abilities and knowledge. That means that the author has to respect and take into account not only the limitations and advantages of the characters, but of the real people behind them, providing additional explanations and descriptions as requested, which again makes it harder to conceal the key facts; it’s all too easy for the RPG mystery to become a logic puzzle (read anticlimax!).

The difficulty of distance

Writers have one key advantage over the audience, the reader, the player – they know whodunit. But this knowledge is dangerous – it makes the writer try harder to conceal this knowledge within the story so that he isn’t giving hints away, inadvertently. The writer can’t put himself in his audience’s shoes and approach the mystery from a perspective of ignorance – making it much harder to judge what is obvious, what is not obvious, and what is too well hidden.

Some writers “solve” this problem by NOT deciding who the killer is until the last possible moment – they describe an investigation with plot twists, revelations, high points and low points, and systematically cross off suspects until they are left with only one. The problem is that the author (usually) isn’t a super-genius, able to think of every possible factor or solution, so these can seem forced and contrived.

Others rely on feedback – exposing a representative member of the target population with the mystery who has not previously read the story/script and getting their reactions, in detail. But finding such people isn’t easy; other writers generally want to write their own material, not review other people’s; and non-writers tend to find it difficult to be detailed and precise enough in their feedback, telling the author what’s wrong in general, but not where, and not how to fix it.

RPGs: A fourth solution

The best answer I can think of is to use the skills of Roleplayers. Divide the material into acts or chapters. Give them a list of suspects. Have one player assume the role of each principle participant. Have them work through the mystery, from their character’s perspective, indicating at the end of each scene, act, or whatever whether the written words were being accurate to their character, were making their character seem suspicious or guilty, and who they thought the leading suspect was. This feedback is specific enough to be invaluable, and is based on a group of people that tend to be intelligent, articulate, well-read, and used to working within the boundaries of character limitations.

Better yet, let them work out their own solution to the mystery. Give them the initial specifics; when they ask the right questions, give them the appropriate answers. More importantly, listen to the “obvious questions” that they ask, and you didn’t, as leaving an obvious question unasked is a red-letter bold-capitals *hint* that is almost certain to lead to an anticlimax for a significant part of the audience. Not only will the characters come back to you more developed, often more rounded, and more plausible, so will the mystery.

So the only remaining mystery is why more authors don’t do this?

It’s my theory that the solution comes in two parts – a combination of ignorance, and of fear (never a good combination!).

Ignorance: of RPGs and what they can offer. This is (I believe) starting to fade; they have been around for quite a while now, and the urban legends of psychological trauma have been pretty strongly debunked, at the same level as the people who claim that the lyrics made them do it – song lyrics or RPGs might be the proximate trigger, and might shape the resulting psychosis, but the person was so mentally fragile that SOMETHING would have sent them over the edge eventually, anyway. But ignorance, of the “I just never thought of it” variety, remains an element.

Fear: that this literate, articulate, intelligent group will spread the plotline – and the solution – all over the internet, would seem to me to be the biggest reason why anyone who has thought of the idea has not implemented it. And, based on the behavior of some people out there, this fear is neither unreasonable, nor unwarranted.

But the solution seems simple; these problems were solved by movie studios decades ago, back when they first introduced test screenings of new releases. Contracts, stipulating a harsh penalty for revelation; a snippet or synopsis that avoids revealing the key ingredients, and that they ARE allowed to quote provided that the WHOLE is quoted, with each person receiving a slightly-different version. But these might put potential participants off.

An even simpler and better solution: trust. These people have a lot to gain from the experience: a new level of respect for themselves and their hobby, the pride of being on the inner circle, of having their names in the acknowledgements. There would still need to be contracts, stipulating that the copyright on any materials developed in the course of, or resulting from, the sessions remains the authors, and in return, the participants will be acknowledged as contributing to the final manuscript; but those need be nowhere near as scary, and can be in plain English, and still be just as binding.

It seems like the perfect solution to me – but then, I’m a roleplayer.

For those who have read this article looking for ways to write & run Mysteries for RPGs: this is a subject that I have addressed before.

I direct the reader’s attention to:

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