What is True About Me

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I am a storyteller.

My creative voice and vision are key to my identity, and they are the engine that drives my life.

For twenty years, I’ve published my own creative work, mostly fantasy and science fiction, mostly novels but also short stories and novellas.

I’ve worked in others’ sandboxes and my own: five of my novels take place within an existing IP (the Forgotten Realms, owned by Wizards of the Coast), five are totally creator-owned (Eye for an Eye, Scourge of the Realm, and my World of Ruin series), and one was written originally in a shared IP but is now creator-owned (Blind Justice). I am adept with both sorts of writing.

I’m a known commodity in the tabletop gaming industry, and have an array of credits to my name on such games as Dungeons & Dragons, Iron Kingdoms, Red Aegis, and others.

I’m also a lifelong gamer, on the console or computer or tabletop. I’ve run games since 5th grade, and my first creative writing exercises drew directly from those experiences. Unsurprisingly, my favorite games tend to be RPGs and action-adventure games.

I’m not a coder or a programmer.

I’m a writer and an editor.

I’m an ideas person. I have built dozens of worlds myself for my own use, and I’ve worked closely with others to build worlds, flesh them out, describe them, and bring their stories to life.

Dialogue, description, characterization, plot—all of these things are the fundamental building blocks with which we convey dreams from one mind to another.

I’m a Human Being.

I care deeply about my fellow human beings and the environment we live in. I advocate strongly for social justice and a progressive direction to our culture and politics. I will stand up and defend those who are under assault as best I can.

I believe in good and justice and kindness.

My work is built on a foundation of respect, representation, and truth. I know the power of my voice, and I will not shirk the responsibility that comes with it.

Join me.

Let’s explore this world together.

Avatar: The Last Airbender and the Thing about Adaptations

For the purposes of this post, I’m going to assume my audience is at least familiar with the basics of Avatar: The Last Airbender (ATLA), i.e. the epic quest of a kid named Aang who is heir to a legacy of lost magic (ahem) ELEMENTAL BENDING and invested with semi-divine power that makes him uniquely able to control more than one of the four elements.

If you haven’t seen or at least heard about this story, I’m going to spoil some of it (specifically the first few episodes of the original and the first of the Netflix show), so if you don’t want to be spoiled, I suggest you go consume those.

If you need a reminder of what ATLA is about, others have summed ATLA up far better than I can, so I’m going to suggest you check out another summary elsewhere if you don’t know anything about ATLA before reading this.

I’ll wait.

Great! You’re back. Or you never left. Either way, here we go.

A caveat before I begin: I was in my early 20s when ATLA first broadcast, and I didn’t actually see it until 2020 or so, when we were all cooped up in our houses without a lot better to do.

I really enjoyed it and think it was a masterfully assembled series, but I don’t have the same kind of nostalgia for it that those who grew up with it might.

Also, I never saw the 2010 movie, so… don’t worry, I won’t mention it. Much.

Aang, Katara, and a less enthusiastic Sokka flying astride Sky Bison, Aapa

The Thing about Adaptations

No adaptation can or should ever be the same as what it is adapting. If it is, that’s not an adaptation, that’s what we call a remaster: better graphics, better sound mixing, etc., but still the same story with the same order of events and visuals.

The closest adaptation to its source material I have ever seen if Zach Snyder’s Watchmen movie, which is at times a shot-for-shot remake of the comic, and it still manages to miss the entire point of the original, completely invert the meaning of the story, and basically do the worst possible thing possible with Watchmen (i.e. make Rorschach cool)… but we’re not here to talk about that.

No follow-up to ATLA has been a remaster. Not The Legend of Korra (which is a continuation), the 2010 movie adaptation (as I understand it, that’s more like an abomination), and certainly not the 2024 TV series currently airing on Netflix.

There’s also an extra problem when you’re trying to adapt something from one medium to another, especially from animation to live action. There are things you can do in animation that you CANNOT do in live action, at least not without it looking really ridiculous. Animated characters can go off-model (such as Sokka’s head suddenly distorting or his eyes bugging out to convey emotion), but in live action, I think you’d justifiably assume the character was having a stroke.

Also, though there are extremely talented special effects artists out there and this show certainly makes use of CGI, it is extremely expensive and time consuming to produce some of the effects that are comparatively trivial in animation, such as big explosions, energy blasts, and some of the fantastic results of elemental bending.

Casting: Pretty True to the Original

Don’t get me wrong, there’s a lot of carry-through between the original cartoon series and the Netflix show. They clearly made an effort to cast and style actors to match the original as best they could. For example:

Our central hero, Aang in the original ATLA (left), Gordon Cormier as Aang in the Netflix show (right)

When this show was first announced, I was really concerned they’d make the 2010 movie mistake of casting a bunch of white kids in these roles. You see, while there’s a long conversation to be had about the ethnicity of light-skinned characters in anime and/or anime-adjacent productions, the setting of ATLA is specifically based on an East Asian & various indigenous cultural aesthetic and, long story short, THERE ARE NO WHITE PEOPLE in this world.

Our warm-hearted heroine, Katara in the original ATLA (left), Kiawenttio as Katara in the Netflix show (right)

They’ve certainly made an effort with casting, and these actors seem quite well suited for their characters. Aang is portrayed by Gordon Cormier, who is of Fillipino descent; Katara by Kiawenti:io Tarbell or mononymously Kiawentiio (hopefully I got her name right), who is First Nations (Mohawk); Sokka by Ian Ousley, an American actor of Cherokee heritage (though I believe there’s some discussion about that); Prince Zuko by Dallas Liu, who is of Chinese-Indonesian descent.

All of that seems to fit, at least to me. The Water Tribe of the south pole (where Katara and Sokka are from) is explicitly First Nations coded, whereas the Fire Nation has always come off to me as Imperial China/Japan.

So this is promising as honoring the source material and themes of the story.

The long-suffering big brother hero, Sokka in the original ATLA (left), Ian Ousley as Sokka in the Netfix show (right)

Another note about Sokka: a while back, there was some discussion of the Netflix show toning down his rampant sexism from the original. OG Sokka wasn’t a misogynist or incel or anything, but he had a tendency to express his disdain for “girls” doing a “man’s job,” etc., etc. That kind of thing. He goes through a whole arc in the show about it, precipitated in part by his interaction with one of my favorite characters in this show or much of fantasy, Suki, a badass fighter who shows Sokka the ridiculousness of thinking women can’t compete with and (in her case) entirely dominate men. Which is a pretty good arc, and I’ve seen a number of people (justifiably) lamenting that the show isn’t set up to deliver on the same story.

Why they changed this, I’m not entirely sure, but I suspect it’s a matter of the times and the audience changing. As I’ll contend below, I think this live action show is built for an older audience than the original, and Sokka’s manifestations of sexism in the original were designed for a young audience, i.e. kids. There’s a feeling in creating Middle Grade (MG)/Young Adult (YA) fiction that you have to be a bit more overt and obvious with your themes and interactions, or the audience won’t get it. With an older audience, Sokka’s tendency to blurt out “boys are better!” nonsense would just be cringe and distracting. There’s plenty to be said about his patriarchal attitudes and the more subtle ways in which he treats Katara and Aang (another boy with whom he instinctually competes, at least at first). There’s a lot to be said about masculinity (toxic and wholesome) in Sokka’s story, and I’m curious to see where the show takes it.

Speaking of redemption arcs…

The scarred edgelord whose heart grows several sizes, Dallas Liu as Prince Zuko in the 2024 Netflix show (left) and Zuko the original ATLA (right)

I really like this casting for Prince Zuko. Liu brings the right mixture of anger and hurt vulnerability, and the SHOW BETTER NOT MASSACRE MY BOY’S STORY, ahem. It’s promising.

One specific note: the showrunners said they were altering the story a little regarding the appearance of the comet that’s supposed to empower Firebenders. In the past part of the story, that comet is there, and it’s what gives the Firebenders the power to destroy the air temple. I’m sure it will show up again in the modern era of the show. We’ll see.

The Beginning: OG ATLA

So. I haven’t watched the whole live action show. So who knows where we will go from here.

But I noticed something interesting, and that goes to that shift in audience I alluded to earlier.

The original ATLA from 2005-2008 was aimed specifically at a MG/YA audience. There is, of course, no reason that adults can’t enjoy it (I did, and I was in my 30s). But the story is told in such a way as you don’t have to do a lot of analysis to get what it’s going for. Friendship, fun, and acceptance are all important to success, which is a great message for kids. All our heroes (except maybe Sokka) are a little weird, a little different, and they form a tight group of friends who accept and help each other. Sure, they fight and argue sometimes, as families tend to do, and there’s plenty of darkness and mistakes along the way, but as long as they follow their hearts and choose compassion (i.e. “do the right thing”), they’ll be able to overcome the challenges in their path. Uplifting. Sweet. Kind.

The intro to each episode shows us people using elemental bending, and provides us some historical context (the Fire Nation attacked, the world is at war, etc). But what’s the first image in the show proper? Sokka and Katara bickering over how best to catch fish–by spear or by the forbidden art of water bending. We immediately see their sibling dynamic, their values, their flaws, etc. Then they get swept along by the current to a massive iceberg, wherein they find a trapped Aang (and Appa). We know nothing about him except what he chooses to share/display: he thinks Katara is awesome (she is), he likes fun, and he isn’t too serious. At least not yet. The first indication we have that something is off is Aang reacting with anxiety when Katara asks him about the mythic Avatar, whom she hopes will come save the world.

Aang knows he’s the avatar. And we do too, if we pick up on that subtlety. But I don’t think the showrunners intended their audience to know this yet–I mean, they distract us immediately with a cute romp with penguin sledding. Which I think is Aang desperately trying not to face reality: he flits from fun to goofy to hilarity to distract himself and those around him. He shows his powers initially by accident by sneezing and knocking himself ten feet in the air. He and Katara accidentally trigger a flare from a Fire Nation ship, and that’s what brings his first challenge: Prince Zuko.

It’s a little bit of a mystery until Aang comes out as the Avatar in order to defend the village from Prince Zuko. He and Katara have left, meaning to go find her a teacher for her waterbending, when they see the Fire Nation sweeping in to investigate strange disturbances, etc. The results of this setup are that we see Aang’s kindness, that he doesn’t take himself too seriously, and that he’s optimistic.

Ok, that pic on the right is not the best for Appa in the Netflix show, but we can see the through-line. 🙂

By contrast… in 2024…

The 2024 adaptation starts in the past, and tells the chronological story of how Aang came to be trapped in the iceberg. In fact, we SEE, rather than just hear about the historical context. Where the Fire Nation attacks and kills off the Airbenders in a violent and brutal battle, and would have killed Aang too, except that he and his sky bison (Appa) were off getting caught up in a storm, and the Avatar powers activate and freeze Aang in the iceberg.

The emotional context of the story is immediately different. In the original, we were introduced to Katara and Sokka first, and we started building our emotional bond with them, then added Aang. Here, we have Aang first, and we see him interact with other Airbenders, including a mentor/father figure, who we then see DIE HORRIBLY against Firebenders. Rather than fun hijinks, we know immediately that the stakes are REAL. Which in the original show, we didn’t really know–at least not on a visceral level–until episode 3 when Aang goes back to the air temple, thinking he’s just going home.

This is not a bad thing, necessarily. What it means is that this story is crafted for an older audience that might be pulled in more by a violent/explosive prologue that tugs on the heartstrings than kids bantering in a boat. Totally different tone to the story. It also allows for dramatic irony, i.e. we know something the characters don’t, and we can see the setup for an emotional outburst (which comes at the end of episode 1).

From there, familiar events take place: Katara and Sokka are in their boat, they rescue Aang, who is a little more anxious about being in this strange place with strange people. There isn’t as much slapstick, there’s no penguin sledding, and while Aang is a good-hearted kid, he’s not as ADHD as his animation counterpoint. He also doesn’t show his powers by accident–he intentionally uses his flight to survey where he is and look for Appa, who shows up in short order. There’s some exposition dumping wherein it is speculated that he is the Avatar, which I guess is based on ancient legends that the Avatar was supposed to be an Airbender and well, he’s the only one around. Which Aang already knows, and grimly accepts, rather than attempt to hide it.

Also, in this version, Aang voluntarily goes with Zuko rather than coming to the village’s aid after having left, which is an interesting inversion. Not sure how significant it is (this Aang is more self-sacrificing than his OG counterpart?), but I noticed it and wanted to bring it up.

The Verdict: Should you watch the live-action show?

Yes.

I don’t know.

Yeah, probably. Give it a shot and see if you like it. It’s not the same story, but does it capture the spirit of ATLA? I think so.

And like I said, I haven’t watched all of it–only the first episode, in fact–but I’m intrigued enough to keep watching.

Will it hold up? I can’t say yet. But I’m optimistic.

Avatar the Last Airbender: All 8 Episodes now on Netflix

NEXT OF KIN: A Wonderful Debut Sci-fi

In 2024, I’m going to try to write some reviews: of books, film, games, etc, whatever moves me, and my first such subject moves me indeed.

NEXT OF KIN is the debut science fiction novel by Melinda “Mindi” Mitchell, whom (for full disclosure) I know and admire rather a lot. We have been to a couple of the same events, we have mutual friends, and we appreciate one another’s voices. Alas, she moved away from Seattle basically right after I met her, so I kind of assumed that was that.

I could not have been more wrong, and I’m very happy I was.

Because this book hits like the meteor strike that dominates the first chapter and changes the heroine’s world forever.

Not only does the book start out with palpable sadness—the disappointment and frustration of fertility struggles—but it escalates in just a few short pages to apocalyptic loss, not just for our heroine but also for her community. Her world is scorched beyond viability and she must venture forth after this tragedy to find a new life and—perhaps—love.

A powerful narrative, well-balanced between spare prose and raw emotion, awaits Ami as she tries to go on living in a galaxy that seems so dark… and yet there is light.

But only if she fights for it.

Read this book. It shows so much potential and promise from Mitchell. You can feel her passion for this tale—how she delicately takes your hand and leads you through a harrowing, burning landscape toward a better world.

And the best part? 

This is just book one.

Five stars. A must-read.

Proof of book. A must for sci-fi fans. Omni-tool optional.

Learn more at www.arusentertainment.com and find this highly promising author on the following socials:

www.melindamitchell.com

Facebook

Instagram

BlueSky

NEXT OF KIN available from ARUS Entertainment

Last day of Justice/Vengeance: Libations for the Dead Kickstarter!

Today is the last day of my Kickstarter!

Here’s the link: https://www.kickstarter.com/projects/erikscottdebie/justice-vengeance

The novel series is happening. LIBATIONS FOR THE DEAD is funded. WE ARE THE CHAMPIONS is funded. Get in on it!

First three books of the Justice/Vengeance series, art by Claudio Pozas

We funded this last week and are now looking to hit the second stretch goal, which aims to unlock the prequel Justice/Vengeance novel called “GIRL VENGEANCE: THE DOWNWARD SPIRAL.”

Yes, the novel takes place in 1995, and yes, that is a Nine Inch Nails reference. 🙂

This is your chance to get in on some really awesome stuff!

Don’t take my word for it! Read the sample chapters I’ve posted:

Girl Vengeance, art by Kelsey Dawn Scott

Chapter 1: https://www.kickstarter.com/projects/erikscottdebie/justice-vengeance/posts/3735770

The Shrike, art by Kelsey Dawn Scott

Chapter 2: https://www.kickstarter.com/projects/erikscottdebie/justice-vengeance/posts/3735826

Demand Justice!

Erik

How Much Combat is in D&D?

Every so often (and by that I mean, every few days, it seems) someone starts up THE DISCOURSE about Dungeons & Dragons as a combat-focused game.

Most recently, this flared up in response to an announcement by the studio Cubicle 7 that they would be releasing a variant of their Doctor Who RPG (which they’ve been designing as a separate system for years) that uses 5e D&D mechanics. Apparently, this is inappropriate because Doctor Who isn’t primarily an action-based property (which is true), but D&D *is* and its mechanics are primarily focused on D&D (this is debatable).

And frequently (not universally) this is presented as a pejorative or as “constructive criticism,” typically to prompt people to play a different game that ostensibly “does RP better” or (more likely) is more balanced in its expectations and design. That D&D is a “combat forward” TTRPG whose mechanics are primarily engineered to support battle. That D&D is a game where you “kill things and take their stuff.”

And while I’m not going to convince anyone that isn’t true or isn’t grounded or isn’t a sensible thing to say (I won’t, it is, and I guess), I would like to push back a little on the concept that D&D is ONLY about combat, or (as has sometimes been bandied about) that it’s 90% combat.

And that this interpretation is based in the TEXT. That the text itself prescribes this massive, overwhelming combat focus in the game.

Those heroes look like they’re ready for some combat (c) Wizards of the Coast

Obviously, saying anything is “90%” something is hyperbolic–it’s functionally the same as saying something is “a lot this” or “mostly this,” or concretely that something is 75%+. Also, you know, 67% of statistics are made up on the spot, right (like that one I just made up), so who can say.

But in the spirit of assessing things from a more concrete standpoint, I reacted yesterday to this criticism by saying “how much of D&D really IS combat-oriented?”

Designer Intent vs Result

Let’s back up a little.

The stated intention of Dungeons & Dragons is to meet the so-called three pillars of play, these being:

  1. Combat
  2. Social
  3. Exploration

The game is intended to produce experiences that meet these three styles of play. Of course your own particular balance can vary–it doesn’t have to be a strict 33%/33%/33% split.

That said, the frequent narrative is that the game text itself pushes games toward a heavier emphasis on combat. That D&D lacks robust social/RP and/or exploration mechanics, at least to the same level as combat. And maybe that’s true: you’ll find more text about how to adjudicate attacks and damage than how to adjudicate Persuasion checks.

I’ll have more to say about this later, but for the moment, what I’m going to look at is: IS THIS TRUE? Is more space in the core rulebook devoted to combat than the other pillars of play?

An actual image in the 5e PHB; see what I mean about giving people the impression this game is about fighting? (c) Wizards of the Coast

My Process

The metric I’ve chosen to measure is text in the PHB that refers to combat, either directly (such as by presenting mechanics specifically oriented to combats within the game) or obliquely (a fighter in the example, weaponry/armor, any references to battle or warfare), basically the sort of stuff that would give a reader the impression that the game is oriented toward combat. (I also noted the presence of actual mechanics to differentiate these measures.)

I can’t limit myself to page counts. If that were the case, I could just point out that the combat chapter (chapter 9) is 10 pages, while the backgrounds section is 15 pages, meaning that the backgrounds section alone is 150% the size of the combat section, let alone the rest of the book. But it can’t be as simple as that, because 1) the density of information presented in those chapters isn’t exactly the same (backgrounds has more tables and more art), and (more importantly) 2) combat mechanics are spread all over the book. Some is in the classes section, some in the combat section, etc.

So I went through the PHB, page-by-page, and noted the percentage of each page that is about combat, either directly or obliquely (as defined above). I have also included a survey of art, including instances that depict warriors, warfare, etc. in the “percentage of combat content” measure. The exception here is the spells section–I focused here on the spells themselves and ignored the art, which I think is about 50/50 battle and not.

I consider the following topics to be combat-centric:

  1. Hit Points: While it is possible for hit points to matter outside of a combat situation (such as a fall, a trap, poison, a disease, the DM blasting you with lightning for metagaming, etc), their primary use is in combat. Hit points provide a measure of “the fight left in you,” rather than being a vitality meter or something like that: they’re a messy mixture of vitality, courage, energy, grit, determination, and luck. (Here’s a link to a more in-depth discussion of how I view hit points.)
  2. Attack Rolls: This is pretty obvious. Your DM might call upon you to make an attack roll when you’re not in a combat situation (such as throwing a grapple up onto the roof or attempting to break a window, etc), but most of the time, they support combat, and the mechanics that make you better at attack rolls are almost always related to combat.
  3. Armor Class: Much like hit points, AC is primarily of value in a combat situation, and if something checks against your armor class outside of combat, odds are good you’re about to get in combat. There are certain traps that make attacks against your armor class, and traps are more exploration than combat, IMO (see also saving throws, below).
  4. Armor & Weapons: Generally speaking, these are built for combat, so mechanics for armor and/or weapons can be considered combat-specific mechanics.
  5. Saving Throws: This is the least obvious one, as saving throws can happen at any point during the game, whether you’re in the wild or trying to climb a wall or trying not to fall into a pit trap or interacting with nobles and trying to keep your composure. That said, a LOT of saving throws you’ll be making are against spells and effects in a combat situation, and if someone tries to charm you while you’re negotiating (or vice versa), then it has a good chance of becoming a combat situation straight away.

The following topics I do NOT consider combat-specific:

  1. Ability Scores and Bonuses/Penalties: These are just key to D&D in general, and they support all three tiers of play. You can and will use all six ability scores in combat and outside of combat. That said, there are specific uses of ability scores that are combat-focused, such as how you can use STR or DEX to make attack rolls, DEX enhances AC, CON enhances hit points, concentration checks are almost always relevant in the context of combat, etc.
  2. Darkvision, True Seeing, other Sensory abilities: These can be relevant in any number of situations, not just combat.
  3. Movement: An analysis of the rules surrounding movement suggests that movement SPEED is typically only relevant in combat-specific scenarios. Overland journeys obey a more general “you can get so many miles in a single day,” etc, and the book doesn’t tell you that you have to stick to your specific movement speed during dungeon exploration, etc. That said, movement types can be very relevant to exploration (such as swimming, flying, etc). So I’m going to go with an even split on this one.
  4. Most Equipment that isn’t Weapons/Armor: It could be argued that a lot of equipment in the game SUPPORTS combat, but then again, a lot of equipment in the game supports all kinds of situations. A couple of items (alchemist’s fire, acid, holy water, etc) are primarily relevant to combat, but even that’s not exclusive.

Spellcasting is not inherently combat-focused. Many spells are absolutely combat spells, and that’s fine–I’ll take that into account on a case-by-case basis. You can see my results of analyzing spells for whether they have mostly/only combat applications or if they can be used outside combat for relevant effects.

If a spell has mechanics that aren’t specific to combat, I’ll usually assess it as having a small percentage of non-combat use. For instance, fireball is 90% combat-based, but 10% exploration/non-combat, because it can set things on fire.

Healing and revival spells can come up in a number of situations, so I typically assess those as an even 33%/33%/33% split.

This approach is inherently arbitrary. I don’t have word counts–I didn’t measure specifically how many words are combat-focused and which are not. I used my own experience as a copy editor and layout creator to estimate how much of the page would be taken up with combat-specific stuff, and I tended to err on the side of overestimation–that is, if I wasn’t sure, I went with a higher estimate.

Important caveat: This IS a kind of statistical analysis, but it’s not particularly rigorous. It’s casual. It’s only sort of quantitative–it’s more qualitative. At best, it can provide an estimate, not a hard and fast calculation. I don’t have the time bandwidth to do actual word counts, and even then, it’s still a matter of interpretation. I’m also not a statistician–I’m just a gamer with a lot of experience in D&D across all editions. I have my views and opinions, and I have done my best to assemble a data set, rough as it is.

SOME RESULTS

The Data

Embedded here, you can find my working excel files where I went page-by-page and assessed the content for whether it was combat-focused or not.

Overall, including all 371 spells, I assessed the 5e PHB to contain about 43% combat-related content. That’s including discussions of combat, examples of warriors, art depicting characters in combat or ready for combat, all of that. And remember, that’s me being pretty conservative with my assessment.

If I limit my analysis to mechanics only (that is, pages that have actual mechanics, not just flavor text), then the number jumps to 49% of the content.

49%.

About half.

That’s definitely not ENTIRELY or 90% or even a “vast majority.” It’s not even a majority unless it hits 51%… but “D&D has a plurality of combat mechanics” just doesn’t scan. 🙂

For a second, let’s assume that my analysis is BS, and I’m 10% off. Even 20% off. That’s STILL not the 90% some commentators insist is “what the text supports.”

Some Interesting Aspects:

Feats are unsurprisingly combat-heavy (74.5%). This fits with the legacy/tradition of feats, and sort of matches the concept of ASIs as you level. They are primarily used the way most characters use ASIs–to support key combat abilities.

If you’re looking to build a non-combat character, whose abilities largely support non-combat stuff, it would probably make sense to up your ability scores or take these least combat-focused feats:

Actor, Dungeon Delver, Keen Mind, Linguist, Lucky, Magic Initiate (remember magic isn’t inherently combat-focused), Observant, Ritual Caster, Skilled

Compare that to Warlock Invocations, which are 51.548% combat-focused, 17.677 social/roleplay-focused, and 30.581% exploration-focused.

Warlock–definitely the way to go.

Spellcasting

Per my calculations, spells are 54.398% combat-focused, 18.064% social/roleplay-focused, and 27.231% exploration-focused.

Conclusion?

D&D has a lot of combat mechanics. No one was pretending otherwise.

But we shouldn’t jump from that fact to a more hyperbolic assessment like “D&D is a combat game” or “D&D is 90% about combat.”

We also shouldn’t make the claim that the game as-written predisposes a combat-only or combat-mostly game, and that to do RPing or exploration is “actively working against the game.” The PHB contains plenty of content that isn’t combat-focused. It’s just that the combat system takes up more space because it is more specific/prescriptive than rules for socialization and/or exploration.

Why might that be?

Prescriptive vs. Freeform: Combat Mechanics vs. Social/Exploration Mechanics

Why D&D combat mechanics are more robust and comprehensive compared to D&D social/exploration mechanics is a valuable discussion.

After all, some other games are more balanced in this regard, usually by reducing combat mechanics to a similar level (see Dungeon World or Powered by the Apocalypse games) or by attempting to create more robust social/exploration mechanics to match the combat, such as by instituting a social conflict system (see FFG’s Legend of the Five Rings system, which has stamina and composure mechanics, where damaging an enemy’s calm is a valid strategy comparable with hitting them with a sword).

I think D&D is a bit trapped in the traditions of its past, which tended to emphasize a robust, cohesive combat experience and leave roleplaying basically up in the air to define however each table wanted to do so. D&D comes from wargaming, after all, which is typically more interested in combat than roleplaying (if it has RP at all), and when Arneson worked with Gygax to create TTRPGs where you played a specific, discrete character, inevitably it carried forward that legacy. How to run combat was long established–how to adjudicate RP was much looser. We didn’t even have “non-weapon proficiencies” until 2e D&D, and then a number of them had combat applications anyway. It wasn’t until 1998-2000 with the advent of 3e that “skills” became a significant, mechanical part of the game to rival combat.

Also, not for nothing, if the combat system were looser, it would lead to ongoing, never-ending arguments on every message board ever. D&D players already argue about RAW vs RAI and talk about how they would have done something different–the most specific and prescriptive the combat system, the more coherent and similar two different combat experiences will be. That way, there’s something like an objective answer, and you don’t just throw up your hands and say “whatever you DM decided.” I mean, you probably do, but it takes a little while to get there.

When it comes to RP, it’s a lot less specific, because anything could happen when people are just sitting around a table using their imagination. Combat has rules to keep your experience consistent–RP doesn’t have to do that.

This is not to say that roleplaying was not part of early D&D–my only contention is that it didn’t have as much mechanical backbone, skeleton, and connective tissue as combat did. TSR left RP in the hands of players and DMs. The game preferred to let them decide their own level of RP, rather than force them to conform to a specific expectation. There were (and still are) groups that favor very low or non-existent RP, and there were (and are) groups that were all about RP, where combat barely came up.

I once played in a game where RP was actively discouraged, and the DM would punish players who tried to RP. I stuck around for a while but eventually quit.

It’s the same with exploration, of course, though there you can get a little more mechanically robust without players/DMs feeling like you’re treading on their toes.

I may have a sword, but I have other intriguing qualities (Ilira Nathalan, art by Lori Krell)

Counter Arguments

One can very reasonably argue that this whole paradigm is flawed, because exactly how much of the content is specifically about combat is less important than how those mechanics are designed to SUPPORT combat. For instance, the ability checks section contains mechanics that CAN be used in combat, and they still produce a mechanical sense of how the DM might ask you to make checks in combat, so it can be argued that these sections are still combat-oriented.

Then again, you can turn that on its head and say that these mechanics also support roleplaying or exploration in exactly the same way. And ultimately the conclusion we have to come to is that it depends on what you’re doing with your game–that it’s a playstyle difference–and then we’re getting into begging the question territory, ie., assuming as a premise the very thing we’re trying to prove.

So if you see the majority of the text in the book as being about supporting combat, you should question whether you’re already assuming you’re right that D&D is all about combat.

Further Reading

Morrus’s report at this on ENworld: https://www.enworld.org/threads/is-d-d-90-combat.686169/

Gaming Logic: Hit Points (my discussion of how I view hit points): https://erikscottdebie.com/2017/09/05/gaming-logic-hit-points/

Any Given Monday

Mondays suck, right?

I think human beings have a few all but irresistible drives, beyond their basic needs.

Food, shelter, health, love and connection, those are basic necessities for life.

Hose drives include but are not limited to:
1) being comfortable
2) being entertained
3) feeing superior to others

Now it’s that third one that really gets under my skin. I think it’s behind a large chunk of social media, where people are insatiably drawn to dunking on shitty people or condemning those who do wrong.

It’s the impulse to hate on vegans, for instance, because some vegans decide that their vegan status makes them better than other people, and so they make others miserable, and then people condemn them for being dicks, and it’s just a downward spiral of self-righteous condemnation that just makes everyone miserable.

And yeah, people who do wrong should be dunked upon and condemned for their misdeeds. 100%. The GOP, for instance. Fuck those assholes. They deserve our scorn and loathing and self-righteous anger.

But then there are people who we falsely believe are worthy of condemnation who are the victims of circumstance and the system, not bad in and of themselves.

Drug addicts. Homeless people. People trapped in abusive relationships. The list goes on.

Just this week, Seattle/King county public health posted information to help avoid a drug overdose, and my ostensibly liberal fellow residents went NUTS. “How dare you encourage drug abuse!” and “you’re perpetuating crime!” and “I will not have MY tax dollars go to support scum of the streets!”

No. Don’t be like that. There is nothing inherently separating you from those people you are roundly condemning, other than some luck, health crises, and maybe some money.

Any one of us could be there any given Monday.

It’s easy to feel as though people in difficult circumstances brought it on themselves, somehow. Maybe if they’d made “better choices” or “worked harder,” they could have avoided their disadvantageous position. Or maybe it’s some moral defect in them—a flaw in their character that leads them down a ruinous path.

That is some Victorian/Puritan bullshit right there, I tell you what.

And sure, perhaps some of them charted their own path to ruin, but that’s not the norm. Many of these people are from marginalized backgrounds and have had to deal with society’s loathing their entire lives. They do t have the privileged lives that others of us enjoy, because their skin color, gender, sexuality, and/or social status didn’t render them largely immune to the hate of half the country like it has us.

But people rush to condemn them and, most importantly, be seen condemning them. Make it clear that they are better than the people they’re condemning because they work harder, or save better, or have better teeth or whatever the fuck, even though a lot of that is luck and/or being born wealthy.

Any given Monday, that luck can change.

Here’s the thing. You want to feel morally superior?

Choose compassion.

When you see someone suffering, reach out to help them, rather than puff up your chest about how much better off you are.

And certainly don’t go over and kick them when they’re down. Don’t get in the way of others trying to help.

If it’s that or ignore them, I think we’d all prefer you cross by on the other side of the road, like a good self-righteous Pharisee or stuffy merchant.

Be the Good Samaritan whenever possible, and when you can’t, at least stand aside and let people who can help, help.

Mondays might suck, but I guarantee you, they suck worse for someone worse off, and there’s no reason to go out of your way to make it even worse for them.

Inspired by this:

Gaming Logic: Railroads and Sandboxes

Just my standard caveat that gaming is a big tent with lots of people of lots of different experiences huddled together against the rain and lightning storms of the outside world, so YMMV on any of this.

One issue that comes up frequently in GMing circles–by which I mean it’s a never-ending crusade with no clear winner, only a lot of destruction–is the debate between “sandbox” games and “railroad” games.

There is a clear difference, of course, but no game in the history of tabletop gaming has been entirely one or the other, and that’s what I’d like to discuss here.

All aboard the adventure train!

But first, some definitions.

When applied to a game, “railroad” and “sandbox” are pretty general terms, open to interpretation, but generally:

In its purest form, a sandbox has no set plot or goals—the players can have their characters go anywhere and do anything, and the DM is entirely reactive to the players while the players are the ones making things happen.

The principal strength of a sandbox game is giving the players a sense of agency and freedom, where they can explore whatever and wherever they want, but it frequently leads to two main problems: 1) there’s a lot of pressure on the GM to be able to react to anything at a moment’s notice, often requiring a vast knowledge of the setting, and 2) players can feel overwhelmed or lost in the face of so many options.

“Aw jeez, so many choices…”

By contrast, a railroad is entirely laid out and scripted for players—the plot, NPCs, threats, all of it is planned and executed exactly to plan, and the players are entirely reactive while the DM is the proactive motivating force.

The primary strengths of a railroad game are 1) its ability to give players a strong, cinematic experience, where focus allows you to convey something very specific, and 2) there’s less improvisation needed on the part of the GM, since you’ve got all the answers to the questions that could be asked.

On the other hand, these games have two major weaknesses, which are 1) if something unexpected happens, the game’s inflexibility can mean it’s harder to adapt on the fly, and 2) players can feel stifled, as though they have no real choice in how they proceed.

“What do you mean, what’s my favorite color?” ~ Mass Effect 3, BioWare/EA

Time for Examples

A railroad game might be something like Wolfenstein or Doom: you have a specific goal that requires you to achieve specific goals and milestones. How exactly you do that varies—which weapons you use, whether you’re a little more stealthy or just go guns blazing. And the more these games evolve, the more options they start having. Think of Assassin’s Creed or Tomb Raider, which allow a fairly wide range of experimentation and customization.

(In the video game industry, “open world” is sort of equivalent to the term “sandbox,” though of course no video game can achieve quite the same level of improvisation you can get at a tabletop game, where your experience is limited only by your imagination, rather than data storage.)

The next level is the Mass Effect series, which is widely seen as a sandbox sort of game. There are lots of things you can do, and your choices make big changes to the way the story unfolds. Though at the same time, there is a particular end goal, and you ARE moving along a path… it’s just how you go along that path that matters.

The most sandboxy game might be something like Minecraft, Animal Crossing, or Fortnite, where the game unfolds entirely without a specific plan, and is entirely up to the players to produce their own story. But those games don’t really have a strong story—as I said, their content is entirely up to the players.

The Spectrum of Gaming

Gaming is like gender–it’s real, but only because we make it real… wait, no, it’s like gender in that it’s on a spectrum.

Whew. Nailed it.

(Y’all knew it was going to come down to “it depends” and “it’s a spectrum,” right?)

As you can tell, “railroad” and “sandbox” are two points on a spectrum of playstyles. Every D&D game is somewhere on the spectrum between these two extremes, and it typically has to do with player agency.

Consider: how much of the story is a result of the PCs’ actions as opposed to the GM’s plans?

This is why I say no tabletop game has ever been, nor will ever be, entirely a sandbox or a railroad.

No matter how railroady your game, you as the GM will never be able to plan out exactly what your players will say, do, or otherwise react in any given situation. You might be able to make good guesses, but unless you’re just telling a story without audience participation, the players are going to push on the narrative a bit.

By a similar token, no matter how sandboxy your game, there will always be some planning or at least concepts you’ll have to put in, otherwise odds are nothing will feel like it has any weight to it, and your players will feel as though there’s no real goal to organize the story around.

“Hold up… you do WHAT to the king?”

Wait a second–biased, much?

If you’ve detected a hint of bias, you’re absolutely correct. I tend to lean more sandbox with my games than railroad, and it obscures the drawbacks in my head.

I’m more adept at recognizing the signs of players feeling lost and craving direction in a sandbox game, and so I’ve developed ways to deal with it. I’m also quite happy to just have players vamp for a while, and have entire game sessions where they’re just snarking with each other. That can be real fun.

But eventually, they’re gonna need some goals, and that involves some planning and imposing structure. It might not be recognizably railroady, sure, but giving them a little nudge in the direction you want is something a GM just has to do sometimes.

So what’s the Ideal Balance?

There’s that dang “it depends” thing again. The best TTRPG campaigns find a balance between player action and GM plans that works for and serves the interests of everyone at the table.

I myself prefer my games to be about 70% sandbox, 30% railroad, where the rails are buried in the sand just enough that the players either don’t see them or sometimes catch a glimpse and say “ah, the DM was planning for this!”

Typically when I plan games, I do it week to week based on what the PCs do, but also have potential end goals and big scenes in mind that I’d like to hit as we go. I often play with players who are very sensitive to feeling railroaded, and their tendency is to rebel against the perceived plans, either because they want to preserve their agency or they just want to mess me up… and that can produce fun gaming experiences. It can also derail and mess up a campaign, so that’s a risk you’ve got to be aware of.

Conclusion

Ultimately, the kind of game you should play is the one that works for your table. That might not be clear at first, even if you have a session zero (and you definitely should) to discuss it, but will emerge over time.

And that’s ok. You don’t have to get it perfect straight out of the gate.

Embrace failure and learn from it to make your game better.

Solicit player feedback and incorporate it.

Don’t be afraid to take risks, and be happy if things don’t go quite right–failure is, after all, the best teacher.

You’ll find the balance that works for everyone. Just keep playing.

Happy gaming!

Extra Attack: how does it work? (D&D 5e)

“I’m an eldritch knight and I have extra attack; when I cast a cantrip like green flame blade, so I attack again, too?”

Powering up my sword with some fire! Get ready! (Artist unknown)

Honestly, I see this question come up weekly, and the answer is always the same:

No.*

There’s a difference between the Attack action, and an attack.

The Attack action is the most basic and obvious way you can attack on your turn. Anyone can do it, regardless of special abilities or class features. It’s just something you can do.

There are lots of situations where you might make an attack other than the Attack action. As part of an opportunity attack, for instance, or a bonus action off-hand attack because you’re fighting with two weapons, or because your battlemaster buddy used Commander’s Strike.

But if you’re casting a spell, such as Greenflame Blade, then you are taking the Cast a Spell action. This action may involve making an attack, it may not, but even if it does, it is not the Attack action.

What Extra Attack does is allow you to attack additional times (usually once, sometimes more) when you take the Attack action on your turn. It does not grant “extra attacks” in any other context or situation.

Possibly WotC could have come up with a different name for the Attack action, seeing as “attacks” are something you can do at other times, but alas, here we are.

* Note that eldritch knights of a certain level (specifically, 7th level or higher) have the War Magic class feature, which allows them to make a weapon attack as a bonus action after casting a cantrip, in a manner similar to two-weapon fighting. Which is to say, you can only do this when you cast a cantrip (presumably with the Cast a Spell action), and you can only do it afterward.

Review: the Happiest Season

What, a movie review? What?

(Before I get into this, I’m a middle class white cishet guy. And while I know and love a lot of LGBTQ people, I am not myself part of that community. I’m just an ally, one who wants to see more, good representation of my LGBTQ neighbors.)

That said, here we go.

The wife and I watched a Christmas movie this year, as is tradition, and it was Happiest Season, which was rarely happy but very seasonal!

Basically, it’s a slightly watchable Hallmark movie with gay people, and that’s fine.

Aren’t they cute? Oh, it’s gonna get rough from here, though

The first of two narrative problems is that it’s based on the whole “we don’t talk to each other and thus don’t find obvious solutions to our problems”—that’s a pretty common trope and how a lot of stories mine dramedy. It skirts the line of cringe humor, though it’s a lot less ridiculous than what you’d see in an Adam Sandler movie.

The queer content (mostly lesbians but some other representation as wel) is honestly the best part of the movie. It’s a relief from the stifling dysfunction based on heteronormative deception, and honestly, perhaps that’s the main redeeming factor of this film.

(Seriously, it borders on the edge of Get Out at times.)

LGBTQ people have struggles, and maybe seeing them on the screen will convince a few straight people who’ve never (knowingly) met a real-life LGBTQ person to give it some more thought. Which is good.

Also, Kristen Stewart does a great job with the material she’s given, as does Aubrey Plaza (of course), and they are just utterly adorable.

See what I mean? Also, how is anyone confused about Abby (right) is waaaay into ladies?

As for the movie itself, I want to say it was cute and inoffensive, but… well, there was plenty to object to there. Some of it is extremely silly and some of it might be quite traumatic. (Especially how cruel Harper is to Abby and to Riley, who really should have ditched her and got together, see the Den of Geek review, below.) Though some of it is indeed uplifting, and it ends on a high note.

Its high point—the sapphic perfection of Kristen Stewart, who is just amazing—is also key to the second main narrative problem, which is that she has much better chemistry with the inestimable Aubrey Plaza… but perhaps that’s part of the point. Her character has options that are easier and more comfortable, and it makes it clear that love and relationships are a lot of work. And this particular one exceeds her limits on more than one occasion.

Shoutouts to Victor Garber and Alison Brie, of course, who are both pretty solid in their supporting roles.

Ultimately, it’s a movie. If you like it, great. If not, that’s cool.

Two wreaths out of five.

A genuinely happy photo that the movie sort of earns

Further reading:

Den of Geek review

Roger Ebert review

Final Round(?): FIGHT

Today is the third round of my butt surgery. My abscess developed into a fistula, which had a 50/50 chance of happening, so now I’m going into surgery to get that dealt with.

It should be fine. My surgeon has that sort of god-like confidence you want in a surgeon, and I anticipate everything will be fine.

One thing I’d like to point out, however, is that I had basically a two-week waiting period between every step of this part of the process, and that seems, well, ridiculous.

We KNEW there was a good chance I’d need surgery after the colonoscopy back in October, but I still had to wait until early November to have a consult with a colorectal surgeon, and THEN it was three weeks until my actual surgery could be scheduled.

Why, you ask?

Because our health insurance system is crap.

They left me lingering in near-constant pain for almost exactly a month while “pre-authorizations” had to happen. I started a new job in the interim and couldn’t be at my best because of the pain and/or painkillers. Somehow I managed it, whilst also fulfilling my responsibilities, but this was an unnecessary amount of struggle.

Don’t get me wrong: health insurance is ESSENTIAL. My abscess surgery and hospital stay ran $75,000 or so, of which I’ll have to pay $4,600. (Still ridiculous, but at least I’m not financially ruined because my butt decided to implode.) And now, having met my annual maximum for out of pocket expenses, this surgery will be essentially free for me.

But here’s the thing: we pay these exorbitant premiums for healthcare that lets us scoot by without becoming homeless, and that’s essentially it. We’re still in pain, we still dread actually making a claim, and we still live in terror of needing the doctor.

There’s a better way than this. We have the money, we have the infrastructure. All that’s left now is the will to do it.

Wish me luck everyone, and moreover, wish our COUNTRY would get off its ass and, y’know, fix its ass.

Seriously. Let’s figure this out.

Keep Ruin Fiction

Over the next week, and probably on Election Day itself, I will finish the proofs for my fourth and final (for now) World of Ruin novel.

And that’s not a coincidence.

I started writing the novel that would become the World of Ruin series in the first year of Bush W’s presidency, at age 18. I was writing about our world—the World of Ruin is the world that conservatives want.

I was young and righteously angry and not all that great a writer—now, nearly 20 years later, I’m older, better as a writer, and still just as righteously angry. And I’m tired, but more on that later.

I still see it that way.

The post-apocalyptic fantasy setting of the World of Ruin is the dark, broken reflection of the world that came before—the World of Wonder. It was, if you listen to the tales in the dusky taverns of Tar Vangr, a utopia, where folk were happy and didn’t have to work and lived lives of equality and luxury.

And then it ended in a worldwide magical war that people could only survive by hiding underground for centuries while they awaited the day the broken environment would become livable again.

Some people misjudged this, listened to their bad leaders, and came out of isolation too early, and the magical radiation killed most of them and warped others into ravenous monsters.

Sound familiar?

If you said “Fallout” or “COVID-19”, you are correct either way. Twenty years ago, I couldn’t have predicted the pandemic, but neither should any of us be surprised that the least responsible president ever has overseen the downfall of our country and the deaths of hundreds of thousands of Americans.

And of course, the current series is about the impending downfall of the last remnants of civilization, victims of both external threats and internal pressures, and offers a whole host of bad guys who are bad for the same reason they are in our world: they’re sexist, racist, homophobic, fascist pricks who get off on exploiting and harming others.

The World of Ruin series is about the cycle of apocalypse. Here’s the thing: the World of Wonder wasn’t great either. It faced escalating environmental havoc and the loss of resources, increasing economic disparity, and pointless international tension between ethnic groups. Toward the end, its governments rapidly gave way to fascism, as we humans tend to do when approaching an existential crisis. And instead of fixing its problems, they fell to infighting and dysfunction and finally global war. All that technology, privilege, and wisdom, and they couldn’t save themselves from xenophobic, power-hungry assholes who blew it all up.

And that’s the road we’ve been on as long as I’ve been alive. And I’m tired of it.

Book 4 is the culmination of that cycle repeating itself. Of evil people trying to fuck over everyone and gobble up power for themselves. And the resources to oppose them are becoming scant.

Next week’s election is one of our last chances, if not THE last chance, to save our country in specific and the human race in general. We are rapidly approaching the point of no return on the environment, 225,000 Americans are dead of a virus our government continues to dismiss as a hoax, and our economy is on the brink of yet another devastating collapse because of wealth inequality.

We are heading toward the World of Ruin, because that’s exactly what the powers that be want. God knows why—too many people are too tough to control, maybe? They don’t want to share their ill-gotten wealth so much they’d rather kill everyone? Or maybe they’re just too ignorant and driven to satisfy their own prurient needs to look even a LITTLE ahead.

Now is the time to stand up and fight.

Your world needs you.

Don’t let it fall to ruin.

Cover to book 4 forthcoming!