For four months or so, John Turcotte's AD&D 1st edition module "Red Tam's Bones" (available for free here) has been the loose and often-violated framework for the adventures of my main party in and around the lands of Faerie, which in my world extradimensionally straddle the border between the Inviolacy (think Papal States) and the elven kingdoms. So, the main plot seemed ideal - a cranky Abbot underwrites two expeditions into Faerie lands to find the bones, and later the musical instrument, of the bard Red Tam. A few spoilers follow.
All the same, my initial impression of it was negative. Indeed, we are in the world of the wistful and fanciful fey, but it never helps to have the exposition written out in some sort of Anglo-Celtic-Groundskeeper Willie dialect, with smirking asides so coy that like the Eric Idle "nudge nudge" character, it's not entirely clear what exactly is being intimated.
Let us banish boxed text to the training modules, where it will exist only to teach beginning gamesmasters how to turn third-person prose into second-person immersion on the fly - never, ever as a permanent crutch. And above the ruins of its dwelling let us erect this motto from today, from a dude who gets it:
... the intention is not to describe things directly but to put
them inside the head of the DM who will then describe them to other
people. You are not making a normal form of art, you are making a
virus. It is not to be looked at, it is to infect people, go inside
them and then they do actions round a game table with other people- Patrick Stuart
Anyway, once past this barrier, you are in the first part of the adventure, where the party is trying to get the titular bones in a wild goose chase across three outdoor locations separated by encounter rolls in various terrains. There is a path suggested, but it's not a railroad; the players may follow rumors in a different order or (as mine did) subvert the mission entirely. This may cause less confident DMs anxiety, but it was perfectly fine with me. The locations are very atmospheric and folkloric, with challenges going beyond simple-minded combat or riddle-me-ree; my party actually approached one of these spots, the faerie mounds, in their later outdoor travels, but thought better of investigating.
The second part turned out to be really wonderful. The goose chase this time targets Red Tam's rebec (a primitive viola) and the evil faerie lover who drained his soul and gave the rebec to her latest paramour, Diarmuid. Her place, the Vernal House, is a sprawling mansion in ornate decay, stuffed to the gills with strange curios, eccentric residents, and treasure if you can get it. My party cut more or less to the chase, which is easy to do if you ask around, and only sampled a few of the wonders available: the three bird-men in the cottage, Diarmuid's horse, the art gallery on the second floor with a painting that clones one of your characters to create a memorable villain.
I appreciated the different denizens - and one of the most important in my run was a random encounter with a spriggan whom I named Goatgamble. These characters can be set into motion like billiard balls, interacting with the weird environment. Goatgamble reaction-rolled his way into love with an elven henchwoman and craftily led the party to the gallery painting so he could have his own evil clone of her.
If you were to use the Vernal House, it might work better as a one-shot with no set goal or only vague rumors, rather than follow the rebec-stealing plot. Give your adventurers only one shot at its riches - it wouldn't do to have them just clear it out room by room like some dirty dungeon.
Showing posts with label boxed text. Show all posts
Showing posts with label boxed text. Show all posts
Wednesday, 13 February 2013
Thursday, 12 April 2012
The Inviolable Fortress of the Player's Emotions
I hate boxed text in an adventure. I know a lot of you do. Others don't. But there's something special a writer can do with boxed text that's worse than pulling toenails. Sadly, I was reminded of that while reading the otherwise excellent Wheel of Evil adventure by Jeff Sparks. Let me explain.
I know a lot of DMs and adventure writers take seriously the commandment to engage as many of the reader/listener's senses as possible. Thus, in addition to seeing walls and ceilings with precise measurements in feet, the players should be led to hear the whistle of the dungeon wind, feel the dungeon sands underfoot, smell the dungeon dung and taste the dungeon luncheon.
Well, sensations are feelings, right? And feelings are emotions, right? So why shouldn't we describe the characters' rising gorge, crawling skin, or sense of peace and serenity? Why shouldn't it be OK to chase a short description of disgusting stuff with "A feeling of revulsion fills you as you view the scene"? To specify that you feel the malevolence of an area "deep down in your bones"? Or just write something like "this room smells foul and repulses you with its slimy aspect"? (All examples from Wheel of Evil, by the way.)
I'll tell you why not.
Firstly ... The first thing you learn in Serious Writer Boot Camp is to show, not tell. Instead of writing "He felt disgusted" say "He wrinkled his nose" or "He turned away, holding his mouth." Or better yet - just describe the scene, subtly tweaking the descriptive language to communicate the point-of-view character's emotions. This is so easy to do with disgust in particular that there is absolutely no need to say anything about the player's or character's reaction. "A pulsing, ridged coil of glistening ochre paste, stinking faintly of sweaty feet, snakes forth with a gaseous hiss from the chapped orifice atop a slivered nipple of bone-white plastic..." Put you off your Easy-Cheese there, but you get the point.
Secondly ... As Craig Heir forcefully and concisely argued here, second person presumes the sort of emotional, bodily or sensory reaction the addressed person is going to take. This violates the mind and soul of your player-listeners, and doesn't respect their characters' special senses or reactions.
Shawn Merwin's excellent advice: use third person when writing descriptive text. This leaves it to the DM to translate this into second person, which is great in many ways. It lets the DM adjust for the special abilities, states or knowledge of the characters. And, basic presentation skills only improve when you go from reading text off a page to improvising from notes. Boxed text enables the stereotypical awkward middle-school dungeon master, monotonously reciting from behind the screen without eye contact. It's okay as training wheels, but fatal to any sense of spontaneity.
I don't mean to single out Wheel of Evil, which is otherwise a very cool, varied and inventive adventure. A while back I bought a CD including Bits of Darkness: Caverns, a play aid filled with creative and well-researched ideas about natural underground caverns. But then there's that encounter ... the one where your players are reminded of the horror of being so deep underground and the horror then invades the characters' minds (no magic, just spontaneous claustrophobia and boxed text) ... and they actually have to make a Will save to avoid running around like decapitated chickens.
What a blemish on an otherwise fine product! Make the players scared, I say. Have them lose their way, blow out their light, make them think the ceiling is about to cave in. Do anything, but leave alone the inviolable fortress of their minds!
I know a lot of DMs and adventure writers take seriously the commandment to engage as many of the reader/listener's senses as possible. Thus, in addition to seeing walls and ceilings with precise measurements in feet, the players should be led to hear the whistle of the dungeon wind, feel the dungeon sands underfoot, smell the dungeon dung and taste the dungeon luncheon.
Well, sensations are feelings, right? And feelings are emotions, right? So why shouldn't we describe the characters' rising gorge, crawling skin, or sense of peace and serenity? Why shouldn't it be OK to chase a short description of disgusting stuff with "A feeling of revulsion fills you as you view the scene"? To specify that you feel the malevolence of an area "deep down in your bones"? Or just write something like "this room smells foul and repulses you with its slimy aspect"? (All examples from Wheel of Evil, by the way.)
I'll tell you why not.
![]() |
| This has so many other uses than telling players how they feel. |
Secondly ... As Craig Heir forcefully and concisely argued here, second person presumes the sort of emotional, bodily or sensory reaction the addressed person is going to take. This violates the mind and soul of your player-listeners, and doesn't respect their characters' special senses or reactions.
Shawn Merwin's excellent advice: use third person when writing descriptive text. This leaves it to the DM to translate this into second person, which is great in many ways. It lets the DM adjust for the special abilities, states or knowledge of the characters. And, basic presentation skills only improve when you go from reading text off a page to improvising from notes. Boxed text enables the stereotypical awkward middle-school dungeon master, monotonously reciting from behind the screen without eye contact. It's okay as training wheels, but fatal to any sense of spontaneity.
I don't mean to single out Wheel of Evil, which is otherwise a very cool, varied and inventive adventure. A while back I bought a CD including Bits of Darkness: Caverns, a play aid filled with creative and well-researched ideas about natural underground caverns. But then there's that encounter ... the one where your players are reminded of the horror of being so deep underground and the horror then invades the characters' minds (no magic, just spontaneous claustrophobia and boxed text) ... and they actually have to make a Will save to avoid running around like decapitated chickens.
What a blemish on an otherwise fine product! Make the players scared, I say. Have them lose their way, blow out their light, make them think the ceiling is about to cave in. Do anything, but leave alone the inviolable fortress of their minds!
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