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I said that I was going to talk about the setting, but I ended up writing an initial foray at that on my gaming blog. I'll come back to that. Instead, I want to talk about one of the elements that is pretty important to me, the part I'd called "nature writing" and how to approach it in gaming terms.

To me, there are several elements of making traveling through the countryside work in gaming. They all have to be presented in such a way that there is meaning to the characters, and also to the players. The three main elements we could call "travel", "weather", and "terrain". "Travel" refers to the impact of moving overland for long distances. "Weather" covers matters of atmospheric conditions such as temperature, precipitation, and so on. "Terrain" refers to the landforms, climate, vegetation, and fauna of the regions that the characters move through.

Terrain is the area most games cover in some detail. It includes how long it takes to travel across a given distance, the types of random creature encounters that might occur, and any particular difficulties such as the need for water in desert regions or the need to carry food in most regions. A game that wants to emphasize the "nature writing" aspect should pay special attention to differences in terrain. If there is a difference between, say, plains and rolling plains, or between savanna and veldt, then those should be included somehow. That's one reason I love Swordbearer, it has a "Regional Terrain & Travel Table" that considers six "elevation" categories (basically, how broken up the terrain is: "shallow water", "flat land", "lightly rolling", "hills or broken country", "major mountains", and "high peaks") and nine vegetation categories (from 0 "no vegetation" through 8 "true jungle"), plus four categories of roads ("cross country" through "improved road"), the difference between mounted and foot travel, and linear obstacles like streams, rivers, and cliffs. It presents all of this in tabular form to make it easy to use.

Another game that includes some important terrain information and systems is Traveller, though only in third-party supplements. There were three particular ones of interest, The Mountain Environment, The Desert Environment, and The Arctic Environment. There was a fourth, The Undersea Environment, but that is of less use to my immediate project. In the mountain supplement, particular mountainous terrain like escarpments, saddles, sentinels, and so on are covered in enough detail that a mountain-climbing adventure could be run with enough interest to the players. The desert supplement similarly dealt with desert terrain and considerations of survival, and the same with the arctic one.

For random creature encounters, I still think that no one has yet improved on the ideas in the AD&D wilderness encounter tables, unless maybe the style used in the World of Greyhawk boxed set, which basically included tables tuned for specific regions, of which a portion simply referred the Referee to roll again on the basic AD&D/Fiend Folio tables. Well, there are some ideas in ACKS that are of interest in that regard.

Closely related to terrain is weather. What a weather system in a roleplaying game needs are: an easy way for the Referee to determine the weather, and how that weather impacts the characters' activities. Wind should make shooting a bow more difficult or impossible, rain should affect their travel rate and possibly ruin unprotected gear, and so on. It doesn't need to determine the exact temperature, for instance (though it could), just know whether it's too cold for comfort without warm clothing, so warm that armor is uncomfortable to wear, or whatever.

Finally, there's travel. This, in my view, should cover all of the little indignities, discomforts, and minor problems related to long-distance travel. A character might become fatigued from marching, their tempers might fray, their clothing get a little torn, they might lose small items of equipment, catch a cold from sleeping in the open, and so on. It should give the characters reason to choose more luxurious accomodations when they are available rather than always paying for the cheapest bunk they can get at the inn. The only game that I know which really dealt with this was Lace & Steel, where travel would require a daily or every other day roll against the characters' Travel skills to avoid such problems. Failing that roll would require a roll on a table to determine what minor complaint the character might suffer, from the above-mentioned items to suffering a minor penalty to the character's Self-Image (a score in L&S which affects things like persuasion attempts, willpower and courage, and so on) due to some humiliating incident (tripped and landed face-first into a cow-pie or whatever) or twists their ankle, and the like. Having a hot meal cooked well (Cooking skill check) can help alleviate some of these, and of course staying at an inn can aid recovery too, with more comfortable rooms helping more completely. Tailoring skill rolls can mend clothing, weapons and other equipment might need maintenance, and so on. Obviously, weather could be used to modify these, though L&S doesn't, since travel in rain or even under overcast skies is more dispiriting than when the sun is shining brightly.

What I need to figure out is how to make these things worth the Referee's and players' time to pay attention to. They interest me, so I want to include them. What I need is to work out how to present them and include them in the flow of play so that the players and Referees who are not me will not be turned aside from them.
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Just to have something to write, I am going to discuss the projects that I alluded to before. The first one will be the role-playing game.

Now, this is something that I've worked on in various forms for years. No role-playing game to date has hit every note that I want to, so it's been a matter of trying to put together the right elements to make one that would work for me. The problem has been that I have never really been able to identify what, exactly, those elements should be. It doesn't help that I got distracted by '90s-era design philosophies and lost track of what it was that I wanted to see. For example, GURPS really took hold of my interest for a while, but the good parts of that only overshadowed the parts that went against my interests for a while, and eventually it all came apart (not to mention the exceedingly poor way that the line has been handled in the last few years).

It also became important to examine the sorts of SF/Fantasy fiction that I like. That meant, as well, clarifying my own preferences from those of the mass of noisy fans. For instance, I am, apparently, one of the few who like Tolkien's nature writing and think that those long travel scenes that carefully describe the landscape are not only worth reading, but essential to the experience. I like the descriptions of the toll that traveling many leagues overland takes on the characters and how they don't like sleeping on rocks but do like sleeping in a quiet dell. I also like his songs and poems interspersed through the narrative text, but that's another thing. I like tactical discussion in novels, when the characters or the narrator describe in detail the battle plans and how they interact with those of the enemy (something Tolkien does only passably well, and which reminds me that I am told Steven Erikson does much better so I should make another assay at the Malazan books).

Another thing that I don't like is the current focus on very powerful characters in modern gaming. That's good once in a while, or for some specific sorts of campaigning (superheroes, for example), but all of the modern emphasis on getting past the part where the characters are human-scale to get to "the good stuff", or even (as for instance with GURPS Dungeon Fantasy) starting out as larger-than-life heroes, just seems like it misses the point to me. There have been excellent games in which the characters never leave the human scale of individual achievement - Traveller being extremely notable here.

In point of fact, Traveller (or perhaps the first revision, with the dumber name, MegaTraveller) might qualify as my perfect game, if it weren't for the fact that there are things I wish it did differently. Also, right now I am more interested in works that qualify more strictly as "fantasy" more than the sort of fantasy we conventionally call "science fiction". I'd rather see "old solar system" SF than the interstellar sort, in fact. That said, it was made apparent in the old Thieves' World boxed set from Chaosium that Traveller could, indeed, serve as a set of rules for a fantasy setting, and there have been at least two versions of such made available as fan-made PDFs (named Adventurer, books one two and three, and Worlds Apart, if you're inclined to search them out).

But Traveller doesn't really handle that sort of nature writing style I like, being more focused on other matters. That can be covered by elements of the old and obscure games Swordbearer, which covers cross-country travel very well, and Lace & Steel, which has an excellent two-page travel section that really gives characters a reason to look for and pay top dollar for an inn. Traveller did have some third-party supplements of interest, too, in the "Environment" series written by the Keith brothers, which eventually covered underwater, mountain, desert, and arctic environments in some detail. I still need to get the arctic one and perhaps the underwater one for myself, though.

Some other things I'd like to handle include a magic system that works better for me than the flash-bang systems that are so common in fantasy gaming. I wouldn't mind handling wounds and medicine in more detail, perhaps as well as Hârnmaster does, but that would be a lot of work. Still, it might be well worthwhile.

Finally, the part of Traveller that doesn't suit my preferences is the way that character generation is handled. Actually, I do like the way Traveller does it, but I am also interested in something quicker and more flexible. Flashing Blades has an excellent character creation sequence, and also gives the idea of Careers being something that the characters can structure their adventures around - and even serve as a source of adventurous activities. On the other hand, the relatively static nature of the characters skills in that game is pretty close to my preference. In fact, the way that MegaTraveller handles improvement is just about perfect to me.

I'm also interested in the more fluid parts of character development - the characters' emotions. Pendragon and Lace & Steel (which developed the designer's earlier attempt at such in the Albedo RPG) probably handle these the best, though other games like The Riddle of Steel and Fantasy Wargaming had excellent ways of approaching them too. I think my ideal game would just import the Lace & Steel method, though.

Oh, and did I mention that I am still wondering whether I should write an entirely new system, which would be a lot of effort for little reward, or work from one of the ones I already know are well-done? I'm pretty well focused on (Mega)Traveller (by way of Cepheus Engine) or possibly one of the RuneQuest-like games (Basic Role-Playing, GORE, OpenQuest) as a basis. As it stands, I am currently working on bending the Cepheus Engine rules to my needs, but I am seeing that I may have to step off to start again from OpenQuest if I really want to import those Hârnmaster wounding rules. Another benefit of reworking Cepheus Engine is that I could work on a MegaTraveller retro-clone from those if I wanted, at some point in the future.

Anyway, enough for now. Later I'll talk about the setting.
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I think that I'll be completely disabling LJ. If you want to follow me, do it at Dreamwidth.
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I really want to come back to DW/LJ-style personal blogging. Facebook is where the people are, so it's important for me to stay in contact there, but the platform has so many problems that I want to try to spend more of my internet-social time here. Well, it's a matter of re-developing the habit, so I have to actually start doing it.

The main thing to report about myself lately is that I have been having issues slipping back toward depression, including some of the worst and more dangerous aspects of that. In addition, I've been very tired all of the time. Today, for example, I woke up to my alarm, turned it off and slept another two hours. Then I read a couple of chapters in The Lord of the Rings, set it aside, started up my computer to do some writing, and found out that there was a new update for LibreOffice. I installed that, then put my computer aside and promptly fell asleep until 9pm. I think that I will just turn my alarms off for the next few days and work on getting myself back onto a regular schedule.

Speaking of writing, I have three current projects. This is a problem, actually, as I sometimes can't decide on which project to work any given day. In addition, I have another project that will contribute toward a couple of the projects that I have running, so maybe I should also spend some time working on that one. Unfortunately, that one doesn't have any direct benefits, and no clear ending point either. That makes it unattractive to spend time on right now. With my sleep schedule as disrupted as it is right now, too, I am finding myself without a lot of good writing time. So, I have to work that out somehow.

Anyway, not really asking for advice, just venting and working on getting myself actively onto this platform again. I hope that you are well.
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I just got out of the shower. While in there, I coughed up three full mouthfuls of mucus. Not just a little bit, but a ridiculous amount. Plus several smaller productions. I'm going to guess that had something to do with the breathing difficulties.
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Coming back from Seattle on the ferry, I had a scary moment where I almost passed out. The "grey tunnel" effect that precedes passing out, followed by some serious dizziness caused me to seek out a crewperson to get me some medical attention. Fortunately for me, not only was there the normal crewmember with EMT training, there was also a fully-fledged EMT transporting a patient.

The short version of what seems to have happened is that running for the ferry dislodged some mucus in my lungs that I wasn't able to cough up, combined with my really poor posture while reading a book led to me not getting enough oxygen. They put me on oxygen and most of the symptoms cleared up very quickly.

The slightly longer version would add that the lung problems that I've had since quitting smoking (and probably due to smoking, of course) are not doing me any favors. I'm generally healthy in terms of the equipment that the EMT had available (blood pressure was normal, pulse was fine, and so on), excepting of course for my lung function. In addition to that, I was coughing quite a lot (even seeing stars at one point) and had some severe dizziness. On top of that, I was feverish and covered in a cold sweat for a while. I need to find a way to sit that doesn't collapse my lungs. I was advised to see a doctor in the next few days (or immediately if symptoms reappear), but lacking insurance I'll have to look up the local free clinic. If there is one. Or else I could always do the dumb thing that we are forced toward and use the ER as a substitute for proper medical care, which I hate even thinking about.

Bah. Anyway, I'm fine now. If you want to give me advice, please send it to me in private. You can use my whateley23 at that there yahoo dawt calm address. But note that I am not actually asking for advice, although I will accept it if given (though I reserve the right not to act on it, of course).

As usual, some of my neuroses came up. I couldn't help but apologize to everyone for being so intrusive and needy as to ask for help. I need to get over that. I'm not even sure why I do that. It's one of the things that I am sure I could root out if I just knew why I do it.

I've probably forgotten to include things I meant to say, but this will do for now.

Done

Nov. 27th, 2012 06:41 pm
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2562 words, for a validated total of 50,001. That is a novel.

It's a crappy one. Characters vanished into nowhere as they were no longer important. Strange powers appeared and disappeared as I forgot about them, then reappeared when I remembered them. Dialogue was sometimes forced to play out a plot point instead of letting a character speak. The story itself was simplistic and meandering. Items of background were introduced without concern for their impact on the setting, then discarded when they were no longer important to the plot. Every once in a while, I forgot which setting I was placing the story, and it changed to a different one, then back.

But it is done. I wrote a 50,000 word novel in 27 days.
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2127 words today, bringing the running total to 47,439. That leaves me with at least 2561 to go, which means I should be done tomorrow, or possibly the next day.

The invasion of the city was almost an anticlimax. All that is left is to put in place a new government to replace the tyrant who set this whole story in motion by fighting with one of the protagonists. This all feels like epilogue. I need to figure out something to spice it up. And I have a nasty imagination at times.
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2665 words today, bringing the total to 45,312 according to the official word-counter at the NaNoWriMo site.

The big battle happened. Many Bothanspeople died. Strange allies (who have been foreshadowed from early on) appeared, then vanished just as quickly. One of the main characters can't get an image from the fight out of his head. There's more fighting ahead, though. It looks like love will win the field in the end.

Hahaha, I crack me up.
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Yesterday, I wrote 1825 words, bringing the total to 40,502.

Today, 2145 words have made it into the file, bringing me up to 42,647.

Yesterday, there was a completely gratuitous fellatio scene. OK, it wasn't completely gratuitous. It also wasn't very explicit. Today, there was no sex at all, but there was sobbing and whining about the past. And laser-armed motor-trikes. And power armor, which is, you know, not what you expect to see in a fantasy story, but this is science fantasy, so, you know, whatever.

This story has gotten weird, but not weird enough to be salvageable in its current form. There are bits that I might plunder in the future. I need to discipline myself better, set boundaries and not run merrily past them. Either that, or just jump off the deepest end of the mental pool like some sort of deranged love-child of William S. Burroughs and Hunter S. Thompson channeling Maldoror while buggering Michael Moorcock.

Hehehe. "Moorcock".
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I wrote 2377 words, bringing the running total to 38,677. Everything I wrote is part of an extended dream sequence (the wizard, Ahlissa, is trying to get some information about a threat only she can sense coming, and she is wandering in the dream world to do so). It was… not exactly porny, but a portion of it was pretty intensely and graphically sexual, in a surrealist way. There was a universe-spanning phallus, an intersexed goat-man who was also at the same time a bull and a stag, and a cosmically significant orgasm/explosion of kundalini serpent power that resulted in the creation of the world, sort of. I tried to pack as much Freudian, Jungian, and mystic/mythic/magical significance into the scene as I could, and I'm actually pretty pleased with the result. It could probably do with some editing, but there's a lot that I like about it.
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1455 words, bringing it up to 36,300 even. The characters are still yammering about the philosophical implications of what they're doing. (And relationship worries are surfacing, much to one character's dismay. I wonder if she'll be able to weather them.) But the war is coming down the pike with inevitability. Soon, all of the hand-wringing will be put to the test. Are they who they think they are? Will their resolve fail at the last moment? Who knows? Certainly not me.
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2269 words today, for a total so far of 34,845. All the characters are being introspective and thinking about what they are doing, about each other, whether vengeance has meaning or can at least serve as the basis of meaningful action otherwise, about moving on after a relationship ends (um, because one of the parties died), and stupid crap like that. I want them to get back to beating up the cads who deserve it, but they've got a bit of a journey before they can. Who knows, though? Maybe something will come up.
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Yesterday, I didn't write anything at all. I had suffered a bout of insomnia, which meant that I didn't get to sleep until about four hours after my normal bedtime, and then I woke up correspondingly later.

Today, I wrote 2399 words, totaling 32,576. I'm still ahead of the game, by over 2500 words.
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Insomnia kept me up far too late, and I ended up sleeping through the period of the day that is normally most productive for me. As a result, I decided to take the day off of writing. Since I could also skip tomorrow and still be at par to finish by the end of the month (and my average writing speed is enough that I could probably even forgo writing for several more days this month), I don't think that it's going to be a problem.
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Forgot to post the count here yesterday. I wasn't feeling it, and only got 874 written yesterday. Today was more productive, with 2918 words. That makes a running total of 28,482 so far. I'm pretty sure that I've got this.
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Decided to pack it in after 2273 words, bringing me to a total of 24,690. That's pretty close to halfway there. I've been averaging 1899 words a day, including the two days where I didn't really write much at all. At this rate, if I can keep it up, the NaNoWriMo website shows a trend toward finishing around the 26th.

The characters are being a lot more sexual than I had intended. In part, this is because of an event earlier in the story, but they are not yet aware of it. One of them has begun to suspect what's going on, though. She's the only one who would be able to do anything about it, but she is still deciding if she wants to. After all, if she does, it might turn out that what she had wanted, and had gotten, will slip away from her.

Not yet sure what these events have to do with the larger story arc, but I'm sure that I'll find out. Yay, picaresque!
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I had to run some errands today, so I wasn't able to write as much as I probably could have. I might get some more written, but I wouldn't bet on it. The momentum of the day is pretty much broken. Yesterday, I didn't write even one word, as I was distracted by the Firefly marathon on the Science Channel.

I do still love that series a great deal.

Anyway, 2282 words, giving a total to date of 22,417. There has not been a day where I've fallen under par in the NaNoWriMo challenge of this year, even with two days out of the twelve so far where I wrote less than a thousand words (including yesterday, where I wrote zero).
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The rest from writing yesterday (where I only managed a measly 714 words) seems to have done the trick (though I also credit the large amount of caffeine I drank after I woke up), as I got in a record (for me) 4020 words so far today, for a total to date of 20,135. Also, finally the two characters who had been dancing around it managed to get themselves together, overcome their ghosts, and fuck. It only took a shock to their systems, almost literally.

I may manage some more words today, but I seem to have come to a break for the moment.
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