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Meta the Meta

I enjoy competitive gaming. Perhaps to an odd degree. I’ve certainly listened to my fair share of “How can you enjoy watching people play games?” as though it’s a foreign concept in a time when FIFA, NBA, NHL and a whole slew of other acronyms are raking in billions of dollars from people watching others “just play a game.” I mean, there’s over $25 billion in revenue for 2014 just between the NFL, MLB and NBA alone. That’s silly. Sillier than me watching some people play Dota or Netrunner. Also, Dota and Netrunner have the benefit of not being dead boring to watch (for me, obviously).

Accessed from https://boardgamegeek.com/camo/a417ae22bf85b69b670b516cce78ff46cf46fd03/687474703a2f2f312e62702e626c6f6773706f742e636f6d2f2d65714330434c4b666c61732f5567496f483461436e6d492f41414141414141414134512f6f6d7135347272436847412f73313630302f4e657472756e6e65722b43616e64432b66756c6c2e4a5047

Netrunner belongs to Fantasy Flight, Wizards of the Coast and whoever else.

Anyway, long and the short of it, I enjoy watching people play these games that I enjoy playing myself. They’re a nice replacement for when I can’t play–whether I’m doing work, I’m not in the mood or I can’t get an opponent to play against. It also has the added bonus of improving my own play through observing those better than me and analyzing what makes their behaviour more successful than mine.

It’s one way that the Internet and technology are changing our lives in subtle ways. Way back when I was but a wee little lad and I was playing something like Magic: The Gathering, there wasn’t really an online community dedicated to creating the best decks and quibbling over the finer points of the game’s minutia in order to determine which cards are the best or which strategy is the most prominent. Or, maybe there was and the simple fact that modem Internet chewed up the phone line and was necessarily limited in use prevented me from knowing of these communities.

There’s a bit of nostalgia in how hopelessly naive my friends and I were in that time. We didn’t really have any idea of what we were doing when we created our decks. I know I just put my favourite cards together and hoped for the best. I remember my mind being blown when one of my friends explained basic concepts like land distribution and the ratios that one should have when creating their deck. Now, I see Jeremy’s nephews and they have these combo decks in their hot little hands that would have never occurred to me back in that day.

Accessed from http://907gamers.com/wp-content/uploads/2014/07/IgE3Je5.jpg

Dota 2 belongs to Valve and Icefrog and whoever.

And I’m not buying that they didn’t have some help in creating them whether that was online research or purchasing pre-built decks from the distributors. That said, my friends and I didn’t need really strong decks. Our opponents were each other. Losing a game carried no stakes and if we wanted another round, we’d just annoy our partner to play again.

When you add a competitive environment like a tournament to the mix, it’s only natural to expect things to change. I’m not really a tournament player–I don’t have the time or inclination to practice for such things–but watching them can be fun, as I’ve mentioned. One of the more interesting elements of tournament play is the discussion that rises around them. People debate why their favourites lost or why certain players are doing better than others. Often times this focuses on elements of the game: for deck builders it’s a discussion over the colour or faction they chose and for Dota it’s the heroes which were picked and banned. This naturally drifts the focus of the discussion away from individual decision making and plays and more on the elements of the game itself. Did Secret lose because they picked underpowered heroes? Why don’t we see more Criminal IDs being played in tournaments?

Everyone, of course, has an opinion. Whether these are good or accurate opinions are another matter. Perhaps one of my guilty pleasures is reading people desperately try and explain the current Dota 2 draft environment. It’s really fascinating to find all these individuals who are 100% certain the reasons for why teams generally drift to a consistent pool of about 20 or so heroes. Invariably, these reasons always break down into “This hero is overpowered and this one is underpowered.” Then, of course, the pool will change over the next two months and even if there wasn’t a balance patch people are right in there explaining away why the previous top picks aren’t good anymore and clearly the new top picks have been so strong all along.

There’s a game about the game, essentially. It’s a metagame. And, while entertaining, it’s kind of useless.

Alright, that’s not accurate. It’s a potential pitfall that can lead to groupthink and dominating philosophies based on spurious foundations. With games as complex as Dota 2 or Netrunner, you’re going to have imbalances in design. It’s inevitable. However, I find that people tend to over-exaggerate these differences. Something that is slightly more effective quickly becomes “OMG Valve, nerf this filthy shit!” Something that isn’t performing as well as it did before turns into “What the hell Fantasy Flight? How can you just kick Criminals to the curb?!” And while balance is an important goal to strive for, I’m always of the opinion that we need far more data than we usually have before we can categorically claim something is “too weak” or “too powerful.” Most of the time, they’re not.

Accessed from http://i.kinja-img.com/gawker-media/image/upload/i8xptifmmdylpmf6tzgp.jpgThe other pitfall of metagame discussion is wholly ignoring the effect of trends. I’m more familiar with this in Dota 2, having seen the same cycle repeat over the last four years. As I’m learning Netrunner and following it’s tournament scene closer, I’m noticing the same things coming up again and again. Certain archetypes have arisen to the top of the pile and you see them played over and over again at tournaments. These decks are basically “known successes” and when you’re playing for stakes you’re more apt to adopt something that you know has worked before than utilize something that hasn’t been tried.

Which is fine and logical. We can fairly safely say that these decks are “good.” What we can’t say is that the other decks, the decks that aren’t being played, are “bad.” There’s a massive fallacy here, especially amongst people who aren’t even in tournaments, to assume that because a professional isn’t playing it must mean that it’s bad. This couldn’t be further from the truth. The only way this would be accurate would be if the professionals had tested all these unplayed archetypes in competitive environments and found they underperformed. If anyone thinks this is actually what happens, then they’re sorely mistaken.

Professional do experiment, of course. In Dota 2 it’s quite common to see teams pick up a new hero in less important tournaments, whether they are ones with weaker opponents or lower prize pools where there is less on the line. If something works, you can watch it slowly spread from one team into the next until it becomes dominant. If it doesn’t, then it’s hand waved away as being “obviously bad.” But there’s a problem with this system. If it’s a new hero or strategy and it fails it might not be due to the strategy being bad. It could be that the players are simply unfamiliar or unexperienced with the strategy and not playing it to its fullest. The most obvious example of this is the disproportionate use of Io amongst western teams compared to eastern teams. Three years ago, Io was considered a trash hero by the eastern teams that only punished poor players who made mistakes. It was completely ignored by eastern drafters believing that they were playing in a style that could not capitalize on these perceived “mistakes.” Western teams, on the other hand, treated Io as a first pick/first ban hero that had to be addressed in either game because it had such a huge impact on how the game unfolded. And, lo and behold, when the International rolled around and east met west, the eastern teams were wrecked by this hero that they so quickly dismissed.

Furthermore, professional players have a very obvious and very consistent behaviour of jumping on trends. When they see a team being successful with a strategy, they’re often very quick to try and adopt that strategy themselves. This is coming to light more and more as professional players share their experiences at these tournaments with their fans. After this year’s International, some players were explaining that, no matter what they practice leading up to the tournament, drafting invariably changes as one team may arrive with a strategy that no one else anticipates and wipes the floor with it leaving every other team trying to desperately copy it. This is because it’s a lot easier to sit and analyze a strategy and how it works than to try and counter it especially if you don’t have the time to run these counter strategies in a practice environment. CDEC led the way this year in setting a very strict set of heroes that everyone had to play because if they got those heroes, they just rolled over their opponents who were so unused to the very early and consistent pressure that they applied. In prior years we saw a similar trend with Vici Gaming and Newbee’s fast push strategy or Alliances incredibly disruptive split pushing strategy.

Accessed from http://cdn3.vox-cdn.com/assets/4730970/ss_2a951d65c6084004dcdc292d4944c0fb4a059624.1920x1080.jpgDoes this mean that these approaches are the best for winning the game? Not necessarily. They’re just what’s popular now. There could be something even more effective that is simply not being played.

So where is the innovation?

Generally, it comes from the new faces. It’s the teams with the lowest expectations and the lowest fanfare that have such dominant impacts on the metagame. I can only assume that they, free from the expectations of performing well and slipping beneath the radar of their opponents leading up to the competition can pull out strange and unexpected tactics. Really, they have the least to lose since they’re not expected to beat the top teams who have been following the current meta strategies for so long.

So, really, us casuals can brush off our Criminal IDs. We can continue drafting the Jakiros and Ogre Magis. We’re the ones that can play goofy ideas. You never know, you might stumble across something that everyone else has been ignoring as they chase the latest trend. We don’t need to win tournaments and even if we were to show up to them, we’d be so unlikely to win that we have nothing to lose by throwing down The Professor and having our opponent start confused. There’s a comfort in playing something that’s known to succeed but there’s also a comfort in playing against it. So don’t think that just because it’s good, it’s the best. Because there’s always something better.

A World of Competition

Yes, this is another Dota 2 post.

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Dota 2 belongs to Valve and whatnot. The International I’d like to think belongs to us all.

I give my yearly impressions of the premier competitive event for a video game. Before, it probably seemed like a quaint little commentary on a budding hobby. But, really, I’m not certain we can truly consider this a small time thing anymore. For one, the prize pool for this International was over 18 million dollars. Eighteen million. That’s a lot of hats.

For pointless rivalry, that’s 16 million more than Riot Game’s League of Legends. But don’t worry, they’re future proofing their competitive league. Certainly, this furore for Dota 2 will abate. I mean, it’s not like we didn’t almost double from last year’s 10 and a bit. Which, to be fair, was insanity considering TI3 only had 2.8 million for it’s prize pool. Could this be a flash in the pan? I suppose. But two years in a row is a little surprising and, more than that, Valve is a very savvy developer and it’s hard to argue when the fan base is more than willing to throw money at this competition.

And why shouldn’t we be?

In case you aren’t aware how the International prize pool works, Valve sets the base prize every year at 1.6 million dollars. From there, everything else is contributed by fans through purchases of merchandise related to the event. Primary amongst these is the Compendium: a digital program with information about the event, teams and location. As this is a digital book–and part of a digital game–the compendium offers a number of interactive elements. You can vote for your favourite team and player, create your own all-star team and submit your most wanted for the goofy match which shares its namesake, make predictions of heroes picked and banned throughout the event along with other statistics and much more. The program is priced at ten dollars. Which, if you’re playing Dota 2, doesn’t seem that grave an investment given that the game is free. This is the first year I bought one, the prior two I was graciously gifted them, but even if I had bought all three that would mean I’ve spent a grand total of $30 on this game over three years. Considering that games, on average, launch for $60-70 in Canada, I have a few more to support before I even reach a point of overspending on this game.

From these compendium sales, 25% of the proceeds go towards the prize pool. Even more devious, Valve has released several chests filled with special, limited time hats for the event. Purchasing the chests also adds 25% of their cost to the prize pool. If any other company had been behind this scheme, it would be exploitative but since these hats really do nothing other than provide a vanity item to the game and their quality is rather top notch, it’s hard to fault this method. It’s so simple yet effective that, once again, I’m shocked no other developer has followed suit. Even more, these chests are rather reasonably priced (I suppose) at $2.50 a box. Granted, there’s a gambling element that I’m sure people will be quick to criticize as every chest that’s opened has a chance to hold an additional rarer item but it’s so minor that to complain about it feels more petty than anything else.

And even with all that, it comes packed full of goodies that it’s hard to argue with the value of the compendium itself. If you choose not to spend a single extra dollar outside of that original ten, then you get three immortal items, announcer pack, emoticons, wallpapers, taunts, in-game effects, new map type and courier. Granted, most of this stuff wasn’t assured as they were stretch goals achieved as total compendium sales reached specific milestones. Both years Valve has placed the stretch goals, however, they’ve been reached both times so it’s a moot point right now.

Anyway, all this just means that we have a big prize pool. What I really want to discuss is the competition itself.

Last year’s Internationals was good but there were some elements that detracted from the overall experience. I’m glad that Valve addressed those format issues this time around. This year, every team participated in the main event (instead of half of them being eliminated during the group stages a week before the main event. However, the group stages wasn’t just for setting up seeding in the main event. I liked how they made all the games important for the players. First amongst it was that the top four teams of the two divisions began in the upper bracket. This is a big deal since the first games in the lower bracket were a best of one.

That is a big deal.

Most tournament matches for Dota 2, especially if you’re in the later stages of a tournament, are a best of three. Resting your tournament hopes on a single match is incredibly dicey. Especially since the outcome of a game can be heavily reliant in the first ten minutes of the draft. A surprise hero pick can really turn a game and even a few mistakes can spiral into a crushing defeat. In this way, even the strongest teams can drop matches to much weaker or inconsistent teams. It’s a real dice roll and everyone’s going to be fighting to be out of that position.

It also makes those single matches very intense. And, once again, it’s great to see all sixteen finalist teams at the main event even if it’s just for a single match. The only complaint I have for this setup was that we had the lower bracket games after the upper bracket games. This meant, especially with the delays, some of these high stakes matches occurred well into two to three o’clock in the morning. Unfortunately, it was simply not feasible to catch all these matches.

The rest of the tournament, outside of the finals which was a best of five, were best of three sets. Teams in the upper bracket would drop to the lower with loses but if they won their first match in the upper bracket, then they were assured a top six final position. With this year’s division of the total prize pool, Valve went with a more distributed model. Last year saw the lion’s share of the tournament go to the winners with only the top eight teams really earning any significant portion of the money. This year, every team that got to the International got a piece of the pie and I preferred that. And that covetous top six spot meant that your team would get an excess of 1 million dollars.

I have no problem with every team getting paid for this tournament especially since almost half of them had a gruelling gauntlet to get to the tournament in the first place. Only ten of the teams got a direct invite. Four had to qualify from intense regional tournaments and two had to have a wild card tournament to get into the event. Even more than that, the regional tournaments were open to everyone in the world so there was competition from everywhere. Granted, while every Joe could sign up, the teams that got into the actual regional competition weren’t any real surprises and consisted of familiar professional players that weren’t on an invited team.

I’m really curious to hear more of the Major League that Valve is brewing for next year as well. I get the feeling that they prefer not having the International be an invite only competition though how they’ll make the qualifying process more transparent will be interesting to see. Opening up the competition beyond the twelve or so same faces, however, is really good and this tournament showed why.

Part of the compendium fun is trying to predict who would take the title and who would follow them closely behind. I can safely say that no one has correctly predicted the top six teams for the International 2015. That’s because two of the top six teams came in through the qualifiers. One of those teams came in through the wild card slot.

I would be surprised if anyone, in their wildest dreams, would have imagined CDEC getting into the grand finals. It’s unprecedented. The International has had the wild card before but they were usually eliminated rather quickly in the tournament. This year, however, this team of relatively unknown players simply crushed the competition. They came out of nowhere. And that isn’t an exaggeration. I believe four of them had never participated in a tournament before. The one that had did not win. It was a dream story and so unexpected that Valve didn’t even have any introductory video for them like they did all the other teams–and how could they?

But it wasn’t just CDEC that came out of nowhere. Ehome–while not a new face to the International–was resurrected and got a respectable 5-6th position. Complexity was mostly full of new players coming from Heroes of Newerth and they posted a 9-12th spot. MVP Phoenix snagged a 7-8th spot and won many hearts through March’s roars.

Even better, the grand winners were none other than Evil Geniuses themselves. Not only is this their first International victory but they’re also the first North American team to take the aegis as well. They even managed to maintain the surprisingly accurate tradition of having the tournament pass hands back and forth between eastern and western hands. I’m really happy that there hasn’t been a single team to win the tournament more than once. We haven’t even had a single player win multiple Internationals and no one region dominates the scene. I feel it’s really healthy for the scene to have such a diverse and competitive field. For the fans, you can’t know who is going to take the crown and if you’re a fan of western or eastern style Dota, then you’re going to be happy to see either thrive. Maybe even next year we’ll get a few more regions qualifying. I know South America has been on the cusp of making it and with MVP’s respectable placing maybe we’ll see more from the Koreans.

And with all this, I still haven’t even touched on how much better the actual production of the tournament was. We got more Kaci and her interviews. We had better insights into the players and their situations. The arena looked spectacular and that stage with its special effects were incredible. Deadmaus was kind of… odd as a closing celebration but at that point, most of us were simply ready for bed so whatever.

Accessed from http://cdn.dota2.com/apps/dota2/images/blogfiles/ti5blogimage_full.jpgIt’s great that Valve is still learning and improving with the tournament and it just keeps getting better and better. It’s hard not to keep interest when everything that was good is even greater than before. We’ll be entering into the post-TI slump were pretty much the entire scene takes a much needed break but hopefully we’ll hear what this new Majors system is going to be soon since it’s going to start shortly. And that’ll give teams very little time to do their team shuffle (which I hope leads to more stability which is still the one element sorely lacking).

It’s never been better to be into Dota.

Retelling of the Tales

I read a book!

Ok, so no one is actually surprised by this statement as I have been reading a great deal of books lately. I just finished the latest novel by Sarah J Maas called A Court of Thorns and Roses. It is a very good retelling of several fairy tales.

The cover image taken from the internet.

The cover image taken from the internet.

Most obviously for me was the retelling of Beauty and the Beast – who could miss the obvious connection between Feyre and Belle? The story starts with Feyre hunting in the forest for her family, who have fallen on impossibly hard times. It is winter and the once prosperous merchant family (father and two sisters of dubious character) are near starving. Feyre is doing all she can to save her family and keep the promise she made to her dying mother. I think it was in the description of the family’s fall from wealth to the pathetic cottage that I linked immediately with Beauty and the Beast. Of course, the entrance of the Beast, raving and vengeful only a couple of chapters rather clinched that connection.

I should perhaps have picked up the elements of Tamlin sooner. After all, the ‘Beast’ in A Court of Thorns and Roses is called Tamlin. However, I am not quite as familiar with Tamlin’s story to have had an immediate reaction to the name. It was not until nearly the end I saw the influence: the High Queen who wants to keep Tamlin as her own consort and the trials Feyre must suffer in order to free her true love from the evil Fairy.

It was not until I was poking around on the internet I discovered the third influence that helped to shape A Court of Thorns and Roses. Woven into the novel are elements of East of the Sun and West of the Moon. Again, I am not as familiar with this classic tale. That is to say I have only read a few versions of the story, as I have only read a couple versions of Tamlin. However, the hunt for the ‘Beast’, who was taken from his castle, and the help that Feyre gains on her quest to save her true love have the flavour of East of the Sun and West of the Moon.

This is not to say that A Court of Thorns and Roses is simply a mish-mash of other fairy tales. It is an excellently woven story that combines elements and threads from three classic tales into one cohesive novel. However, because it is true to its inspiration (and rightly so), it is very predictable. Not all the details, those are original, but the over all feel of the story and the general idea of what is going to happen next is unsurprising.

That is my primary complaint. The characters themselves are strongly written. The secondary and tertiary characters bring much life to the story. The world is beautifully crafted. While I am not always fond of the Fey as a separate … creature, race, species? … they were handled well in this tale. The magic was generic, but the imagery was effectively constructed. The growth of the main character was simple and elegant in its arch. The narrative built and progressed as a good story should.

If this review seems a trifle lack-luster, then it is because the story is familiar – not in the details, but the over all plot. As most of the story followed Beauty and the Beast, which itself is well know, there is very little more to comment on. For those that like fairy tales, particularly those who love the reworking of classics, this is an amazing book. This is a book I recommend.

The Dust Settles

Alright, world, this is the last Summoner Wars post for some time, I promise. Just bear with me.

After my review of the new Alliance Master Set expansion for Summoner Wars, my sister and I ran a tournament to pit the old against the new. Course, with upwards of twenty different factions, that’s far too many players to do the round-robin format that we’ve been perfecting with the smaller releases. Over time, we’ve accumulated several of the single releases to add to the fourteen decks in the master boxes which leads to quite a bit of variety and a staggering number of potential match-ups.

The original goal of the tournament, aside from getting more games in against each other, was to create a comprehensive “tier list” of the factions fueled by actual tournament results to represent what we felt was a sequential list of the base factions and how strong they were relative to everyone else.

Yes, I shall continue using this image until the damn thing comes out

Summoner Wars and its art belongs to Plaid Hat Games and Cupidsart. Find Alliances at their website http://www.plaidhatgames.om

Of the first goal to get more games in, the tournament was a resounding success. We had forty different battles in a double elimination format where the participating decks were seeded based on a loose ranking system estimated from their performances from past tournaments. Our brand spanking new factions, the Cave Goblin Frick, Mercenary Rallul and Jungle Elf Abua Shi were estimated around the middle. This gave as best a randomized format and, with a double elimination arrangement, no one deck would be removed from a single bad match-up. In order to motivate each other to try our best with whoever we used, the winner of the prior round would have first pick of the two scheduled opponents. Naturally, we favoured our favourite factions but it became increasingly clear that the better decision was to try and pick the more powerful faction in a match-up in order to assure the success of our few favourites in later matches.

So, the first issue of the tournament, of course, relies on the fact that my sister and I have different playstyles and prefer different summoners over others. There’s enough variation in Summoner Wars for some factions to perform better with a player that is more inclined to play to their strengths. Vlox, for example, requires knowing all the abilities in your deck and being able to set up scenarios that can prove favourable with a fortunate draw if you can keep careful count of what your deck can do and the probabilities of drawing the card you need to copy next. I enjoy this sort of predictive logic puzzle whereas Kait is far more reactionary and comes up with the best plays based on the cards in her hand on those on the board.

But while our original goal was to find out which faction was truly the strongest, it became rather obvious that this is the wrong way to look at the match-ups. Since our tournament did not allow deck building (for the simplicity of us not owning all the different cards while avoiding the awkwardness that would arise from within faction match-ups and arguments over who gets to draft the elephants), it only took the end of the first loser’s round for us to realize that what a deck was capable of did not matter nearly as much as what a deck was capable of against its current opponent. Some decks are just inherently better geared at beating other decks as could be demonstrated with the match-up between the Demagogue (a slow, late game focused faction based on very powerful but few units) and Frick (a fast, early game focused faction based on a ton of cheap, weak but overwhelming units). The results of our little experiment yielded some rather surprising victors that spurred a number of interesting discussions. Here are our results:

1. The Warden

2. Abua Shi

3. Krusk

4. Selundar

5. Frick/Tundle

7. Endrich/Rallul

9. Glurblub, Immortal Elien, Mugglug

12. Demagogue, Marek, Moyra, Tacullu

16. Geirroth, Hogar, Melundak, Sunderved, Vlox

Notes: the order within a “tier” is not indicative of anything, they’re only listed by alphabetic order. Don’t worry too much about the Geirroth entry, it was a custom deck to test some ideas and prove a point.

On one hand, if you’ve read the reviews for the different factions in the Alliances Master Set, it should come as no surprise that The Warden ranks top in our Summoner Wars throw-down. He’s the only faction to go entirely undefeated, though there were a few very close games. What should be more surprising, however, is that fourth place Selundar and third place Krusk. Krusk was ranked eighteenth going into the tournament but my sister apparently had a Renaissance when it came to understanding his deck as she mopped the floor with him in several rather aggravating battles. Selundar is more surprising since, outside of tournaments, any time we play with the deck it always falls apart.

But I think Selundar underscores our dissatisfaction with the whole concept of tier lists for this game. As I’ve mentioned before, the game is very chance dependent. Lucky rolls and lucky draws will determine quite a large portion of a game’s outcome when played between two individuals of matched skill. That might seem intuitively to be obvious–if both players are of equal talent than surely outside factors will decide the outcome of the match. Unfortunately, with Summoner Wars, this isn’t the case. You can be in a very strong and commanding position and have all that taken away because you end up rolling nine misses over two turns while your opponent successfully hits with theirs. Due to the nature of the tournament set-up, Selundar benefited quite strongly from Lady Luck. His first match was against Vlox who, by all accounts, is one of the worst decks in the game and soundly beat him. His next match was against Mugglug, a deck that should have trounced him soundly. However, timely Into Darkness’ cleared the board of pesky and expensive Savagers while Kait’s draws saw most of her Vine Growths stashed at the bottom of her deck. Couple with that some extraordinarily unfortunate turns on her rolling and the Swamp Orcs were sent quickly to the lower bracket. Another set of poor draws saw a very close game against Frick finally go Selundar’s way before his luck ran out and he got eliminated in a hilariously one-sided match against Krusk.

Thus, in order to balance the heavy effect of chance on the game, we would be required to play these tournaments over and over again for results to normalize. Such a thing is not going to happen because we’re only human and time is a limited commodity for us. And even if we were, I still don’t know how valuable the results of a tournament could mean. Whereas Selundar got through on some fortunate rolls and forgiving match-ups, two top contenders in the Demagogue and Tacullu were eliminated rather quickly because they faced much harder opponents. Abua Shi, much like Frick, is very fast and early-mid focused and knocked the Demagogue immediately to the lower bracket. There, the Demagogue faced against Tundle as a showdown between the two late-game heavy-weights. Variance once again struck and Demagogue was eliminated.

Analyzing our results, we debated amongst ourselves how we could organize these games to show who was the strongest and baddest in Summoner Wars. But the more we bickered, the more we realized this was an unhelpful way of viewing the game. While its easy to tease apart the factions that stand at the top and bottom of the list (Warden is obviously stronger than Vlox), there is an issue when you address the vast majority of the decks that reside in the middle. How do you rank Tacullu and Krusk? Going by these results, Krusk is clearly the better deck. However, if we went by our first tournament, Tacullu was head and shoulders above the Sand Goblins. Really, the more helpful discussion was circulated around who does better against who. It’s really self defeating trying to say whether Krusk is #3 in a list or #8. What do those placements mean? Is he just better than all those below him? Would we expect him to dominate the likes of Mugglug, Tundle or Frick? Both Kait and I would argue otherwise.

What seems more helpful is discussing the real culprit of matches–the odds of a faction beating another. That’s what it is ultimately about. If I sit down with Krusk in my hands, it seems more valuable to think and discuss how well his specific match-up is against my opponent’s Mugglug than trying to simply compare ordering on a list. Perhaps Krusk can beat Mugglug a majority of the time but he loses to Abua Shi who in turn loses more often than not to Mugglug. It’s more a game of rock-paper-scissors. It seems silly to try and make a tier list over which is the best choice in that game. Rock isn’t inherently better than both scissors or paper and saying that it’s number one is, ultimately, meaningless in a discussion in that game.

The best these results can do is point out systemic issues in certain decks. Once again, these sort of lists are better at finding the poles–those that do unerringly better than everyone else and those that doing far worse. Vlox, Hogar, Melundak, Marek and Sunderved stand out as consistent underachievers over multiple tournaments. Whereas The Warden seemingly stands above the others. Course, how much is the next pertinent question and that’s one I don’t have an answer. Further testing and analysis would certainly be required. The Warden could simply be marginally better than the top performers. He certainly feels that way. His victories against Endrich in the Alliance tournament and Abua in this one weren’t obvious sweeps. The same can’t be said for those on the bottom.

The nice thing about Summoner Wars, however, is that this isn’t the end of the story. With the potential to deck build–to a limited degree–there’s a possibility that the shortcomings of many factions can be addressed by replacing their lackluster components. After the tournament, we’ve certainly been playing with more crazy decks carrying combinations that seem to make some of them a lot scarier in more match-ups. We’re currently working on a possible custom tournament format to test some of these decks and hopefully we’ll have some more ideas to share on this game in the future.

There Is No Spoon

And then there were two.

Most of the discussion of the Summoner Wars Alliances balance between my sister and me was focused on these remaining two factions. Today’s second place standard is the reason why I can’t boast about my predictions in August. I fully expected this faction to be nigh unplayable. While I recognized it had some good components, I woefully underestimated the power of these strengths. And while I was pretty accurate in identify the major weaknesses, this faction was our dreaded expectant winner of the whole tournament after the first initial two rounds.

I am, of course, discussing the Deep Benders. They had a strong 5-2 showing in the round robin and either they dominated their match or it was incredibly close. In fact, despite my sister’s protestations, the finals were incredibly close, dice-off nailbiters with two highly wounded summoners on their last legs madly scrambling for desperate victories. But when you have an alliance amongst the Deep Dwarves and the Benders, it shouldn’t come as a shock that they would perform well. And there is one major distinction about the Deep Benders which sets them above the other decks in the box.

Accessed from http://www.plaidhatgames.com/games/summoner-wars/deep-benders

Summoner Wars Alliances belongs to Plaid Hat Games. It can be found at www.plaidhatgames.com/games/summoner-wars/

The Deep Benders are defensive.

Nearly all other factions are geared towards offense and offer no advantages to playing back and slow. Many of them actually burn themselves out quickly–like Marek–or simply lack any way to properly defend which is Immortal Elien’s issue through his dearth of ranged options. Not so for the Deep Benders. They pack the ever impressive Geopath who has the range of a sniper without the movement restriction. They have the high life value of the Gem Priestess who is excellent at stalling ice golems. Gorgons are amazing through sheer intimidation factor. And then there are the Deep Dragons. Oh, blessed deep dragons.

But though all units are better on defense than offense since enemy reinforcement is harder to accomplish, a true defensive faction needs to develop some sort of advantage by sitting back that passively puts pressure on their opponent and goads them into crossing the middle line. And this is where Endrich stands unique amongst the other seven. He has the best economy game in the box. Unlock is magic drain levels of turn reversal. Follow it up with well timed Reclaim and you can both deny your opponent potential magic and make a killing return on your free reclaim token investment. Both Kendre and Owl Gryphon are entirely economy focused and provide very underwhelming combat contributions.

That said, defensiveness isn’t enough to get you into the upper bracket. You must also be able to rush down like the best of them if my sister is ever going to get a win. And since a lot of Endrich’s early economy options are based on burst turn events, you can do just that. Back to back unlocked deep dragons will do damage to your opponent’s line. More importantly, geopaths are amazing at locking down avenues and slowly advancing with the threat of four ranged, untouchable dice. When ranged options are so limited in the game already, giving these guys five space shots makes them really good at penning your opponent. And since the Deep Bender champions are so restricted to working the economy, they are anxiety free magic builds if your playstyle naturally revolves around heavy common pressure. Endrich’s low life is also less of an issue when so much of the deck can be used for blocking, too. Boosted gem priestess and summoned Gorgons are never considered key parts of an assaulting force and are quite content to sit about Endrich, fawning him with large palm fronds.

As for Endrich’s boost mechanic, it really has less impact than I initially thought. I did praise the versatility of being able to choose at the moment of play whether you needed a cheap, throw-away unit or a much hardier, scary common and that this–in effect–makes the Deep Bender commons two cards in one. However, given the few number of cards in the deck, the generally tight economy of the game in general and no ability to recurse cards that are spent means that this isn’t a true consideration in practice. Of all three commons, only deep dragons are worth summoning unboosted while in a pinch. Their inherent two attack can still be good when you’re under heavy siege even if it’s less desirable than getting them out with three health and swiftness. Geopaths are near useless unboosted so you’ll always throw the extra magic their way. And gem priestesses you never boost. They’re there for banking unlock tokens if you didn’t manage to get double dragons in your draw. And with all the ways the Deep Bender fret away your economy, the gem priestesses’ heal is pretty forgettable.

At the end of the day, even though I conquered them in the finals, I still have no solid solutions to playing against this deck. My best advice is to rush them and pray the draw and dice gods are in your favour. That said, despite their dominance in this tournament, I suspect they will hardly make a dent against the bigger Summoner Wars threats. They boast the curious trend of being weaker to their parent factions (Deep Dwarves can play the passive economy game much better and trying to use boosted units against Tacullu is a great way to see your economy advantage stolen for a penny). Mugglug can also advance beneath his root cover to protect himself from geopath barrages then choke the Deep Benders through the long game. And the Demagogue’s fall is always determined by how well the opponent can crush him in those first three turns and whether those early walls can rise to his defence. And in these situations, I don’t think the Deep Benders turtle as hard as the better turtlers.

Endrich (3R-4W-Geopathic Command)

While the faction may have done far better than I imagined, Endrich himself is as useless as I thought. He’s Immortal Elien levels of threat without the global presence. Don’t expect much from this guy. Ninety percent of the time, he’s a measly four health with no ability. You can’t afford Geopathic Command for much of the game and you’re either suicidal, insane or desperate if you’re using his three attack in most situations. He’s a pretty sort of uselessness that wants nothing more than to stalk the back row looking for knee-high walls to crouch behind.

Accessed from http://www.plaidhatgames.com/games/summoner-wars/deep-benders

Call now for your free palm reading and crystal healing therapy!

More interesting is his event suite. Teleport is magic pile fuel. You never want to hold onto this card which makes it incredibly board and draw dependent. If you can’t use it immediately, it’s just going to uselessly clog your hand on the pretence of “maybe one day not being awful.” I won one game with it through a timely swap with a boosted deep dragon stuck on a swamp mercenary wall but I wouldn’t normally recommend such flashy maneuvers since they’re apt to lose you the game when you roll three misses and get slaughtered on the counter attack. It would have been a lot better if you could swap any units but then it wouldn’t be carrying its wonderful “requires boosting” restriction which plagues the deck.

Conjure Gorgon is a real steal. A one attack, three health for one magic is already a discount. The fact that they’re basically immune to melee attacks and common hating events and abilities  is icing on a delicious, enemy infuriating cake. Tanky conjurations have never been a thing until now and this is when remembering that conjurations are only targeted by things that affect generic units makes you realize how uncommon that trigger is. And the fear of a death stare allows these weirdly adorned beauties to herd your enemy’s forces like enthusiastic sheep dogs. They’re great for crowding walls since your opponent has such a hard time dislodging them. And, of course, they’re essentially mini-walls which can offset the dependency of a defensive faction finding those two precious and impenetrable cards. Their real value isn’t in getting off their death stare but making your opponent worry that you will.

Reclaim is kind of meh. It’s not as good as the gorgons and it’s not as bad as the teleport. I have an unhealthy tendency for trying to set-up unlock/reclaim combos or trying to squeeze more value through Kendre-flinging. I wouldn’t recommend this as it’s apt to stuff your hand and slow your draw. Either throw it out when you don’t have the combo together or simply get rid of those near death boosted deep dragons and be done with it. I find I have a fifty/fifty chance of simply building this event for magic in my games.

Unlock is the real show stopper of this entire collection. I originally called it the magic drain that doesn’t piss your opponent off. Even better, your opponent is apt to dismiss its value and not react when you whip it out. Many a failed assault can be found from not reacting to those two free boosted deep dragons. And it is almost always two boosted deep dragons that get unlocked. I don’t think I’ve seen a single unlock not have a game changing effect on the board even when it only targeted a gem priestess and a geopath (because, once again, five space sniper shots are crazy). This is the event that Samuel Farthen and Spellsucker mutants exist to purge. If you can cut out Endrich’s unlocks then you’ve almost all but won the game. So just because it isn’t ripping two magic from your pile, don’t think that this card isn’t a big deal. It is.

Accessed from http://www.plaidhatgames.com/games/summoner-wars/deep-bendersGeopath (1R-1W-1M-Geopath Boost)

My sister is far better at using these guys than I am. I mostly use them for boost token delivery systems of which Kendre serves as courier. That said, being on the receiving end of multiple boosted geopath lane lockdowns is not fun. Five spaces is enormous amounts of board coverage and essentially nulls their one health statistic. You’ll never see these guys show up outside of the starting setup without a boost token. Now, I’ve complained before about junk abilities and how they decrease card value. I feel that the Deep Benders are the one faction where this doesn’t apply because their boosting is so good. Most far shot abilities extend only four spaces, meaning that retaliation, especially on a miss, isn’t necessarily impossible. Cloak Snipers are the only other guys that get five (that I can immediately remember) and they can’t move to do theirs. When commented on this, Plaid Hat said they were designed to compete with Gem Mages and Controllers. Well, I think they’re definitely on par with controllers. Outside of Tundle, I’d say they’re better than gem mages too. Be wary of using them to shell walls, however. With the free space from summoning, it’s easy for the opponent to kill these guys off and the real advantage of their reach is staying out of harms way (and cutting down on the magic you need to spend in buying replacements).

As a side note, these are likely the only guys to get a Geopathic Command since they’re apt to be the only ones near enough to Endrich for it to trigger. If you want to see my rant on why Geopathic Command is bad, you can look up my preview post. Nothing’s changed of my assessment after playing them. It’s a bum ability.

Accessed from http://www.plaidhatgames.com/games/summoner-wars/deep-bendersGem Priestess (1M-2W-1M-Gem Priestess Boost)

Gem priestesses were the sort of card that you kind of look at on reveal and wonder if you’re missing something. You’re not. They’re pretty poor in comparison to the others. Sure, they offer healing to factions that traditionally don’t have healing but you’re unlikely to bother with that since it costs three magic for the first heal and two after (you need to factor in the boost cost as well). They make me constantly wonder why none of the boost units didn’t have an ability natively. These girls would be a lot better if they always had their heal and boosting served simply to give them more stats. I would definitely use them then. I’m sure it’s more balanced this way, however (because you’ll almost never use them). In fact, I’m hard pressed to think if we ever healed with them the entire game. Maybe it’s the pressure of the potentiality of a Gryphon fueled triage that makes these girls valuable.

As a side note, these girls have fun synergy with Tundle. Because Summoning Surge allows him to summon during the event phase, he can boost them for a measly one magic if he also plays a Wake the Father Gem. Which also gives him a free heal on that same turn. For that reason alone, I can definitely see them making a more consistent appearance in his decks (especially given the existence of bum miners and poor options in the reinforcement pack). Course, Tundle can use this trick for all the boost units–it’s just that extra one magic value point from the free heal that makes me mention it on this card. Also, the healing affects champions as well which does little for Endrich since his are so weak it doesn’t really matter but Tundle has hardier champions who would certainly love some free heals.

Accessed from http://www.plaidhatgames.com/games/summoner-wars/deep-bendersDeep Dragons (2M-1W-1M-Deep Dragon Boost)

It’s a little late to mention but units that are boosted can not have their abilities nullified. This is an enormous boon against Sand Cloaks, Abua Shi and anyone else that can cancel abilities. I’m mentioning this now with the Deep Dragons because they’re the ones that the enemy wants to nullify the most. For cost, they aren’t that fantastic. Unboosted, they’re naked shadow elf swordsmen. Boosted, they’re like an expensive stone golem (though they can move farther and attack). The thing with deep dragons that makes them so powerful with the Deep Benders is that you aren’t paying for them. These are the cards you unlock whenever you can. If you can’t unlock them, you’re flinging tokens from Kendre on them. Only a desperate Endrich will have them out without a boost token. And when you can get a two attack, three health unit for one magic then you are inherently winning the economy game. Deep dragons are amazing because they win the most boring aspect of Summoner Wars. But they do it with so much attack and health that you’re having too much fun to even care how ridiculous it is.

Your opponent, however, is all too aware. And she isn’t happy about it. No, not happy at all.

Accessed from http://www.plaidhatgames.com/games/summoner-wars/deep-bendersKendre (3R-3W-4M-Redistribute)

I like Kendre. She’s the only Deep Bender champion that I can claim that statement. She’s cheap and I love cheap champions. She hits hard but, really, at three health she’s only hitting once. She isn’t an attacker; she’s the last component of your feasible economy engine. Step aside, Owl Gryphon, Kendre is the real star of making the Deep Benders ridiculously good. A few things to note about Kendre:

1) She has what should be Endrich’s ability. Do not be fooled. This is the Deep Benders true Summoner. Try and protect her as such and be sad when she dies. You killed the real force behind the Deep Benders–you monster.

2) She chews up a movement so you won’t be using her every turn. She also targets the donor after her move so you’re mostly moving her backwards and towards them if you are moving her.

3) She does not need to be within three spaces of the intended recipient for the boost. She only needs to be near the donor. This means she’s naturally positioned to be turning hard boosted geopaths into cheap deep dragon boosts on the other side of the battlefield.

4) She’s great at reclaiming boost deposits on gem priestesses. She’s also fantastic at setting up Reclaim for maximum magic return.

5) Cry a little whenever you draw her late in the game because she is near useless then.

Learn Kendre. Love Kendre. Mourn when Kendre inevitably dies because with three health, a stiff wind murders her.

Accessed from http://www.plaidhatgames.com/games/summoner-wars/deep-bendersOwl Gryphon (3M-6W-7M-Conserve)

Owl Gryphon is crap. I called it and it’s true. This card is bad. It’s an expensive three attack, six health. It saw one play in the entire tournament and all it managed to do was meditate once before being buried six feet under. The Deep Benders still almost won because the rest of their deck is just that good.

Seven magic is sillyexpensive for a deck that pushes common play. That’s the issue with it. Other champions that are so expensive are meant to be pivotal, game turning plays that can destroy at least their value’s worth if not more. You basically have to burn a fourth of your deck in order to pay for this sucker. That’s a quarter of your forces that you can’t bring out with the Owl Gryphon’s ability. It is a poor fighter and overpriced by one magic. So, even following the SSCF which doesn’t even evaluate the effectiveness of abilities, the Owl Gryphon isn’t worth the investment. Not to mention that it’s ability restricts your attack options which means when it does force your opponent across the middle line, you’re denied the whole point of the card and that’s to develop a greater magic advantage. And I’ve mentioned before how six health on normal contributing champions isn’t that much in a game where three and four dice attacks are fairly common. You can reasonably expect it to survive one round of aggression and that’s about it. Between eating two attacks a turn and not having any power to actually go toe-to-toe with other champions, it’s going to lose any confrontation it forces.

It’s bad for all the reasons why Etch is good.

Simply put, Etch is always a better choice to include in a deck over the Owl Gryphon. He’s four magic–half the cost–he only eats up one attack so your defence from the opponent’s reactive attack isn’t one third effective. He’s ranged so he can reduce the number of attacks he’d get when assaulted. He’s priced at 0 according to the SSCF. You don’t need to build half your force to play him. He doesn’t take seven turns to pay himself off. He can also stuff and damage enemy walls when you use his economy power. He isn’t some weird owl/lion chimera. Did I mention he was only four magic? And he works for Rallul and Rallul is one cool dude.

If you’re looking to include the Owl Gryphon in a deck then you’re deck building. If you’re deck building, you’d never take the Owl Gryphon over Etch. If you’re in a tournament or friendly agreement that doesn’t allow using mercenaries then you’d probably be better off not even using the Owl Gryphon in the first place. The only advantage is forcing your enemy into doing brash assaults on your side but Kendre can accomplish that on her own for half the cost (which means you start seeing the effectiveness of running that economic engine sooner). Also, your opponent may just assume you’re packing The Bird and rush you anyways accomplishing the exact same goal while not having to burden your deck with the card.

But the Owl Gryphon does serve a vital role: it fulfills the one bum card that seems to be required in every Summoner Wars deck design. Rejoice, Endrich, that your biggest bum is a champion and not a whole slew of commons like some others. That said, you might want to have a talk with your priestesses. They’re really not pulling their weight.Accessed from http://www.plaidhatgames.com/games/summoner-wars/deep-benders

Locked on Lies

The Lies of Locke Lamora comes as frequently recommended as Name of the Wind – perhaps even more often. The lengthy first novel by Scott Lynch is an epic thief adventure in the tough and gritty streets of Camorr. It follows the colour life of Locke Lamora and his talented band of Gentleman Bastards as they rob from the rich and save the city. Or something like that.

It could have been something fun and interesting and light to read. Instead it was bog down by excruciatingly inconsequential world building that bloated the story to over 500 pages of text. While I appreciate the author’s desire to explain how the rag-tag band of thieves met and learned the exceptional skills of their evil trade, too much time spent on things that ultimately didn’t matter. The story suffered from a lack of clear direction and solid writing. It was a rookie mistake that gives The Lies of Locke Lamora a rating of passable. It was not actively offensive, but it certainly was not good.

Book cover - from the internet. Clearly the cover is based on St Marco's square.

Book cover – from the internet. Clearly the cover is based on St Marco’s square.

The main antagonist of the tale, the dastardly and mysterious Grey King, is not introduced until we have read 1/3 of nothing. Eventually it becomes apparent that the Grey King is the evil Lamora must stop in order to save his life. The stranger in grey is described at several points as being vaguely familiar. This led to speculation on my part. Was this man Lamora’s long lost father? (Because of course he is an orphan.) Was he actually the man responsible for shaping Lamora, a man we thought was dead but had no actual evidence? While I am glad Scott Lynch avoided the father cliché, I was a little sad to discover the Grey King was absolutely no one we could have predicted. Written the manner he had, I expected the reviel to tie things together better. Instead, it is yet another thing about this questionable world I simply had to accept.

About the same time the Grey King is introduced, or a little later, the author suddenly realizes he needs wizards – so bam! We now have Bondmages. They come out of nowhere and serve only a questionable importance. A great deal of time is spent explaining why Bondmages can do anything and yet do not overrun the city. It brings to the forefront a common problem with magic in fantasy land, and that is the lack of boundaries. Magic can and literally does anything. Yet the vast majority of people cannot perform nor do they have access to this power – which if it actually existed would be world changing. So, instead we have all powerful Bondmages being tied to a very exclusive and greedy guild. The price of their service is an active deterrent. The power of the guild is supposedly protection against their murder. How does our clever thief circumvent this last problem? Well he violently maims the Bondmage working for the Grey King. And somehow, since Lamora did not outright kill the Bondmage, he will not face the retribution of the possessive guild. I am a little suspect of their logic.

From the very beginning the narrative flips back and forth in time. This is not an inherently bad idea. Its use however, left much to be desired. As far as I can gather the flipping back and forth between present and past serves no purpose other than to swollen narrative. Really, do you need to fall back in time a few hours to explain everything in detail? For example: our intrepid protagonist sneaks his way into a heavily protected building of a wealthy Don for a private discourse with the owner. Great, I can get behind a thief setting up a complex con. So, why do you need to destroy the mystic of the thief by rewinding and explaining in painful minutia the steps Lamora took to get there? It added nothing but another chapter I had to slog through. And again, it made Lamora look stupid – or the world look stupid. If he had that easy of a time getting into the building, why wouldn’t someone else find it equally as simple?

There were some serious structural issues with the world itself. From rumour and cover I was led to believe this novel took place in Venice. Now, I have actually been to that marvellous Italian location. I have walked the narrow twisting streets, strolled over the bridges that link the tiny island and ridden down the canals that form the major thoroughfares. Venice is a fascinating testament to human engineer. To visit now is to see a world caught in time with the crumbling facades of bygone glory next to the modern attempts to cling to life. No doubt Venice, or some fantasy version, would make for an excellent setting. However, if that was the inspiration, then Scott Lynch has never seen a postcard of Venice let alone been to visit. The world of Camorr is an illogical mess of mountainous islands, rivers, wide lakes, perhaps a lagoon, and deep underground caverns. I could not for the life of me understand the geography. I was personally affronted by the lack of understanding for the natural world – you cannot have underground caverns if you live in the middle of a lagoon. And where did the mountains come from? And why on this green earth are horses cluttering the streets? You talk at great length of boats and barges; there would be no land for the wide streets and stables needed for animals of such size. It is a confusing mash of discrete ideas. Sure there are interesting fantastical elements, but the number of which in this city alone breaks my emersion in his world. It simply doesn’t make any sense, in any way.

Yup, this makes you think Camorr is based on Venice. That is until you read the story and realize this is not what was written. (Image from the internet)

Yup, this makes you think Camorr is based on Venice. That is until you read the story and realize this is not what was written. (Image from the internet)

Finally, the language – a major means of storytelling – lacked a streamline understanding for the narrative the author wished to communicate. It felt like Scott Lynch wanted to accomplish two things, the creation and exploration of a gritty world of crime; a look into the very depths of human civilization. At the same time he was desperately trying to build witty rakes who could charm their way out of the most dangerous situations. The language of the story reflected these to discordant ideas of dark despair and light con. We would go from unnecessarily crass language to banter filled with endless quips. It didn’t fit. It was grating to read and often the moments of humour fell flat. There was no proper build up for what were supposed to be funnier moments. And the constant quips, the lack of serious motivation of Lamora and his gang, failed to build up the darker elements.

In the end the greatest crime of the book was simply that it was boring. I couldn’t care about a thief, who largely didn’t seem to care about what he was doing either. I couldn’t find the motivation to feel sorry for Lamora when at any point he could have (and probably should have) walked away. No one was really invested in the thief – except the Grey King and that didn’t make much sense. Ultimately, the Lies of Locke Lamora was a lengthy, banal story that was a job to read. It was not the worst I have read, it was not that offensive. It was not also the best I have read. The Spirt Thief was a far more successful story about a rogue thief and his misfit gang.

So, any more recommendations you want to suggest?

The Draw of RPGs

Clarification: When I discuss RPGs, I am referring to role-playing games and not rocket-propelled grenades. Except for the times when I am talking about rocket-propelled grenades but those are few and far between.

We here at somewherepostculture are fond of many things. Derek loves puns. Kait loves pulpy fantasy stories. I hate everything. If there is one thread of unity which binds the three of us together, it is the role-playing genre. Albeit, my sister is a neophyte when it comes to your traditional RPG goodness, she still expresses that kindred longing in every post-novel lapse where she fills her head with mighty adventures of her going through the wonderful worlds that she loves and adores. I know this, because every time I write a story she immediately makes a spin-off of it. Also, despite her reluctance and adamant denial, she has enjoyed the few times she’s played an RPG. She’d be totally hardcore if it were more convenient to her schedule.

Granted, this shouldn’t really be surprising. There’s a lot to love about RPGs. They are, in essence, the the age old entertainment from when we first were capable of language and cobbled our kin around the primordial fire and–bored–filled ears of any who would listen about people and places that weren’t this fire. Entertainment at its core is simply selfish empathy wherein we peek into the lives of another in order to vicariously experience their highs and lows without actually having to risk those highs and lows ourselves. Of course, to tickle those dopamine receptors to their max, the listener has had the proud and long standing tradition of heckling. It wasn’t until we got so adept at sharing our stories that we faced the immutable forms of the written word which can only bend to our personal whims through sheer force of mindful inattention.

Accessed from http://www.wga.hu/frames-e.html?/html/b/bocklin/the_surf.html

The Surf by Arnold Böcklin (1883).

Then we had the wonderful role-playing game step in and restore that give and take between teller and listener once more. Dungeons and Dragons, of course, is the grand daddy of the modern role-playing genre for taking what, on reflection, is a very simple idea. What if we could have our tabletop war games but instead of mindlessly waging conflict between our two different players, we took all the mechanics and instead wrapped it in personal adventures and stories?

I have spoken at lengths about the merits of D&D, often around the time I sit down to create a character. It’s a fascinating topic for me to study since there are so many elements at play with the game that it truly does have widespread appeal. As I’ve stated, my personal bias is the narrative construction of the game and though I like to paint a universal portrait for the importance of story-telling in our day to day lives, the truth is there are equally valid components included that attract people that may not give a rat’s ass for the cultural mono-myth of our existence and lives. For these undeveloped plebeians, there are other worthwhile draws. Some of my most die-hard D&D fans are attracted to the system itself. This surprises no one as RPGs and math nerds are like espresso and overpriced tiny cups–you just can’t serve one without the other. For these fans, the enjoyment comes not from the back and forth experiences between the Dungeon Master and the player but taps into the old war game roots. For these players, there is an enemy and that is the stated foes listed in the monster supplementaries. Their goal is a simple one: master the system so thoroughly as to leave any battle not only alive but as the clear victor.

If I had to create a spectrum, however, I’d place these power games–for it is the power of the system which they seek to master–diametrically opposed to me, the role-player. But that is, perhaps, another discussion. All I know far too well is how these power gamers have a tendency to ruin the best portions of D&D by trying to stick their swords in pretty much any situation which extends too long without someone mindlessly throwing some dice on the table.

However, just like D&D’s atrocious alignment system, the breadth of the fans can not be properly placed into two camps. There are also the tourists, who enjoy investigating and navigating another world and see the game through the frame of a puzzle to be solved. They are the people who always wish to know more about their environment and visiting fantastical places. They can cast themselves off to these places which are not here and can imagine a world that is not their own. Whether they view this world through a lens of scientific intrigue or childhood wonder varies from person to person, of course. There are other elements as well, of course: co-operation amongst a group to overcome challenges, social interactions and living a character, shoes and bags of holding.

I make mention of this because I feel that D&D remains the undeniable king of the genre. With the advent of computer gaming, there is a plethora of attempts to bring the RPG genre to the digital landscape. However, despite the huge steps in technological advancement, I feel that the game will always be best represented at the table. There are just too many factors involved for a single game to capture them all. The biggest problem, of course, being that we still don’t have any computer which has the processing power of our own imaginations and rivaling that tech will probably never happen in my lifetime.

As a consequence, discussing computer role-playing games can be a difficult thing. Given the inherent complexity, sacrifices have to be made in order to see a game come to fruition. As such, most games will excel in one or two areas at the consequence of others. It’s why when asked what my favourite cRPG is, I have to give an incredibly varied list. It’s why Derek and I can have endless debates over the merits of Bethesda’s entries. Whether I like a cRPG is going to depend on which aspect the developers decided to place their focus. If its on an element for which I don’t truly care, then I’m not going to really jump into it.

Accessed from http://www.wga.hu/frames-e.html?/html/b/bocklin/pirates.html

Attack by Pirates by Arnold Böcklin.

My favourite example to use, of course, is The Elder Scrolls: Skyrim. Skyrim is kind of a big deal. It was released at a time when the most successful games on the market included heavy multi-player aspects. Bethesda’s Elder Scrolls series had always been a single player experience and people were begging at Oblivion’s release and after for a massive multiplayer online game. This would, of course, completely destroy what the Elder Scrolls are about (and coincidentally, people can see the difference given that The Elder Scrolls Online is a thing and has recently gone free to play–perhaps indicating it wasn’t as successful as Skyrim). Derek loathes Bethesda’s games and I can’t fault him for that irrational hatred. They lack a lot of what he really likes. Their mechanical systems have always been functional at best. Their characters are about as detailed as one can get when they have to create a thousand of them. Interactions between the player and the characters and plot on any meaningful basis is never going to happen.

And that’s because the Elder Scrolls are focused on exploration. They aren’t about epic narratives or compelling characters. They’re about stepping over that ridge and stumbling across a dungeon, delving inside to find strange grottos or hidden pirate lairs. You are invited to live in the world and play the part of a tourist. Take a look around the scenery and follow these exciting short dramas that are created within it. As a cohesive whole, the Elder Scrolls leaves a lot to be desired. But the only other game that gives you that “discover a new world” feel is procedurally generated Minecraft.

We’ve recently finished Divinity: Original Sin (expect a review shortly) and its world is probably one of its more laughable qualities. Whereas both share set pieces in their design, to be sure, you just can’t compare the two. I mean, The Elder Scrolls is designed from a first person perspective which, I would argue, is the strongest one for creating immersion. D:OS, however, is an isometric top down perspective that makes you feel more like you’re moving pieces across a chessboard than an individual exploring a world.

However, D:OS makes Skyrim’s combat a joke. The amount of interactions between abilities as well as the complexity of even the most basic encounters with zombies is truly astounding. Every time you draw your weapon, you have a calculating strategy battle that demands you position and chain your abilities properly in order to rival your foes. Otherwise they will (especially on hard) murder you. It’s the sort of combat that would be impossible in Skyrim, partly because of its reliance on a party and partly because the creation of Skyrim’s breathtaking world has to drop all the data for interaction between items and abilities. And neither of these are touching on my favourite elements: character and narrative.

In a sense, it’s a shame. My “dream game” would basically combine all the best qualities and recreate Dungeons and Dragons for a digital space. However, there is some joy in exploring titles and seeing the refinement of a specific element that might otherwise be ignored. There’s some exploration within the genre itself and it means that there is still things that can be pleasant surprises. My only word of caution would be in blindly trying to sell the games more than what they are. I can’t take anyone seriously that argues D:OS has terrific writing, an engaging world or gripping characters. It doesn’t, especially not compared to the games that actually focus on those elements. If I were to solely compare D:OS to Vampire the Masquerade: Bloodlines on those fronts, there isn’t even a debate to be had over which is better. Bloodlines would take D:OS to the cleaners. But turn the tables and start discussing combat systems and suddenly things aren’t so bleak for D:OS.

Accessed from http://www.wga.hu/frames-e.html?/html/b/bocklin/isle2.html

The Isle of the Dead by Arnold Böcklin (1883).

So there’s an aspect of finding what you like and looking into the titles that do those the best. But there’s value to be had in looking at those that extol the virtues of elements that may not be the favourites either. Dark Souls is another game that emphasizes combat and boss encounters and I loved it for that.

There’s lots of reasons for loving RPGs. The quest for you is to find your own.

The Power of Speculation

I had not heard the term “speculative fiction” until the last two years when Derek decided he was going to be incredibly educated in an incredibly niche field. For me, all that stuff had been “fantasy.” It was the sort of hushed about genre. I come from a family of readers but when I was growing up, mystery was the king of the household. As a wee little lad, I had the romping adventures of the Hardy Boys to spark my imagination. My sister, naturally, had Nancy Drew. My mom read pretty much any detective fiction that was ever printed. There was also a series of books we read which followed two kids as they solved mysterious across Canada. I want to say they were Eric Wilson’s Tom and Liz Austen series?

However, this was not to last. When I was in Grade 4 I got very sick with appendicitis. While bemoaning my imminent death, I was bed bound for a few weeks at home. A child is apt to get bored during that time and no doubt I complained incessantly about there being nothing to do. My mom eventually returned with the entire Chronicles of Narnia by C.S. Lewis. These were on video since it was far easier to put them on and let me drift off and on in sleep as I recovered.

I found these films absolutely fascinating. Perhaps it was the drugs but the bewitching idea of being transported through an old wardrobe (did not understand what they were for the longest time) into a magical land was incredibly appealing. I learned quite a lot of useless information from those books. Information that did not translate well into my own world. Primary among them is that Turkish Delight, despite its appearance, is not tasty at all.

Accessed from http://www.wga.hu/framex-e.html?file=html/i/ibbetson/balloon.html

George Biggin’s Ascent in Lunardi Balloon by Julius Caesar Ibbetson (1785).

Regardless, the fantasy world was revealed and I dove in enthusiastically. I was far more prolific in my reading when I was younger and it, no doubt, prompted my desire to write. On the heels of Narnia came the Hobbit and Lord of the Rings as well as my nostalgic Thieves’ World anthology. Even into high school I was chewing through the fantasy genres and I had a couple of friends who suggested their own favourite series for me to read.

It took about five years but I eventually discovered that I don’t particularly like fantasy anymore. It’s primary focus is on escapism and epic battles between ultimate forces. It was all… incredibly samey. Each series was just like the last, sometimes blatantly so. The genre certainly became very rigid in its portrayal and as it grew more and more entrenched, I found myself drifting further and further away.

Now, I hadn’t entirely ignored science fiction. Both genres had been smashed rather inelegantly together in every library and book store I visited. I picked up a few, read a couple more that were recommended. The Hitchhiker’s Guide to the Galaxy certainly had the greatest lasting appeal but even the Left Hand of Darkness is something I look back on with ever growing respect. My first novel is a fantasy and though I feel it deviates from the norm, I’m not entirely convinced it does it to any remarkable manner. When I started my short stories, I was hesitant to start into the science fiction genre. I didn’t feel I was properly equipped to write within it. I haven’t read a lot of the seminal works nor am I particularly familiar with its most prominent tropes.

Accessed from http://www.wga.hu/framex-e.html?file=html/g/gautier/backfema.html

Back of Female by Jacques-Fabien Gautier-Dagoty (1746).

However, I find I am enjoying it more and more as I write. There seems a far greater avenue to write on topics which are relevant to the present without needing tireless research into fields which I am uneducated. There is also a kind of perverse pleasure in thinking about current scientific theory and inquiry and imagining the future implications of them. There’s something very… sharp about science fiction. And my short stories certainly take a greater and greater focus on the present now than they did when I was writing purely for pleasure.

Not that entertainment is a terrible thing. There are just less rules to follow in science fiction and that freedom is both liberating and daunting. You don’t have key great works to point at and say definitively “this is what science fiction is.” Aasimov, Le Guin, Herbert and Gibson are about as varied as the topics they cover. Even now, I’m puzzling out the ramifications of modern American capitalism and the possibilities of what corporatehood would be when taken to its greatest extremes. My last short story looked at the existential question of what constitutes individuality and the relationship between mind and body.

There’s a fleeting sensation of being the Oracle of Delphi when tossing your mind against the future and the direction society could take in its endless march. Most of the time, it’s incoherent and drug induced rambling but every now and then I feel I stumble upon a genuinely though provoking idea. For all our learning and understanding, there’s so much we don’t know and even less than we can predict. I will never have the impact of Gibson or create a world that hits as many realities as his but I don’t need to either. All my speculative worlds essentially examine questions we struggle with now or will struggle with in the future. How will body modification affect as both on an individual and societal level? What will it mean to be human when we are able to replace large portions of our body with plastic and steel? These are certainly not the first time the questions been raised but that we have no right answer means that there is room for novel results.

Future earth worlds are also infinitely easier to create than fantasy worlds as well which is also a large plus.

NaNo Post Mortum

Sure, this is a bit delayed but the world required me to complain about teenage fiction!

Anyway, today I want to natter about my NaNo experience. In case anyone doesn’t know what NaNo is yet (and how can you not?) it’s National Novel Writing Month. It’s exactly what it says on the tin. I’ve decided to make two NaNo events official times in my life. November is my standard writing experiment while April is my “Double NaNo” marathon. Thus, April I write the first draft of something I expect to get published as it’s around 90,000 words. That leaves November as my experimental month to try something new.

My first NaNo really set the tone. I wrote it at the start of the superhero craze which is dominating popular media at the moment. I wanted to do my own Watchmen story which focused more on the real world implications and outcomes of people getting super powers. I hadn’t seen Heroes at the time but the comparison would probably work. I don’t know a lot about Heroes but in my story, a group of random individuals develop super powers after experiencing a horrific subway accident which occurs beneath a biomedical research centre. The story follows three high schoolers (because comic book idealism really only works for a teenage audience) and how developing the powers of telekinesis and regeneration wouldn’t solve all their problems.

Accessed from http://www.wga.hu/framex-e.html?file=html/a/andrea/castagno/3_1450s/06julian.html

St. Julian and the Redeemer by Andrea Del Castagno (1453).

It didn’t even turn them into crime fighting celebrities. Course, complications arose when one of their group never gained superpowers and his jealousy sort of developed into an increasing issue for the others. The kids tried to hide from these doubling real world problems by falling more and more into the personas, culminating in a confrontation with one of the survivors who was abusing her powers in a pseudo-villainous manner. That fight, however, made the primary character realize that comic book idealism just isn’t realistic and he ultimately turned himself and his friend over to the biomedical company who was gathering survivors and whisking them away to distant, isolated research labs to examine what exactly went wrong as well to contain a small group of people with abilities well beyond the average individual.

My second NaNo came about after a lengthy discussion with my sister while hiking. She is a huge fantasy buff and she made me realize that, while I do write in the Science Fiction and Fantasy genre, I don’t generally hold to the standard format or setting. The closest work I’ve done are the D&D stories which I’ve posted on this blog before. But those were always just short little throw-away stories I wrote between projects. Essentially, the writing equivalent of doodles.

So, NaNo took became a traditional fantasy. Once again “realism” was brought to the forefront as I examined genre tropes and tried to apply them to a setting that focused more on hyper-realism. So, no, there were no wizards, fireballs and pointy eared elves. It was a wandering monk and outcast knight trying to navigate medieval society as they searched for evidence of the mythical and otherworldly at the behest of a bored aristocratic lord. Ultimately, the pair rubbed brashly against the established norms of the numerous Dark Ages communes which they stumbled across. Some where enlightening while others did not appreciate how neither fit their rigid definition of proper social order. This story necessitated a lot of research into medieval society itself which was highly illuminating for me.

But don’t ask my to tell you anything I learned.

This brings me to this year’s NaNo. Once again I set off to write something outside my comfort zone. This time, I was going to tackle the horror genre. I’m not a big fan of it though I do like King and Lovecraft. As with the others, I wanted to take a standard genre set-up and try and navigate it with my own voice. This story was slightly different than the other two: I had tried to write it before. I did the “Novel in a Weekend” challenge and a version of this story was the product of those efforts. Of course, due to its time frame, it was only 25,000 words and well away from anything I had hoped to construct. A full year of rumination had focused more of the narrative I wanted to tell and the story became about a young man working part of a family run ‘medium and exorcism’ business arriving at a supposedly haunted house under renovations. The story examined the relationship between the boy, his mother and the owners with very few of them actually believing in ghosts.

Course, that changed by the end of the story. I feel I learned a lot but more than anything I still feel confident in my prior assessment: horror is dead.

Accessed from http://www.wga.hu/framex-e.html?file=html/a/altichie/1/3george2.html

St. George Slays the Dragon by Altichiero da Zevio (1378-84)

Granted, I am not the best person to make this proclamation. My story was, in my mind, an abject failure. Granted, all my NaNo’s are bad so in that sense, the ghost story is hardly outstanding on that front. However, I still struggled with the essence of the genre itself. As I mentioned in my analysis of Elder Signs, the hardest hurdle for the horror genre to cross is rationality. Basically, in order for my story to work, I had to systematically strip the grounded foundation in which the story was set. For the most part, my characters were too smart for the genre they inhabited. I had to subvert their cozy view of the world but the rationality for that subversion wasn’t any greater than ‘just because.’

In preparation for my novel, I read a number of blogs and articles by horror authors. I have to agree with their assessment that horror is good people making bad decisions. More than that, horror needs to press forth a world view which I inherently disagree. The way horror works is by feeding on ignorance. The primary struggle is of the protagonist standing in the dark while all manner of who-knows-what prowls around them. The hero tries to navigate the darkness with their flashlight, but that light is always on the brink of burning out. They can never truly shine the light on the noises which haunt them or else you banish the horrors which plague them.

The Horror genre ultimately plays on one of the basic, most primal emotions: fear. It and lust are the two fundamentals for an organisms survival and it does not surprise me that they can be found in equal measure in the genre. It is a body of work explicitly devoted to “the feels” and instilling in the reader those primal sensations, attempting to override the fight mechanism and send them into outright flight.

Unfortunately, I feel that we’re progressing beyond that. The human condition is far more than these primordial directives. Our lives consist more than living long enough to continue the next generation. The very act of reading a book demonstrates that. So successful have we been in an evolutionary capacity that we’re capable of more than those two extreme expressions. Hell, we’re capable of holding the flashlight in the first place. Thus, horror is trying to drag the advancement of human development back to those early roots where ignorance and bewilderment dominated decision-making. The author has to cheat in order to tear away the systematic conquering of our environment in order to reach there. It’s why supernatural opponents continue to abound in horror writing despite them never making logical sense within their own world.

For example, if ghosts were both a common phenomenon and as dangerous as they are required to be in order to induce the fear of a horror story, then people wouldn’t be surprised or shocked when they came across them. And, because of our capabilities of passing on survival instincts and information to others, we would readily pass on how to properly avoid if not outright deal with ghosts so they aren’t an issue. As the author, to knock that flashlight out, I have to heavily cheat my character in order to do so.

And this is where horror falls apart for me. It’s that the creator must rely on his “supernatural prowess” (read: the fact that the author is god and is creating a world) in order to get the story to work. So much of Lovecraft’s stories get silly with how predominant cults and dark magic is but yet every new protagonist that stumbles over it is shocked that such things were capable of existing.

Personally, I feel that within humanity at large there’s enough inherent curiosity that no new threat can remain an enigma long enough to function as a continual source of dread. There are enough people that will return to the dark with bigger and better flashlights until the entire darkness is shone away.

Now, Derek loves horror and he enjoys the breakdown of the neat and orderly world which people like me are so inclined to erect. I can understand and respect that even if I can’t share in it. Unfortunately, if I don’t find the topic sincere I don’t think I’m capable of properly doing it justice.

This isn’t to say that all horror fails for me. I think there is still enough unknown for us to be worried or concerned. Lovecraft, at his best, was in driving his characters mad. I also enjoy Sci-Fi horror and coming across alien horrors. There’s a lot out in that starry void that will be bizarre enough that I can see dread returning to our comfortable world. But for Earth and the world we live in now, we’ve driven the darkness so far back that there’s very few corners left for it to linger. We’re no longer cavemen walking out from our shelter to look on the terrifying world of wonders around us. We’ve documented, studied, built and tamed so much of it now.

Accessed from http://www.wga.hu/framex-e.html?file=html/b/baldung/1/061death.html

Death and the Maiden by Hans Baldung Grien (1518-20)

And with that understanding, horror loses its grip. I don’t know, maybe there will be a way to get it to work but for now I’ll go back to my other speculative fiction. There is, of course, one deep well which I think can always be plumbed for good horror inspiration. While the world itself may become less mysterious, there is almost no end to the actions we will commit against ourselves. No matter how philosophically or ethically we advance, we will never stop being animals. It is so easy to dismiss papers and documents and fall back to those primal instincts, letting disorderly cruelty rule than refined rationality.

That, truly, is a terrifying thought for me.

Reading, Writing and Reviewing

As work becomes less intensive I feel I ought to contribute something to the blog. I have read and enjoyed several books of late. Unfortunately none of them inspired me with the burning need to write full length reviews. Instead I will gather them all in one post – into a mass reviewing of books.

Book cover from the interwebs.

Book cover from the interwebs.

Free Agent by J.C. Nelson was a fun, fast-paced romp through a fantastical urban setting drawing heavily on fairy tale imagery. The protagonist works for the local Fairy Godfather, who will help you find your Happily-Ever-After for a reasonable fee. When working on assignment, Marissa mistakes a blacksmith for a prince things start to unravel around her. She is suspended from the job she loves and hates. She causes her crush to be targeted by a dangerous curse. She ends up in the hospital on more than one occasion from near death experiences. But things turn really dangerous when her boss is targeted by a rival Fairy Godmother. Sorting out all the tangles and surviving to work another day is not an easy task. The writing is fun and imaginative. The story is high energy and fun. I will be adding the (yet unpublished) sequel to my book-list.

Book cover from the interwebs.

Book cover from the interwebs.

Unmade by Sarah Rees Brennan is the third and conclusive book in the Lynburn Legacy novels. I really enjoy the character development in Brennan’s writing. Yes, it is a young adult novel. So yes, it follows around a bunch of hormonal teenagers. However, Brennan doesn’t write dialogue like teenagers speak. Her characters are far more engaging. They have distinct voices that are often filled with lively banter and cleverly crafted phrases. With the author’s awareness of classic tropes, she handily makes fun of many of the clichéd moments in the story. Even the main character is able to reflect on how easy life would be if she was an orphaned heroine, rather than burdened with a family she cares about. I really appreciate the variety of relationships built (or broken) in the story. The inclusion and prominent use of family in the story helps to build a world that is real. While we might not be facing an army of murderous wizards, we can all relate to family feuds that disrupt our lives. It is the characters that drive the story and create the interesting world of Sorry-in-the-Vale. I really did love this series.

Book cover from the interwebs.

Book cover from the interwebs.

Heir of Fire by Sarah J. Maas is the third book in the Throne of Glass series. I have really enjoyed following the saga of Celeana – world’s best assassin. It is a richly developed world with multiple locations and people all interacting at various points. Though the story revolves around Adarlan and its recent abolishment of magic and all those associated with it. It is a kingdom set to conquer the world – seemingly at any cost. Despite the inclusion of the fey, the world is interesting. Celeana is a fascinating character. She is not the most verbose of leads, but her actions are loud and energetic. There is something engaging about her struggles in a world that has become increasingly grim. My biggest complaint of the book that followed not only Celeana, but Captain Westfall, Prince Dorian and the Heir of the Blackteeth clan was the lack of conclusion. For whatever reason, I had it in my mind this series was only three books in length. I was a little surprised and disappointed to reach the end of the book and not have a conclusion to the story. On the other hand I have another book to look forward to. It is a fun, if somewhat violent, young adult fantasy setting. Still I enjoyed it.

Book cover from the interwebs.

Book cover from the interwebs.

Royal Airs by Sharon Shinn is the sequel to Trubled Waters. The story is nice (if somewhat predictable), the characters are nice, and the pacing is a tad on the slow side. What draws me to this series is the world. I love the description of the capital city with its temples, plaza of women and men, the potentially dangerous river, and the mix of modern elements. There are a number of more ‘modern’ elements mixed with more traditional fantasy; from the trousers and tunics worn my most people to the automobiles clogging the city streets. Yet this is a world where the sword (or knife) is the deadliest weapon. Magic is both overt with the primes and their ability to move the elements and subtle when mixed with the spiritual religion. While I appreciate the author’s reorganization of the calendar into five seasons, each eight weeks long with a changeday between them. Each week is nine days. I like the neat organization of the calendar. But I love the religion and its focus on blessings. There are eight blessings (things like wealth, change, joy, etc) for each ‘element’ (wood, water, earth, air, and fire). At the temples you pull your blessings three at a time. They can offer guidance or reflection for where you are in life. I like that while you are typically born into an element it does not depend on your parents and is more a reflection of your personality. There is something about this setting that I find lovely. It is more for the setting that I read this series and will continue to read this series.

Book cover from the interwebs.

Book cover from the interwebs.

Tin Swift by Devon Monk is book two in her rough and tumble new world western frontier setting. It is an age of steam and mechanism, with rail lines crossing the land and airships sailing above. It is a land where the gods can curse a man. Where the fey are dark and hungry, the thing of shadows and nightmares. Witches are few and clustered together in covens. Man is restless as he seeks his fortune (whether that is power, safety or freedom). It is a rough world filled with violence, death and mysterious dark forces. But there are also glimmers of hope mingled in the mixing of magic and machine. There is something intriguing about the gritty world Monk has created. The writing itself is also well-constructed.