The Gassy Gnoll: The Impermanence of Thought and How To Use It to Beat the Block

The Gassy Gnoll has been tired lately and had far too much time to think when he should have been sleeping. This is hardly ever a good thing when it happens. But for some reason he’s been very philosophical and introspective of late. Recently that led to a strange train of thought…

How would you characterize an idea that just pops into your head? Was it deliberate? Were you brainstorming and trying to generate ideas of a particular type? Was it accidental and just a stray thought while you were off doing something else? Either way if you’re anything like me, these brief thoughts flit through your mind like a shooting star. Lighting up the night sky for just a moment. The briefest flash.

Gassy Gnoll

Gassy Gnoll

If you’re lucky, you caught a glimpse of that idea and it led you on a merry chase to some strange, wonderful, and often irrelevant conclusion. If you were unlucky, it zipped by and you were lacking the time or materials to ponder it then and there or even write it down so you could reconsider it later in an attempt to rekindle that line of thinking. And we’re left waiting a while for the next one to appear.

When we catch one of these flashes, we interpret it in some random way based upon past experiences. What does it mean? What might it represent? Why does it matter? Sometimes it’s a dead end. Sometimes it spawns other ideas or thoughts and you could spend a lifetime chasing them all down.

Once we’ve mulled over an idea, we often want to share it with someone else – communicating our perceptions of these brief flashes so that someone else might perceive it in a similar way. Each communication then becomes a shooting star in someone else’s mind… No two sparks ever occur the same way though we like to think we have a shared vision. Each interpretation is unique and special.

And this is all a good thing. Why? Because there should never be such a thing as writer’s block or not having an idea if we’re truly paying attention.

Every day our brains are awash with sensory perceptions, any one of which could spark a brilliant idea that could change the world forever or simply help you figure out what you want to eat at the next mealtime. Does that mean that every flash is a brilliant idea? Heck no. But the trick is to harness those flashes and tie them to whatever project you need to work on.

For me, I seem to get strange ideas in weird places. Driving to a soccer practice. Doing some grocery shopping. Reading a book. Watching television. Sleeping. Literally any time of the night or day. Each may lead to a new NPC, a plot hook, a strange device, a whole new world, or who knows what else.

And here’s the kicker: Most of it is forgotten or lost.

But if that happens I don’t stress about it. There are always more ideas. Maybe I simply wasn’t listening hard enough in the first place. I’ll just try a little harder to catch the next one. Or the one after that…

Do I meditate? Or enter a trance? Or sit in front of the keyboard for hours on end, fingers hovering over the keys? Nope. I just live my life and see what comes. It doesn’t have to be brilliant. It just has to BE.

Complaining about writer’s block is moot. It won’t get you anywhere. Change your scenery. Go for a walk. Read or listen to a book. Talk with friends. See a movie. Get out of your chair and explore your senses. Just be ready for random ideas at any time. Do they seem irrelevant? Cool. Sometimes those are the best ones that lead you on wild trips through strange country.

Just open up and take it all in. Who knows when following one of those brief shooting stars will be just the idea you were looking for?

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Supplement Review: The Stealer of Children by Peter Spahn from Small Niche Games

Of late, I’ve had the opportunity to review several quality books from small publishers and seen how well a product can be produced even on a budget. That said, occasionally I come across a product with a great concept where something fails to grab my attention and hold it the whole time. The Stealer of Children (TSoC) by Peter Spahn from Small Niche Games for Labyrinth Lord falls into that category.ย This is one of those “it’s good, but…” reviews.

The Stealer of Children - Small Niche GamesFirst, the good. Honestly, I think the adventure described in TSoC is excellent. The world is wide open and ready for an enterprising GM to quickly pick up the pieces and work them into an existing world or campaign fairly easily. It’s a 31 page PDF that details a sandbox ripe for the picking. In broad strokes, you get a farming village with a problem. Something is stealing their children. Can your group of 3-6 1st level characters solve the mystery and save the missing kids?

The village is nicely detailed with established NPCs and areas ready for your PCs to explore. Will they start at the tavern? Visit the abbey? Chat up the villagers? It expands past that, with a local area filled with unique bits and pieces ripe for expansion. Plus there’s a good bit of history to the area, which makes the whole world seem bigger and more layered. Plenty of room to grow with a group of characters.

Two of the really cool bits of the book for me were the Rumor Table in the Rumors and Information section and the Tanglewood Random Encounters section. As the PCs explore the village and talk to some of the NPCs, they will learn snippets of the story of the fall of House Lansing and its lasting effects in the area via the Rumor Table. Not all of the rumors are helpful, but they definitely aid in breathing some life into the inhabitants. The Tanglewood Random Encounters on the other hand are separate smaller descriptions of various areas and NPCs the PCs might encounter as they enter the eerie ancient forest. Some of these encounters would be fun to expand on, such as the Unlucky Artist who was in town doing portraits and came to a bad end.

The adventure has a wide open feel and some fun battles for the beginning characters to get their feet wet and use some strategic thinking as well. The book layout, though a simple two-column approach with bold headers, worked fine for me. The art by Luigi Castellani, though sparse, definitely offered a solid glimpse at the world the adventure inhabits. And the maps from Tim Hartin were pretty good, showing the various important locations for combat.

So as you can see, there’s a lot to like here.

Now let’s move to why I think the module didn’t engage me as much as I would have liked. Though all the information is found within the pages of the PDF, I found the writing style a bit sterile and unemotional. When reading the story of how Lord Albert Lansing’s son went missing, I should have felt outrage and fear as a parent. Instead it felt like I was reading a technical document.

“…Driven by grief, Lord Lansing entered the Tanglewood seeking help from the forest spirits that were said to dwell within…”

Perhaps it could be a bit more emotionally charged…

“…Though he and his men sought the missing son anywhere they could think to look, Lord Lansing was desperate. In a grief-fueled haze, he entered the ancient Tanglewood to seek the help of some of the forest spirits rumored to dwell there, knowing it was a last resort and wondering what the price might be for any aid rendered…”

I’m still not convinced that’s the issue, but it’s something to consider. I know that many old school adventures had a dry writing style, so it may just be the style, but I think the writing needs a bit more punch. Maybe I’m spoiled, but I thought Atarin’s Delve was better.

If you’re looking for an introductory adventure to use for new Labyrinth Lord characters, The Stealer of Children is a fine choice. Plenty of options throughout the book should offer a great variety of roleplaying and combat encounters to keep the party busy for quite a while, plus plenty of juicy hooks to expand on should the GM choose to do so.

For more about Small Niche Games and The Stealer of Children

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Guest Post: Arrows of Indra (by RPGPundit for Bedrock Games), a Review by Timothe Loya

First off, Arrows of Indra claims to be โ€œOld School Roleplaying in an Epic indian Fantasy World.โ€ What this means may differ from person to person, but I should point out that even a quick glance at the cover clearly defines โ€œIndianโ€ as from India, not Native American. Now some peopleโ€™s interest might wane there, but being a relatively curious and culturally diverse sort myself, my interest was piqued and I would hope yours would be too.

arrows-of-indraRPGPundit clearly defines his purpose in a well-written introduction defining the concept of โ€œOld School Roleplayingโ€ in a manner seemingly tip-toeing around calling the game what it is. This is presumably because of the current intellectual property ownerโ€™s massive army of legal wizards who they seem more than willing to unleash at a moments notice. But the introduction also defines the gameโ€™s intent and inspiration.

Already not more than a page into the actual content of the book, I find myself taking notes for further research and reading material. What is the background on the Brahmin caste? Just what is an Untouchable? I assure you these things have very different connotations from how we see the words today.

The game itself does a very good job of covering the basic, more familiar fantasy roleplaying classes but also introduces classes that are particular to the culture and succeeds in making them more than just a redefinition of existing classes. One of my favorites is the Thugee of which my only previous experience with was Indiana Jones and the Temple of Doom. Character creation itself does an excellent job of providing a massively random draw from various aspects of the Indian culture, including its caste system. Random table for period appropriate names anyone?

Going back to the Indiana Jones reference one would think the Thugee a villain. This assumption would be horribly incorrect as an actual Thugee is a โ€œHoly murdererโ€, or we could call it an assassin. Thugees existed before that concept however.

Skills are definitely represented old school, in that they might not seem to have any effect on the game being played. I assure you though, you will not overlook that mining experience when you find yourself trying to stop a runaway mine cart at some point. Skill systems such as this always put a playerโ€™s, and game masterโ€™s, creativity on point, something I always find myself wondering why more โ€œmodernโ€ systems have moved away from.

What would be traditionally called magic is handled through a series of Enlightenment Powers, some of which closely resemble their counterparts. Even in the renaming of the powers, a sense of the time and culture is preserved. When was the last time you had โ€œVajra Thunderโ€ cast on you?

Some of the Enlightenment Powers, such as Banish Magical Effect, Bless/ Curse, and Charm Monster may leave little to the imagination. Their familiar naming convention, though, does serve to ease would-be magic users from a more traditional setting in to one that may very well be alien to the player, but shouldnโ€™t be for the character.

The Game Masterโ€™s section will be very familiar to anyone who has been roleplaying for a while. It includes some of the old favorites such as rules for wilderness travel and even for morale. The latter is very important if you intend on including hirelings or slaves in your party. This facet of more mainstream games seems to have fallen out of favor with modern games and gamers. But you have to ask yourself just who is carrying that mountain of treasure for you, and just how much are you paying them to do it?

Once you get to the Gazetteer section of the book, youโ€™re in for the real meat and potatoes of this game. The complex relationships of politics, the regions, even the realms of the underworld are all described in great detail. This last part being very useful for those with absolutely no knowledge of Indian culture but wishing to run the game.

For example if a Game Master wanted to run a good versus evil style of campaign he would know one of the easier places to deliver that experience to his players might be the Dandaka Jungle. Also quite the opportunity for lost treasure and artifacts with some many lost temples and hermitages abound beneath the leafy and vine draped canopy there.

Monsters and maps, creatures and critters, gods and religion… the book does an excellent job of ensuring the reader understands everything presented to them. There are even appendices that include rules for advanced level play for those who find the game popular among their play group.

Players interested in becoming nobility and land owners? Twenty levels of play not enough? Perhaps itโ€™s time to retire these characters and take on the roles of their children? All of these rules are covered within the book.

So if youโ€™re looking for a short break from the more โ€œwesternโ€ fantasy roleplaying games that dominate our hobby, or if youโ€™re looking for something more unique to dive into I highly recommend Arrows of Indra. Even if youโ€™re just looking for a book of research on caste systems or in need of original ideas for adventures, monsters, or religions, this could be that book for you.

For more about Arrows of Indra and RPGPundit…

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Timothe Loya is the lead writer and designer for Tim Loya Games, which has produced several unique game supplements inย The Expedition Journals of Amestus Armen series.

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The Gassy Gnoll: Happy Birthday!

Gassy Gnoll

Pin ItOk. So this week has been a bit crazy and I apologize for the lack of posts. End of the school year and spring soccer season always brings with it some insanity. But today I want to bring up the concept of anniversaries and birthdays in our game worlds. When is your PC’s birthday? [...] . . . → Read More: The Gassy Gnoll: Happy Birthday!

The Gassy Gnoll: A Summer Campaign (RPG Blog Carnival)

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Pin ItThis month’s RPG Blog Carnival topic is “Campaigns I’d Like to Run,” hosted by Lowell Francis over at Age of Ravens. If you haven’t checked out his site, I’d encourage you to do so. He’s written about his own campaigns, other sites, and even long series of posts focusing on the history of particular [...] . . . → Read More: The Gassy Gnoll: A Summer Campaign (RPG Blog Carnival)

Supplement Review: Shadowlands: The Gates of Tarina Adventure Module by Jaye Sonia and Ben Cacchione from BlackStar Studios

Shadowlands: The Gates of Tarina - BlackStar Studios

Pin ItHave you noticed how memorable movies and television programs use catchphrases to sometimes drive home key points? For example, in Star Wars, C-3PO says “I have a bad feeling about this” and we hear the phrase come up in a variety of ways over all six films. Or in The Princess Bride, Vizzini uses [...] . . . → Read More: Supplement Review: Shadowlands: The Gates of Tarina Adventure Module by Jaye Sonia and Ben Cacchione from BlackStar Studios

The Gassy Gnoll: Communicating a Vision (Art Direction)

The Artist by Addon (OpenClipart.org)

Pin ItOf late I have had the opportunity to work with four different artists for some Moebius Adventures projects I’m working on and it’s made me appreciate the fact that sometimes I can communicate well. Unfortunately that also means that sometimes I cannot communicate well. Without clearly communicating the vision for a piece or a [...] . . . → Read More: The Gassy Gnoll: Communicating a Vision (Art Direction)

Supplement Review: Dungeon Crawl Classics #75: The Sea Queen Escapes! by Michael Curtis from Goodman Games

sea-queen-cover

Pin ItA wise man once said “We are tied to the ocean. And when we go back to the sea, whether it is to sail or to watch – we are going back from whence we came.” (John F. Kennedy) Each time I read a novel, story, or module that involves the ocean in some [...] . . . → Read More: Supplement Review: Dungeon Crawl Classics #75: The Sea Queen Escapes! by Michael Curtis from Goodman Games

Press: Recent Raging Swan Releases (April 2013)

Urban Dressing: Market Stalls - Raging Swan Press

Pin ItYou know those swans? They are a’ ragin’! They’ve been creating a ton of content for yourย Pathfinder game this year and I thought it was time I talked about some of it… Here are some details on just a few of the recent releases from Raging Swan Press… Urban Dressing If you haven’t been [...] . . . → Read More: Press: Recent Raging Swan Releases (April 2013)

The Gassy Gnoll: GMing for a Ship of Fools (April RPG Carnival)

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Pin ItTime to join the carnival! The topic for the April RPG Carnival is hosted at the Elthos RPGand the question for the carnival is: “What is the most memorable experience you have had GMing for your own Ship of Fools?” The Gassy Gnoll has already spoken about his own experiences with letting campaigns get [...] . . . → Read More: The Gassy Gnoll: GMing for a Ship of Fools (April RPG Carnival)

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