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"Ancient World Fantasy" Reading List
(A little context to start. If you just want book recs, scroll on down to the first image.)
As Iâve been getting into RuneQuest (Wikipedia link), one striking component of the culture and community surrounding the game is that theyâre very into the lore of its fictional world, Glorantha. Iâm saying this as a comparison to a game like D&D, where the game is spread across tons of settings with no real sense of obligation to keep things in line with earlier editions.
Gloranthaâs canon and worldbuilding has been going on since it was published in 1978 without, as far as I can tell, any big reboots. Which means that, unlike D&D, where people are bringing in all kinds of influences and doing direct adaptions of Jane Austen books and whatever, the RuneQuest game remains pretty tightly tied to the original setting. (There have been some exceptions. But not many!)
But since I run games for people who have ADHD or arenât interested in studying up, Iâve been looking at all kinds of inspiration to drop into the game. Here are 20 novels that are roughly âancient worldâ or âBronze Ageâ like RuneQuest and deal with people interacting with strange gods, tight communities, and a world without fast overland travel or transferal of information.
Iâm presenting them alphabetically by authorâs last name.
The Brazen Gambit, Cinnabar Shadows, The Rise and Fall of a Dragon King by Lynn Abbey
I'm sorry for starting this post off with licensed RPG novels, but these are good! And I don't mean "good for licensed RPG novels." I've read tons of them, and most are so bad! But these are actually fun. Good character development in a sword-and-sorcery world. It's also an ecological apocalypse world, with godlike beings oppressing common folks, leading to a lack of technological advancement and knowledge of the past.
The Long Ships by Frans G. Bentsson
Written in the 1940s as a series of novellas, these stories take you on a tour of the Viking-era world, from Europe to the Middle East and beyond. Like a bunch of books on this list, this places them post-Bronze Age, so they're not officially "ancient world." But it gives a big spread of cultures, from the more clan-based Vikings to the bustling metropolises of Turkey. And it doesn't place any of them on any kind of linear advancement scale or whatever other gross way people "rate" cultures.
Tales of Nevèrÿon and Neveryóna by Samuel R. Delany
The master of weird sci-fi and gay historical novels, Chip Delany also wrote a fantasy epic. And it rules! Set on pre-historical(ish) Earth, these books describe the stories that maybe inform the myths we tell today? Dragons and slave revolts! A sort of "What if Game of Thrones was good?" series. Lots of good stuff about how people learn and how understanding expands.
I'm not listing the third book only because it's also a historical look at New York during the AIDS epidemic. It's an amazing book! But it strays from the "ancient world" aesthetic.
Baudolino by Umberto Eco
Another novel expressly set after the Bronze Age (this one starts in the 12th century). BUT it's about Medieval people's interaction with the knowledge they inherited from the past, specifically the myth of Prester John and the works of Herodotus.
I think I keep putting books like this on the list because roleplaying in a fantastical ancient world is not too far off from how Medieval people might have worshipped and referenced works from ancient Rome and non-European places.
Black Leopard, Red Wolf and Moon Witch, Spider King by Marlon James
One of our best living writers! These are fantasy novels expressly set in a fantastical version of ancient/Medieval Africa. The books explore the same events from multiple points of view and are full of cool magic, awesome spirit combat, and a vast number of places and cultures that actively deconstructs most games's portrayal of fantasy Africa as a homogeneous place.
The Wake by Paul Kingsnorth
I think Kingsnorth has been outted as a sort of eco-fascist? I totally believe it, so feel free to skip this one. It's a historical novel set in England in 1066, as the Normans invade from France. It's written in a faux Middle English language and focuses on the lower classes and how they try to resist the invasion. A good reminder that "Medieval culture" (and especially the Renaissance as a time that "culture advanced") is often based on certain classes of society, such as rich people and/or men.
Iceland's Bell by HalldĂłr Laxness
Speaking of how class intersects with technological advancement, this book is set in the 18th century, but it focuses on Iceland at a time when it was ruled by Denmark, and the lower classes there were under an enforced poverty. It's a book about how a rich Icelander was trying to recover the stories of his people in order to create a sense of national identity and resistance. But it's also a story about how a destitute man acts like a total weirdo when he's not allowed to fish in his own waters and is cut off from understanding his place in history.
The Raven Tower by Anne Leckie
A big part of RuneQuest is people interacting with and enacting their gods. That's what this book is about! And it's about the strange vertigo that comes to people when they try to interact with the impossible timelines that gods exist on. Very good stuff.
Night's Master and Death's Master by Tanith Lee
Ostensibly set on Earth back when it was flat and demons roamed the world, which is basically RuneQuest. Sort of like a series of hornier, gay bibles? With lots of gender fuckery, fun sex, and cool monsters.
Circe by Madeline Miller
The story of the witch from The Odyssey, told from her point of view. Beautiful prose, tragic and beautiful characters, and a great share of mythical strangeness. Perfect if you want to learn how to run NPCs that are adversaries without being shallowly evil.
Ronia, the Robber's Daughter by Astrid Lindgren
Semi-Medieval again, but low class and vague enough that it could exist throughout ancient history. The daughter of a robber grows up in a tower full of robbers and generally has a wonderful time. Lots of weird monsters live in the woods, and there's a great starcrossed romance with someone from a rival robber gang. Perfect inspiration if you're running some cattle-raiding runs in RuneQuest; this is how to make robbers fun and sympathetic.
Read the book, watch the 1984 Swedish movie (which includes a great comedic scene of full-frontal dudity), and then watch the Studio Ghibli series.
A Stranger in Olondria and The Winged Histories by Sofia Samatar
Set in a world of pepper farmers and religious fanatics who worship a mysterious inscribed stone, these books do a great job of showing how people might interact with religion, rival cults, and mystery rites. It also portrays literacy and learning to read in places where it's gated behind social gatekeeping. And once again, the prose is beautiful.
The Palm-Wine Drinkard by Amos Tutuola
The first African novel published in English outside of Africa, The Palm-Wine Drinkard is a funny, hallucinogenic story about getting drunk, stumbling through weird landscapes, and encountering fantastical spirits and people.
Tutuola also wrote My Life in the Bush of Ghosts, the inspiration for the famous(?) David Byrne/Brian Eno album. I haven't read it yet, but I'm keeping an eye out!
The Green Pearl by Jack Vance
This is a sequel to Lyonesse, which I haven't read because I love staring in the middle of things. Set around a mythical British Isles when Atlantis was still above the sea and part of the group of islands. Some great wizard shit, warring clans, romance, and a wizard whose name is fucking Shimrod (in case you need more convincing).
Those are my 20 novel recommendations! I'm gonna come back to add some nonfiction, comics, and myth resources for running games in fantastical ancient worlds. You can read SpeedRune, my ancient fantasy game, here.
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You seem like a pretty good dude, Wil. Thanks for taking time to chat with your fans, and thanks for standing up for what is right. I love following you on social media. You've talked about D&D before, and I've been kind of curious about trying it out. I would be nervous though as I have no idea what to do. Any tips for 40-year-old beginners???
Thank you for your kind comments.
D&D! I love it. I love all RPG games (even the ones I don't like to play. I'm just glad they exist).
I've been playing since the early 80s, and I can confidently direct you to the 5e Starter Set. It is the best introduction to the hobby, to the system, to the experience of collaborative storytelling that makes RPGs so much fun and so special. It's a small investment, and a really easy way to find out if D&D is for you.
If you want to make an even smaller investment, this page has TONS of information and resources. You could start here and spend hours without noticing the time pass. Or, at least, I can. YMMV.
I want to share a few warnings with you.
Everyone has their definition of the "right" way to play D&D. You will find yours as you play. Don't let someone else's definition of "right" limit what yours may eventually be. We've worked real hard to kick out the gatekeepers, but they just keep spawning.
The D&D rules system is not the only RPG, or even the only popular one. Pathfinder is beloved by millions of people. FATE Core and GURPS have enormous player bases. Monte Cook's Cypher System is filled with gorgeous lore and character inspirations (but I've never played it, full disclosure). I chose the AGE system for our series Titansgrave, and used a lot of what I learned from running D&D for decades to customize the experience for me and the players. What I'm saying is, RPGs do not begin and end with D&D. It's as good a place as any to start, but it is only one of many systems.
You are going to hear hardcores make impassioned arguments that continue long after you have lost interest about all sort of rules and setting and system crap. Trust me: tune them out. Eventually, you'll know what you care to listen to.
All those non-D&D systems support and encourage playing in different settings, from Science Fiction to Horror to modern warfare combat. The thing that I believe makes D&D VERY special is its singular focus on high fantasy and everything that means in our culture. All those other systems do fantasy very well, but D&D is kind of the canonical "storm the dungeon, kill the monsters, take their stuff" experience.
That's a lot more information than I intended to deliver. I just get excited about this stuff because I love it so much. Whatever you choose, I hope you have fun!
And when it counts, may you roll high.
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thank you so much for the tag @3ncr1pted! completely forgot that this had been sitting in my drafts till now:,)
15 Questions
Are you named after anyone? i was named after my great-grandmother.
When was the last you cried? yesterday! i cry easily, it's cathartic.
Do you have kids? nope
What sports do you play/have you played? i used to fence semi-competitively. but yeah I'm rubbish at everything else - badminton is pretty big in my country and i'm embarrassingly bad at it. also, i started running last summer and it's been great, but i haven't really had the time to do it regularly anymore.
Do you use sarcasm? occasionally? i wouldn't say i use it more than the average person, though
What is the first thing you notice about people? their demeanour and the way they speak.
What is your eye color? brown
Scary movies or happy endings? i love both but probably happy endings. I sometimes get tired of watching shows where the main message is that humanity sucks and we are all selfish creatures doomed for misery. I just would prefer to believe that we are all meant to experience happiness!
Where were you born? in a hospital in singapore.
Any talents? singing maybe? i did the whole ABRSM grading thing and i used to perform in a choir so i think that counts. not sure if fermenting things is a talent but i used to brew kombucha myself. now that i'm in uni, i had to give away my SCOBY because no one at home was willing to take care of it:,) it was so fun experimenting with different flavours though! when uni's over, i'll start on that again. I've also been meaning to learn how to make my own kimchi and maybe sauerkraut?
What are your hobbies? i read (less than i probably should). i usually gravitate towards sci-fi and fantasy but i read a ton of fiction in general. i'd say neil gaiman is my favourite author if i had to pick and i've been waiting for seven sisters to come out for years at this point. boo. i also watch a lot of shows! when i was younger that was mainly anime, but now I'll watch whatever if it seems interesting. i occasionally play some video games, but those are usually visual novels and point-and-click RPGs. outside of general media consumption, i really like hiking, crocheting and writing.
Do you have any pets? i have two back in singapore:) a dog and a cat. i love them sm <3
How tall are you? 159 cm. there was a time when i was pissed that i'd never reach the 160s but then i realised it Did Not Matter.
Favorite subject at school? English Literature, Chemistry.
Dream job? to own a tiny cafe or book store where i'd have a slightly overweight cat to keep me company. realistically though, i think i'd get bored and more practically, we live in a capitalist hellscape and i need to make money to support my family, so i just hope the corporate law job i sold my soul for is interesting enough for me to enjoy it.
tagging whoever reads this and wants to do it!!
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Adventure Paths & Strategy Guides
Those of you who keep track of this blog may have noticed that my updates have dried up since September. I have a good reason for this, because I got a new fulltime job writing for Rock Paper Shotgun. Yep, that's right - after originally starting Pixel Grotto back in 2013 because I couldn't get a job working at a video game media outlet, finally my path has come full circle. It only took a decade!
This turn of events coincides with a lot of other stuff in my life. In the past year, I've gotten married, moved from the US to the UK with my wife, and been freelancing in the tabletop RPG space all the while. In fact, my first published TTRPG work is now out in the wild in the form of Pathfinder Adventure Path #198 - With No Breath To Cry. Go grab a PDF (or physical copy) if you can, since I wrote some creepy lore about a new demon vaguely influenced by Chinese yaoguai and Japanese yokai, not to mention all sorts of Asian horror movies. I'm actually more pleased with my contributions to Pathfinder Adventure Path #199, but that doesn't come out until January. Keep your eyes peeled for it though!
Needless to say, this has probably been the most hectic and life-changing year I've gone through since 2018, when I moved from Hong Kong back to the US. And as 2023 comes to a close, I'm feeling reflective. I compare myself with others a lot, and much of my life has been spent looking at the accomplishments of people around me and feeling like I don't measure up. While I still do this to varying degrees, I suppose I can finally acknowledge that two of the goals I've always had - 1) to work in the gaming industry to some capacity, and 2) to see my writing published - have manifested in 2023. If I could venture back to 2013 when I started this blog (with a post about eating dumplings while playing Final Fantasy XII, no less) and tell my old self what he'd be up to a decade later, younger Jeremy would be chuffed.
That's another thing of note: as of this past October, Pixel Grotto turned a decade old. Technically, the site is even older than that, since prior to Pixel Grotto, I used this Tumblr for a blog dubbed Aqua Headphones that was sort of a mixture of personal ramblings combined with reblogs of whatever I found cool on the internet at the time. Since then, I've written an awful lot about video games, which led to writing about tabletop games, which led to working in both fields in a professional capacity.
It's surreal to examine my goals and observe how they unfolded in unusual ways. My original desire to work in games media came from the childhood magazines that I loved - Computer Gaming World and Electronic Gaming Monthly - and when those went the way of the dodo, I became a journalist with the sly hope that maybe one day I'd get a job working at Kotaku or something. But I finally got my gaming gig not at an American site, but a British one. And I'm writing guides, which is not something I initially envisioned myself doing. It's tricky work where we often have the chase the reins of the most popular franchises (I now know more about Modern Warfare 3 guns than I ever imagined I would), but it's also fun, since it reminds me of days spent perusing GameFAQs and leafing through physical strategy guides, several of which I still own. Versus Books' Final Fantasy VII and Ocarina of Time Perfect Guides remain on my shelf alongside Prima's Quest for Glory guides and Peter Spear's The King's Quest Companion...and while I can't do my current work in the same format of these gems (many of which were "novelizations," a style of guide writing I really miss), it does feel trippy to be following in their footsteps.
I could say the same thing about getting my words published. As a kid, I forever wanted to pen the next great fantasy novel. And while I've got more than a few discarded novel drafts sitting on my hard drive, the field of fantasy fiction isn't the one that's bearing my first printed work. Instead, it's modules and supplementary books in the fantasy tabletop gaming space - a space that has let me develop and externalize some of the plots and characters that have been gestating in my head since childhood. To a certain extent, that childhood desire to be the next great Tolkien has lessened as a result of this, and I can't say I'm displeased. I'm also happy that my first published work has been in a Pathfinder Adventure Path, because once again thinking about magazines, Adventure Paths remain one of the few remaining publications in the TTRPG space that bear some resemblance to old issues of Dragon magazine, and the nostalgia makes me happy.
I don't like to spend much time on this blog talking about myself, because there are always new ways to incite comparison to others and activate the inferiority complex in my brain. But at the end of a very long 2023 and on the tenth anniversary of the name "Pixel Grotto," I feel like it's necessary. As we move on to year eleven, I'll continue to make posts as long as my schedule permits it - after all, I can't let this blog fall to the wayside seeing as how its existence contributed a great deal to the opportunities that I now enjoy!
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Do you have any fun facts you'd like to share about yourself? (if that's a bit too broad, perhaps about your taste in media?) :o
Oh boy, time to ramble about my taste in media! Even I don't know where this will go!
With fiction, I'm open to all mediums (books, comics, shows, movies, theatre), and I tend to go for stuff worth a more overall upbeat tone. Life can already be depressing enough, I don't care to extend that to my media.
If you have something interesting to say, either about the subject matter itself or an aspect of the characters, then yes I'm down, but if you're just trying to prove you can talk about darker subjects, your story's just going to feel empty. Edge needs a point.
With video games, the game's gotta have a good hook (typically the primary game play loop, but sometimes a good story hook can draw me in), preferrably one that it gets right into. That's probably why i got so into rouguelikes a few years back.
(Dicey Dungeons in particular stands out from the typical generic-fantasy-action-oriented roguelike with it's unique puzzle/deck mechanic. Not to mention it's popping visual design and strong narrative. All while still keeping that get-to-the-satisfying-action-super-quick qualitly that makes rougelikes so attractive.)
Conversely, I find it hard to get into games that have too many controls (most mmo's. I tried Maple story once and got so overwhelmed), or are too open-world (Sorry Minecraft, I get desicion paralysis so bad. Do whatever I want to? I don't know what I want to do đĽ).
I've grown to appreciate rpg's more as I got older, but as a kid I hated random chance encounters with a passion (stop interrupting me!), and was also terrified of running out of mana or wasting powerful items (wHaT iF I NeEd iT LAteR??? I'm now over this mentality. Mostly...). That being said, Paper Mario and the Thousand Year Door has been a favourite since childhood (probably styod out to me a a kid for its unique design and characters, and the action command aspect making it a bit more engaging than most rpgs I'd played), and I very much enjoyed Earthbound and Mother 3 when I played them in high school (hot take, Earthbound's better than Mother 3).
Another hot take is that this is peak controller design:
I don't know why Nintendo messed with perfection.
Bonus fun fact: I can lick my elbow :)
#that is one scrambled ramble even for me#hope you enjoyed reading it đ#despite being a zelda fan i actually haven't played breath of the wild because of the aforementioned open world desicion paralysis#heresy i know#but I'm an anxious horse#i need blinders#where's my emotional support gameboy?#i do love handheld consoles#they're so cozy and personal#i was pretty much raised exclusively on nintendo and have such mixed feelings on them#on the one hand what the FUCK is that company DOING#on the other they've made a lot of games i like and were pretty formative for me#so you know đ
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Character Writing Commissions
Character creation
I create you a one-of-a-kind bespoke character for use in RPGs, fiction, etc. You will own this character and can do with them what you will, including using them in published works. I retain the rights to my own writing (as in backstories), but you may use and share my words in not-for-profit capacities, and you may use the details I invent in for-profit capacities, just not my actual words.
I prefer to communicate via email about commissions, since I work full time, but if you would like to brainstorm in real time (via Discord), we can schedule something. I will just need to charge $20/hour (prorated) for my time if brainstorming takes longer than 30 minutes.
Random Character: $40
I create you a completely random character of my choice for whatever kind of setting you prefer (outer space, high fantasy, coffee shop, D&D settings, etc.)
I will include their species (if non-human), age, gender, race, occupation or class, background, talents and skills, significant equipment, physical description, core beliefs and values, goals and motivations, flaws, a ârelationship webâ, and a short (1-2 paragraphs) backstory. Iâll also throw in five âfun factsâ about your character!
Custom Character: $60 I create you a custom character for whatever kind of setting you prefer (outer space, high fantasy, coffee shop, D&D settings, etc.) You can provide as many details as you want for me to incorporate into their creation and backstory, and I will do my best to turn them into a believable character.
I will include their species (if non-human), age, gender, race, occupation or class, background, talents and skills, significant equipment, physical description, core beliefs and values, goals and motivations, flaws, a ârelationship webâ, and a short (1-2 paragraphs) backstory. Iâll also throw in five âfun factsâ about your character!
Backstory Writing: $20+ You tell me about your character, and I take your bulleted list of ideas for their backstory (if you donât have any ideas yet thatâs fine too), and write out a cohesive, lore-friendly character backstory. I will charge $.04 per word (about $20/page). You can let me know how long you want the story to be and which aspect(s) of the characterâs backstory you want me to focus on.
As a reminder, I retain the rights to my own writing, but you may use and share my words in not-for-profit capacities, and you may use the details I invent in for-profit capacities, just not my actual words.
Just to be very clear, this is NOT an art commission.
I have no talent in visual art, but I am a talented writer with an active imagination and a knack for organizing that information on the page.
Please feel free to message me with any questions!
#commissions#prices#backstories#characters#dnd commission#rpg commission#custom character#character creation
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I guess I should have a WIPs post if I'm going to be tagging things
Or an intro or whatever idk, so.
I'm [unpronouncable sounds that equivocate in English to "Keening Void"], I'm a 30 yo crazy person who works at Coffee Shop Chain in the US. I came back to tungle dot hell just as a way to get away from my other social media presences but I slipped into writeblr territory and I'm gonna stay here, y'all are lovely.
Anywho I [think very hard about] writing things. Here are some of the things:
Original Works
Laughing Into the Darkness is an urban fantasy / supernatural romance about a biroace goth not-quite-boy (Adrian) who falls in love with the prince of Hell (Karavox aka Kenney).
Encroaching Lacuna is a (technically furry) space fantasy / light sci-fi superpowers drama about twins, Taliander and Orian, who get kidnapped from their home planet by an imperial war machine.
Urasdia is an epic high fantasy drama that can't figure out if it wants to be a revenge story or a revolution story. Prince Damian of Vemba, his ex Trinh, and his brothers Viktor and Adrien are major characters.
Salvation is a queer cyberpunk story about unexpected allies. Chaz, a nonbinary cyborg sex worker, has saved up enough to get a bigger apartment - with a stranger for a roommate. But Kevin's pretty quiet, and not a bad roommate... He might be a corpo contract killer, though.
Skyward Force is a video game idea I'm tossing around. It's a Shining Force like turn based tactical RPG about time and immortality.
I have a nameless collection of drabbles and concepts surrounding a fursona of mine, Tara; she's a catgirl sex worker & bartender who lives with her werewolf friend Cormac, who she's in love with. Pretty much anything NSFW I write is probably gonna be in Tara's world, and pretty much anything I write in Tara's world is gonna be NSFW.
I also think about drabbling stuff about my tabletop rpg characters: Mitchell, the tiefling warlock; Djarra, the halfling werebear druid; and Torra, the heretic Mechanicus enginseer.
Fanfiction
I don't have a published fanfic presence but I am working on a few things in the Netflix Castlevania, Magnus Archives, and Warhammer 40k fandoms, so I might talk about those from time to time. If I ever actually work on them. You know.
Other Fandoms
These are stuff I'm into but don't necessarily have planned works for.
Books:
Brandon Sanderson's Stormlight Archives (I'm not okay, please write quickly Mister Brandon)
Richard Kadrey's Sandman Slim series
Rodger Zelazny's Chronicles of Amber (fun fact: Urasdia started out as an Amber fanvessel eons ago)
Tolkien's works, of course
Stephen King's Dark Tower books
probably more! I got bad brains
Movies & TV:
Our Flag Means Death
What We Do in the Shadows (both)
Vikings
JJBA
Archer
Cobra Kai
definitely more but again, the bad brains
Other Media Types:
I'm pretty into Magic the Gathering and goth & metal music and sometimes that stuff has story pieces to play with so :) maybe one day.
Probably going to update this later with appropriate tags and anything else that changes. <3
Socializing with my weird ass:
I'm not very good at socializing beyond either pleasantries or infodumping tbh (it's the autismos) but I do like people and I do like what you're working on!
I'm explicitly avoiding Reality here so please don't try to talk to me about politics, current events, etc. - they upset me too much and I have other avenues for dealing with all that. This space, for me, is just about fiction! (I have already broken this for myself but shh we'll just move on.)
Please avoid asking me how I'm doing, if you can. The answer, though impolite, is "bad, but there's nothing much anybody can do about it, so let's not talk about it". I don't want to make anyone feel bad for me, but I also don't want to lie. Better to just avoid the situation altogether.
I'm not great at responding to tag games or the like; on top of the autism, I got them anxiety and overthinkin' problems, ya dig? I also don't have a lot of words actually drafted for any of my WIPs yet [or, don't have a lot that I still have saved, for some] so games like word finds or last lines etc. are really hard haha. I might be better about this in the future.
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ScottyMcGeester Plays Every Final Fantasy Game*
*Okay, all the main games except 11 and 14 since they are online only, and also no spinoffs or sequels.
THE INTRODUCTION
Years ago, I had a goal to finish every Final Fantasy game. As of December 30, 2020, I finally reached that goal. I originally started posting these reviews way back in 2017 on VGF(VIdeo Game Forums), and posted one review after another as I completed each game. I had already finished a few before I started reviewing the series, such as Final Fantasy I, II, VI, IX, and X.
Final Fantasy X was my very first Final Fantasy game, way back when it first came out on the PS2. It took me years to finish that game, mostly because I was still a novice at RPGs and I didnât quite know what I was doing. Still, the world and concepts of Final Fantasy gripped me. As a sci-fi/fantasy writer, they inspired tons of elements in my stories. The series spans a multitude of genre-bending stories â sci-fi, fantasy, some steampunk, modern fantasy, space, traditional fantasy with knights in armor â and a whole lot of crystals. I wrote these reviews as if you have no idea what Final Fantasy is â whether you are a gamer or non-gamer. This first post is a general introduction to the series as a whole, but even if you are a die-hard fan already, there are some things that I explore that I hope you'll find interesting. What is Final Fantasy? Final Fantasy is a roleplay video game series that started back in 1987. The first game was reminiscent of Dungeons and Dragons, where you could choose one of six roles for a team of four: White Mage, Black Mage, Red Mage, Thief, Monk and Warrior. Square, now known as Square Enix, developed the game. A legendary rumor about the title âFinal Fantasyâ comes from the story that they were on the verge of bankruptcy. They only had money for one more game, a fantasy game. They dubbed it âFinal Fantasy.â This apocryphal story is nowhere near true. Square had made video games before and they didnât do well, but the company itself wasnât on the verge of bankruptcy. What happened was that the developer, Hironobu Sakaguchi, had planned to retire. He didnât see any foreseeable future in video gaming with Squareâs mediocre performance. He wanted to make a fantasy game and dubbed it âFinal Fantasyâ, since it was to be his personal last work. He also wanted the game to be abbreviated as âFFâ â they originally had âFighting Fantasyâ in mind but that name was already trademarked by a board game. Final Fantasy initially sold 400,000 copies in Japan and became and instant hit. Nintendo of America approached Square to release a localized version for the states. Final Fantasy became far from Sakaguchiâs last game. Whatâs Final Fantasy about? Every main Final Fantasy game has a new story with new characters and even new gameplay. Some games have direct sequels and are recognizable with a subtitle, or an additional number following a dash. For example, there is Final Fantasy VII, and the direct sequel to that Dirge of Cerberus: Final Fantasy VII. There's a direct sequel to Final Fantasy X titled Final Fantasy X-2. But even though each Final Fantasy game is different, there are still central elements that make them a Final Fantasy game. You canât just write up a random fantasy story and slap the Final Fantasy name on it. The following elements are what make a Final Fantasy game. Some are obvious while others not so much. Chocobos:
Chocobos were first introduced in Final Fantasy II, but have been present ever since. They are cute, large birds that the characters often ride across fields or sometimes call into battle. They have practically become the mascot of the series. Moogles, Cactuars and Tonberries â oh my!
Moogles (pictured above) are telepathic creatures that help the players, or sometimes they can be a playable character. They debuted in Final Fantasy III.
Cactuars (right) and Tonberries (left) are cute, unassuming enemies that are actually highly dangerous, killing you in one shot if you are not careful or fast enough. The former debuted in Final Fantasy VI while the latter debuted in Final Fantasy V. Summons:
Sometimes they go by different names, like eidolons or espers. Summons are massive, fantastic beasts that you can call upon to aide you in battle to fight the enemy. Summons became a staple ever since Final Fantasy III. In some games, they are merely there to call into battle, while in other games they are central to the story. Airships:
Airships have been present since the first game. They are massive boat-looking airplanes. In the more recent games, airships look almost like spaceships.
Cid:
With the exception of the original Final Fantasy (except in later remakes), every game has a character named Cid. Cid is typically the character who owns an airship.
Items and Magic Spells:
Each game shares virtually all the same items and magic spells. Antidotes. Eye drops. Maiden's kiss. Holy water. Phoenix Down is well-known for reviving knocked-out characters in battle. The spells follow a hierarchy of levels. For example, Cure is the basic spell to heal somebody. The second level spell for healing is Cura. Then Curaga. Then finally Curaja. Most other spells follow the same format. The same high-level spells also frequently appear throughout the games, such as Holy and Flare.
Crystals:
With a few exceptions, crystals appear in nearly every game. They often serve as plot devices, whether they be the force that protects the planet or powerful objects coveted by the enemy. They also oftentimes have a consciousness of their own, communicating with the characters and calling them to their destiny.
Mythological References:
Final Fantasy is riddled with mythological references. Many summons and creatures take the names of mythological creatures or deities, such as Shiva, Bahamut, Leviathan, Behemoth, Odin, and Ifrit. Certain villains share the names of mythological figures or they are derived from certain mythological concepts, such as Gilgamesh and Sephiroth. Many of the games have legendary weapons you can find near the end of the journey. These are typically named after legendary Japanese figures, such as Masamune and Yoichi, or other world mythologies, such as Thorâs hammer Mjolnir. Saving the World:
Final Fantasy isnât about saving a particular princess, or person for that matter. The ultimate goal is to save the entire world, or even the very fabric of reality. Evil spreads in many ways, such as a sealed darkness trying to break free, empires with ambitious goals, villainous subordinates who pull the strings of politics, or empires destroying the environment. Typically, the main cast consists of characters from all walks of life. They all have to learn to work together and get through their personal struggles to save the world. Existential Crisis (or Startling Revelation):
By the time you reach the third act of a Final Fantasy game, some startling revelation forces the characters to question their very existence. A villain is revealed to be a heroâs family member, a main character realizes they're a clone, another realizes that they cannot live without magic, etc. Typically, the main character questions the nature of their soul, if they die like regular beings and become part of some greater life force, or blink out into oblivion. Whatever the revelation may be â it serves as a final crisis that the characters have to overcome. The Descent into Hell:
Every third act of a Final Fantasy game ends with what I like to call a âdescent into hellâ. The final dungeon is always some kind of bizarre world. In Final Fantasy II, you literally descend into hell to fight the Emperor. Throughout the series, hell is more metaphorical. The final dungeons can be a massive, sprawling tower or dreadnought, or a strange dimension that appears to have no rhyme or reason. Sometimes I'm reminded of M.C. Escherâs work, âRelativityâ, or sometimes it reminds me of some cosmic horror featured in the Cthulhu Mythos. These final dungeons can be inter-dimensional rifts between space and times, pockets in reality, subterranean depths, insane worlds that the villain created, and worlds of darkness. (Final Fantasy IX's Memoria)
(M.C. Escher's âRelativityâ)
These stylistic approaches for the final dungeon represent the oncoming battle with the forces of chaos. Fighting God:
After venturing through the surreal and hellish final dungeon, you face the main villain. The main villain always achieves godlike status or the characters actually have to defeat a god in order to save the world from its oppressive reign. Many stories appear to throw in a last minute ultimate god who was pulling the strings of the plot the entire time. The purpose of dealing with gods and goddesses represents the charactersâ desire to control their own fate and alter their destiny. Most of these bosses are strange and grotesque, definitely getting a Cthulhu vibe from them. I looked at them and thought, "Christ, what the hell is THAT supposed to be?"
It always feels like THE final fantasy:
Each game, no matter what happens or how it happens, feels like the be-all-end-all of its story â its fictional universe. Direct sequels were unheard of until Final Fantasy X-2, which while fun, was wildly different in tone from the original game, and critics pointed out that it ruined the finality of Final Fantasy X. This is one reason why I think direct sequels to Final Fantasy games fail â what else could the main characters possibly face that is more dangerous than the one they just encountered? Anything else would feel like childâs play to them. NOTABLE PEOPLE Aside from the characters, stories and games themselves, the people behind the series have achieved legendary status. Nobuo Uematsu:
The original composer of Final Fantasy. Uematsu single-handedly scored the first 9 Final Fantasy games. Uematsu surprisingly never had any formal training in music â a trait that would ostracize any composer, such as Danny Elfman. I find that the those who haven't had any formal training usually break the mold with music. Uematsu started working for Square at around 25 for the first Final Fantasy game, starting out with nothing and never suspecting his job would lead him where he is now. His music is unique for incorporating elements of classic and progressive rock, specifically in the battle themes. Uematsuâs themes for each game have achieved instant recognition in the gaming world, as recognizable as the theme to Star Wars or James Bond. Tetsuya Nomura:
Tetsuya Nomura is a video game designer and director who started at Square in 1990. He rose to prominence when he was given full control of designing the characters for Final Fantasy VII â arguably the most popular Final Fantasy game to date because of its characters: Cloud Strife, Tifa Lockhart, Vincent Valentine and Sephiroth. Nomura went on to create more legendary characters for Final Fantasy VIII, X and XIII. Yoshitaka Amano:
Amano is the artist whose work is most known now in Final Fantasy. He has done concept art and design for every game in the series. His style is instantly recognizable. He has also drawn for many anime shows, comics and mangas, such as Vampire Hunter D and Sandman: The Dream Hunters.
And last but certainly not least - THE MUSIC Final Fantasy has left its mark in the musical soundtrack of video games. Each game more or less shares three of the same memorable tracks.
The Prelude:
youtube
The Victory Fanfare:
youtube
The Final Fantasy Main Theme:
youtube
THE REVIEWS
Each review I post will critique major aspects of each Final Fantasy game, such as its gameplay, graphics, story, and music. Today is currently January 3, 2020 (technically the 4th when I post this because itâs past midnight), and I will be posting one review per day so as to not lose my sanity editing and formatting everything at once here. So look forward to the very first review tomorrow starting with the very first Final Fantasy game.
#final fantasy#final fantasy v#final fantasy vi#final fantasy vii#final fantasy vii remake#final fantasy xv#final fantasy xvi#tifa loc#cloud strife#sephiroth#nobuo uematsu#video games#sony playstation#playstation 5#final fantasy x#onvideogames
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yâknow something thatâs bothered me for a couple of weeks now is how the other week, someone told me that the fact that you get nook miles for changing your characterâs outfit in animal crossing made AC a âchildishâ game to play above, like, strategy games or whatever else.
like okay yeah. itâs a little redundant, i guess, to get nook miles points for changing my characterâs outfit in the gameâŚ.. but likeâŚ. thatâs what makes it fun??? and there is some strategy, for me at least, in playing animal crossingâŚ. mostly to make money and purchasing items for my island or rearranging my house or updating bridges/inclines on my island etc etc.
but just because one of the ways to make points is something as simple and frivolous as changing an outfit, doesnât mean that thereâs some type of strategy or some type of other thing about higher order thinking skills.
and plus. games donât have to be that fucking deep all the time. because although i play ac every day mostly to keep my island going and for my mental healthâŚ. at least itâs keeping me busy and getting me to use my brain (from time to time lmao). like i practice planning on it and stuff. i practice financial management (lmao) on some level tooâŚ. with saving money in the bank to upgrade my houseâŚ. or when i do upgrades on stairs/bridges, i pay the loan in full??? all which are things in the real world/irl that many millennials (both younger and elder)/early gen z canât actually fucking do. how is this not good??? i actually having spending power!! and thatâs powerful! lmao. even if itâs fictional.
but just because iâm not playing god knows what strategy game (or even something like COD or whatever) to flex my strategy skills and whatever notâŚ. it doesnt mean you dismiss or diminish it as âchildishâ. like yâall. after the hell i had in hospital from nov 2020 til jan this year, and coming out of hospitalâŚ. animal crossing has helped my mental health by giving me something to focus on and giving me tasks to doâŚ.. albeit in a fun way. but just because one of the menial tasks on it to get points is âchanging your characters clothesâ it doesnât mean that itâs pointless or some other negative word. just because iâm not carrying out some idek fucking reconnaissance mission in fuck knows what army type shooter game like COD or halo or idek something similar in assassins creed type or borderlands type rpgâs, it doesnât mean iâm not using the âstrategic thinkingâ part of my brain.
anyway my point is that video games dont have to be fucking deep and flex your critical thinking and strategic thinking skills all the fucking time to be deemed âreal gamingâ when people play them. sometimes the most strategic thing is placing a bridge next to the able sisters clothes shop right next to your house or idek putting some mario teleporting tubes in your front yard and by nookâs cranny so that you can make bank quickly on your old stuff in storage and making the hot buy items lmao.
and the best part is, for me anyway, itâs actually fucking relaxing instead of having like 10 dudes in your team (if you play halo/COD multiplayer online) screaming at you all at once to do shit. or youâre not having to complete missions on a time limit all the time in some solo hero game. instead youâre building a community (an imaginary one, but still) slowly, and planning (ok not fully, my island decoration is haphazardâŚ. but at least iâm at a 4 star rating now lmao) and designing an island to live on. again, it reminds me of when i told a guy in my homeroom back in year 9/2010 that i was still playing neopets and moshi monsters and he scowled at me saying that âthose are for babies, not like COD. grow up!â although i did play my fair amount of single player shooter games on neopets anyway đđ (that on top of everything, i was actually pretty good at lmao).
but i guess itâs that the building a community and a home etc thing is seen as âgirlyâ and âbabyishâ/âchildishâ whereas being a lone hero in every shooter game or other RPG game is seen as âmanlyâ or âadultâ. because again, you have to actually have âplansâ (apparently) whether you play with a team or notâŚ. all bc youâre using your strategy skills to âsurviveâ in the gameâŚ. while earning points for things like changing your clothes or talking to your neighbours or âimproving island lifeâ and everything else that you get nook miles points for on animal crossingâŚâŚ is seen as âtoo easyâ and again âgirlyâ or âchildishâ because you have to actually CARE about the thing and almost âraiseâ it like a kidâŚ. and not usually just mindlessly shoot at shit or fight/kill people or idk magical beasts or be the hero of some type of quest or mission like many (i assume on large scale) of the typical âmanlyâ strategic games are like.
like sorry i like caring for my villagers even though theyâre fictional, fred. sorry that i like easy points and casual games over some overly intense team game play games like COD or halo⌠or sorry that i donât like overly intricate quests to do constantly that âsave the land and yourselfâ or whatever fuck in like final fantasy or skyrim or assassins creed (although i do want to eventually buy those games and play them casually). let people have easy games and find pleasure in them. just let people chill the fuck out and not have to really think about shit all the time.
and plus, i bet many people let their young kids (like 6 to 10 year olds) play animal crossing; which i think theyâd much rather have them play than COD or whatever other shooter game tbh. because i know i would rather a kid that young to play AC over something like halo. let kids have more kid friendly games as well. because even for them, not everything has to be a way to build their strategic thinking/critical thinking skills, imo. let them have fun chopping wood down or diving for sea critters. or, hell. some kids might even like changing their parents characterâs clothes to the outfit that they like their parentâs character (or even their own characterâs) to wear lmao.
like for fucks sake. let everyone from kids to adults have some time to chill/relax and have fun. why does everything have to be competitive (which is what many of the big shooter games really are, when theyâre played online multiplayer mode in teamsâŚ. imo anyway) and tactical/planned??? let people, no matter their age, have their unrestrained play/fun and restâŚ. when so many things that are hobbies nowadays are basically being forced into being âside hustlesâ or âsomething to learn fromâ etc etc. because sometimes you just need to fucking switch your brain off by talking to a raccoon who sold you an island and his 10yo sons who run the island corner shop; and other various fictitious anthropomorphic animals.
anyway hereâs a fun rant for july.
#life#about me#shut up ilona#the someone was actually my dad lmao but still#animal crossing: new horizons#acnh#animal crossing#the second last edit paragraph is actually about my nephew lol but still
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Hi, did you play every AC game? If yes, in term of game plays which are the easiest? For someone without much experience in games, ty!
Not every AC game, because I can handle only so much of cookie cutter games at a time. Before I say more, lemme get this out of the way first: I played the Ezio trilogy back in 2018 because Da Vinciâs Demons was cancelled and I wanted more Da Vinci content and the white and red hoodie looks cool. In other words, I didnât play the game because itâs called Assassinâs Creed.
The AC games I played so far, by the order of which one I play first. Iâll rate gameplay by my personal preferences (because itâs the only way I know how).
Ezioâs trilogy (AC2, AC Brotherhood, AC Revelations, played in 2018): decent parkour, minimal grind (just invest in the villa and youâre a millionaire in a day or two), very story focused (perfect balance of historical and modern plots). Decent combat. The golden years of AC and I agree.
Unity (played a few months after Ezio): good parkour, medium grind (bigger map and more items to upgrade, you still get to invest in properties so it helps). Time-saver items are on sale for real money aka MTX (ew). Combat is ok, not much difference since Ezio. Historical story is meh (I donât care for Arnold because Eliseâs story is more interesting) and they completely ditched the modern plot (you think Odyssey has little modern day plot, try Unity). Buggiest AC game I encountered and I played this game 4+ yrs after launch (hold on to that thought, keep reading). Ubi spent all of their time and budget doing the interior design (which is gorgeous btw) that they have none left to fix the bugs.
Black Flag (a few months after): chasing flying papers is my favorite activity to NOT do. Grindy af (no property investment). I canât tolerate the controls for the ship so I hate everything that involves ship in this pirate game, except for sea shanties. Youâll have more fun playing this game as a pirate than an assassin. Combat feels the same since Ezio. Other mechanics are like Unity (understandable). Modern plot is minimal, but it makes bloodline irrelevant and thereâs a....soul inside a computer server that wants to possess a human body, meanwhile said soulâs husband is a maniac who has unlimited reincarnations (realism, I know). Black Flag is the gateway game that convinces me that I should stop wasting my brain cells in âwhat kinda bs realism is dis?â
Odyssey (a month after launch, bought solely because of Kassandra also when I heard Odyssey is set before the creed, oh fuck yea I donât need to sit through another rehash of Creed crap or at least minimal anyway): oh gods a breath of fresh air from the old controls where you have to hold R2 whenever you want to run and my fingers hurt sfm. Climbing is the best because the protag actually moves where you want them to move. MTX (ew). Grindy but because the combat and movements are smooth, best combat so far; I donât see Odyssey as grindy because I enjoy my time playing (also Kassandra); I platinum the game on PS4 at around 130 hrs I think, couldâve been earlier but photomode. Fun quests that I giggle whenever thinking about them (I donât remember shit about any quests in any other AC game, but then again Kassandra). People bitch about no parkour but who parkour in the 450BCE?!?!? Full disclosure: I never cared for parkour and never will. I stop caring for modern plot after how Unity and Black Flag handled it. Playing Odyssey makes me realize that I enjoy AC games more if idgaf for the AC aspect, rather, I play for the fictional historical tourism aspect. Just ditch the AC and voila, blue sky and fresh air. Playing Odyssey also makes me realize that I want a spin-off IP that focus on the Isu so we can go full fantasy. Do I need to say how pretty Odyssey is? lol
Origins (planned to play Origins first, but Kassandra. Also, I remember Amunet from AC2, but somehow we play as a dude in Ancient Egypt, Iâm not too eager to find out, despite I prefer Egyptian mythology over Greek and Iâd like to thank Yu-gi-oh for that): combat is clunky, heavy, and slow, though no need to hold R2 to run so phew. Grindy af. The bow mechanics is a decade outdated (Horizon Zero Dawn came out the same year and oh boi the difference is night and day, oh yea I played HZD before Origins. I get it the bow isnât the focus but does it have to feel like Skyrim in 2017?). Iâm glad I play this game for the Ancient Egypt (which is beautifully designed *chef kiss*) aspect and no more.Â
Syndicate (I play this along side of Origins, still havenât finished it though. Literally bought the game for Evie and I nut over Victorian fashion): combat is no different from Unity. Grindy like Black Flag and Unity. Story is meh in both historical and modern plot so far. Evie is the only reason Iâm still trying to play this game. At least the Helix outfits are included in the Gold edition of the game. Victorian London is gorgeous tho.
Valhalla (only care for this game because Eivor. Tbh after God of War and Hellblade, idc for another Viking game): game is buggy af, buggiest AC game Iâve played. Combat is like Origins but worse: the only saving grace is the finishing move & the bow mechanic hasnât been improved since Origin; I honestly would rather have combat from the Ezio games over whatever-this-is. You have to toggle a button to run now, which is dumb af because I miss Origins and Odyssey automatic run. They bring parkour back (because Vikings totally dig parkour back in the Dark Ages) as well as the-character-doesnât-move-where-you want-them-to from the older games. Chasing flying papers from black flag is back, no thx. Looting enemies is useless, but hey you get to run around to look for a key or two or THREE to get some minimal amount of materials; so imagine if 2/3 of every chest in Origins and Odyssey are locked. Oh! You have manually pick berries/food to heal, no healing potion, wtf is this half-ass RPG shit? Side quests, oh sorry World Events, arenât tracked in an open-world game (guess who hasnât been doing these bitches?). Grindy af. Iâm wasting my time looking at the skill points interface (you have 99 lv in Odyssey, 55 in Origins, 403 power in Valhalla. A game doesnât feel like grindy if you level up every 2 quests for 403 times, does it? lololol). The useless SP tree is so massive that I just donât use the skills I acquire because it takes too much time to find out which buttons to push to locate the 10 skills in this 403-dot clusterfuck, but the astronomy design is beautiful (gotta give credit when itâs due). Scummy practice from Ubi: releasing âtime-saverâ pack AFTER reviews are published. Also, who wanna bet there will be more mtx outfits than in-game outfits? Donât worry, Ubi makes inventory management cLEaNeR for you *hands over 8 outfits for an RPG game*. The free event bugs tf out of your already buggy event, but hey, youâll get a free outfit thatâs a reskin of what you already have, teeheee be grateful. Eivor is amazing but by the gods playing this game is a chore. Tbh I only play Valhalla if I donât feel like playing Ghost of Tsushima that day. Lastly, why is England so yellow like itâs Ancient Egypt?!?!? And why the sunlight moves faster than Eivorâs running at full speed? Which parts of this game does realism count?!?!?!?
Unsolicited opinion: GoT is an example of how an AC game should be and how DLCs should be handled, but with Ubisoft it will never be and Iâm so fucking glad that it is Sucker Punch Prod which handles feudal Japan with utmost respect and realism. See how âhonorâ is handled in both games and compare the writing. Ubisoft should have announced ding dong AC is dead and create a new IP, but AC is their most financially successful franchise so expect more of this MTX, I mean, grindy RPG approach with minimal narrative.Â
#every time I talk about AC I need to go play ghost of tsushima to cleanse myself#ask#anon#Assassin's Creed#ac2#ac brotherhood#ac revelations#ac unity#ac black flag#ac4#ac syndicate#ac odyssey#ac origins#ac valhalla
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Tabletop Asks
In reference to the previous post: 1.) Game Master, Player or both? Why?Â
I am currently lucky enough to be player in one game and DM in another (both 5e D&D), however ordinarily I am overwhelmingly the DM/GM.Â
2.) When did you start role playing? How old were you?Â
My first start with published tabletop adventures was actually quite late, in my second year of university when I was about 19, so 11 years ago now, with D&D 4e. However, I think my first freeform roleplaying experiences were with a mate of mine all the way back in primary school, where we had this quite extensive worldbuilding and characters. It was my first introduction to the idea that I wanted to be a writer.
3.) What was the first role playing book you ever owned?Â
The 4e PHB, DMG and MM all at the same time. I had a job then, missed playing, decided âfuck it, Iâll start my ownâ and dived in.
4.) Describe the first game you ever ran or played in.Â
A 4e Starters Box run on Keep on the Borderlands. I played a Dwarf Fighter out of the box, which I named Xzienne (which some of you know is my regular online handle). He was fun; in my oh-so-extra way, I kept my game notes as In-Character journal entries.
5.) Which system did you grow up with?Â
D&D, all the way. Fourth edition and then Fifth, with a look at Third in between. But Iâve played about a dozen or two different systems all up.
6.) Which system do you play now?Â
Predominantly 5e
7.) Longest campaign youâve run or played in?Â
My D&DÂ âEmpires Intelligence Servicesâ campaign ran from 2016-2020.
8.) Where did you meet your current gaming group?Â
I tend to throw my groups together from among various people I know from all over. My favourite group ever was the one formed entirely of cast members from our local theatre company production of Wicked.
9.) Strategic combat or dramatic plotlines?Â
Does it need to be either/or? I feel like good drama gets you invested in the characterâs outcomes, good combat (or puzzles or traps or whatever) gets you invested in the characterâs actions. You want people to achieve their goals with emotional satisfaction but without just narrating to them; they need to feel involved in the process of making those goals come about. Challenges are not just there for the Power Gamers and the Slayers, they make the plotlines feel satisfying for everyone.
10.) Favorite RPG genre?
I love Science Fiction and I love Fantasy, and my own work so often smashes the two together. I write a lot of Contemporary/Urban Fantasy, and my D&D world is a magepunk magitech setting with spacefaring aircraft and so forth.
PLAYER CHARACTERS - Describe:
11.) Your first character.Â
Xzienne the Dwarven Fighter, mentioned above. My first character I made though, on the other hand, not including NPCs, was much later. I think it was probably Tetsuo, my Shin-jin from a Dragonball RPG
12.) Your favorite character.Â
Definitely Ortlinde. An Aasimar Witch who was the granddaughter of a Valkyrie, and was mad that the gods would be so callous as to bar her mother from Valhalla just because she wasnât a warrior, and so tried to stage a coup against Asgard. Fuck she was cool.
13.) Your most ridiculous character.Â
If not Ortlinde, then possibly Parian, my 13th Age Bard whose âOne Unique Thingâ (a 13th Age mechanic that I love) was that he could modify his spells on the fly by casting the verbal components as full poems, which I would write and perform in-session. I once got to add a Fear effect to a Thunderwave because I made it sound like the trumpets of judgement day, and I managed to cast Charm Person but with an allied player as the focus of the targetâs charm by making the poem about their character.
14.) The best in-character line youâve ever had.Â
Not a lot of what other players have said have stuck with me, really. Possibly my favourite was Aliceâs ranger in Castles and Crusades who said a whole lot of buckwild shit until my halfling begged her not to talk.Â
Whereupon she shortly thereafter discovered a secret Dryad home inside a tree, and didnât mention it to the party. When asked why?
âYou told me not to talk.â
15.) Your most epic death.Â
I havenât died that often, to be honest. Probably the most memorable death was Parian, who got crushed in a moving wall trap and had to be scooped up in a bag and carried around as âbard soupâ until a True Resurrection could be cast.
16.) Your most disappointing death.Â
See above.
17.) Something that shouldnât have worked, but did.Â
Meliorn Metcalfe, Tiefling Spellbinder, orchestrating an ambush in a town square against the people who had been sending thugs to attack the party in their beds and stealing shit from the townsfolk. I set up traps (clay pots filled with caltrops and poison), used sunrods to blind the attackers while we had our backs to the light, and we greased the buildings around the area so that they couldnât climb to safety. It went perfectly, even after they rocked up with a gargoyle.
18.) Something that went hilariously awry.Â
Just recently I was playing in a Wildemount game which saw the party running Benny Hill style around an ancient lab from a Wight. In the process I got nearly killed by both flying knives and a very angry carpet.
19.) Your most memorable in-character moment.Â
Ortlindeâs speech to Frigg, lambasting the Gods for their mistreatment of mortals.Â
20.) The coolest item you ever got and how you came to possess it.
The Masque of Clavicus Vile, from the Elder Scrolls games, pulled from Niddhogrâs treasure hoard and buffing my Spell Save DC to 27 (including other stuff like class features for the Witch and another item which synergised with those).Â
GAME MASTERS - Describe:
21.) Your favorite NPC and how the party reacted to him/herÂ
By far Celia Sapienza, Eladrin Kensai, who became the party Mum even though she was younger than a few of them. Sheâs now the head of the Empires Intelligence Services Northern Branch.
22.) A game you wish you could run or want to run someday.Â
Iâve been eyeing off Dread, Skullduggery and Leverage for years, but I also recently got the Dishonoured game which looks sick as, and Blades in the Dark, and...
23.) Something you made up on the spot.Â
So so much, but most recently I had a Marid sailor NPC who I had to improvise and entire story of his previous voyages. I did it in a Brian Blessed voice and the players, no shit, fucking applauded.Â
24.) Your most successful game.Â
The Wild Huntresses, finally figuring out who had killed the town alchemist and facing off against her and her pet Water Elemental in the caves beneath the hills. Such an epic game. God I miss that group.
25.) Your least successful game.Â
Paranoia, but thatâs just built into the premise.
26.) The craziest thing your players have ever done, and how it affected your plans.Â
I had a player walk straight out the front doors of a castle under siege. I hit him with 2 dozen crossbow bolts. That guy was an asshole.
27.) Your favorite setting or game location.Â
I massively love the idea of Eberron, and I love the MTG crossover settings like Ravnica and Theros.Â
28.) Your creative process when you plan a game.Â
Typically write about a page of notes for every 2-10 hours of gameplay, depending on the amount of combat expected. Things like important NPCs and what they want, where the party are expected to go in general terms and some ideas for things to throw at them when they inevitably wander off the path, that sort of thing. If itâs really plot important, though, Iâve been known to write pages and pages of lore and character info to hopefully seed into conversations. I also once wrote a full script that we did as a table read for a big conversation between a bunch of NPCs that the party were there to listen to but not be involved in.Â
29.) The best / worst character concept youâve ever heard.Â
No character concept that fits within the rules is ever really bad, although sometimes the execution isnât great. Some are very, very dumb, like say every character ever built or played by the asshole player I mentioned a few entries back.
30.) What makes GMing fun for you.
Players getting invested in the world and in each otherâs stories. Nothing makes me feel better as a GM than being able to sit back while the players have a full in-character conversation with each other.
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PBTA Spelljammer GLOG Thing?
Recently, my father dug up his old Traveller and MegaTraveller books for me, and after having a lot of fun reading through them, I can definitively say I donât ever want to GM the system. But it got me in a space-gaming mood and my mind turned to two things. First, the Uncharted Worlds game I was once a player in, which seems to have borrowed a lot of the good aspects of Traveller and put them into a PBTA system, which I love very much. Second, the AD&D setting Spelljammer which is an amazing science-fantasy fever dream that Iâve unfortunately never gotten to experience firsthand. Naturally, I decided Iâd make an RPG. And, ever since I discovered it, GLOG has basically consumed a large part of my mindspace whenever I think about RPGs.
Now itâs about a month later, and I have a lot written, but even more still to write. My biggest issue is getting my thoughts organized. Iâm always a lot neater when I know other people are going to see my work. So, in a hope to make things more coherent for myself, Iâm going to let you in on what I have to far.
What I like about Spelljammer
Science fiction minus the science
Practically any science fiction trope you can think of fits into the setting, but when it comes to the actual science, itâs this weird-ass mix of a classical Greek and medieval alchemist understanding of the cosmos.
You donât have to worry about players âum, actuallyâ-ing you about what happens in the vacuum of space, because itâs actually not even a vacuum!
Magic = FTL
Despite the previous point, its science is actually still relatively âhardâ when it comes to internal consistency and logical consequences to its different laws of reality than our own. The magic, on the other hand, is magic. My headcanon is that the speed of light imposes a hard limit, but magic is the one thing able to ignore it.
While people could theoretically pull off a no-magic spacecraft launch (if they had a few thousand more years of technological development), for the most part, if something is in space, itâs probably because a wizard decided they wanted it to be in space.
Weird-ass spaceships
Since a spaceship is âanything you can put a spelljamming throne in,â you get a delightful mix of regular boats, classic pulp sci-fi or space opera spaceships, weird organic tentacled things, and whatever else strikes your fancy.
What if a dragon died and all the kobolds that worshipped it somehow got enough spell slots to just pilot its corpse into space and start fucking shit up?
Sadly, Spelljammer doesnât offer a lot of customization, instead just relying on a wide catalogue of weird ships used by different aliens.
Wizards
What I like about PBTA
Adaptable to basically any setting
There is a great wealth of hacks I can draw from
These two points go hand in hand. I havenât, however, been able to find a specifically spelljammer-inspired PBTA hack, so thatâs why Iâm doing this.
The PBTA games Iâve read through in creating this (so far) are Uncharted Worlds, Dungeon World, and the original Apocalypse World.
Encourages little preparation
My biggest challenge in running a game thatâs interstellar in scope is my instinct to pre-prepare everything, which is already problem if I think I need to make an entire country, let alone an entire planet. But now weâre talking not only a planet but every planet.
While you can do worldbuilding as the GM for a PBTA game, you can also not do any, and let the players do all the work for you upon character creation. Dungeon World is especially good at this.
Itâs fun
Iâve enjoyed every PBTA game Iâve been a player or a GM for, no exceptions (so far).
Itâs extremely easy to teach people
Most of my friends are not as into learning new systems as I am. But most of them have already played at least one PBTA system, and if they havenât, it wouldnât be as much of a hassle as say, AD&D or Traveller.
What I like about GLOG
The four-template class blueprint
If PBTA character sheets are streamlined, I donât even know what Iâd call GLOG character sheets.
I donât know if Iâd shave my classes down quite as much, but Iâm definitely taking notes from GLOGâs designs.
GLOG spellcasting
This is one of the things I like most about GLOG.
Spell dice to power FTL? Maybe 1 die per 30 light years or whatever, and the sum determines how fast the trip can be made? Doubles and triples can be malfunctions or space pirate attacks or something.
A shit ton of classes
I think Iâd like to limit it to 10 or so classes, but Iâm definitely going to get inspiration from some of the weirder GLOG classes along with the classes fighters/wizards/rogues.
An emphasis on interesting problem-solving
I think this is more just good game design than GLOG itself.
Encourages taking a weirder spin on fantasy lore thatâs often taken for granted
Again, this seems like itâs just good worldbuilding, but a lot of GLOGgish writings do this, and Iâd like to follow in their footsteps.
What I like (and dislike) about Traveller
I donât like how obtuse it is
Reading the book sort of overwhelms me. Itâs like they didnât even try to make it accessible. Itâs just endless black text on a white background, tables and diagrams strewn about haphazardly, and no art, not even just at the beginnings and ends of sections. The cover is a black void to symbolize the state of my mind after reading three pages.
When it comes to spaceships, I like a lot of crunch and granularity in their design
Something I found myself wishing for when playing Uncharted Worlds was a more involved ship design process. While they did clearly take notes from Traveller, itâs nothing like the original.
I donât know what it is about spaceships. Characters I like simple and streamlined, but I guess reading through power plant matrices and choosing software and balancing it all on a budget gets me into the headspace I actually believe a spaceship creator would be in, whereas I donât think the creation of a person usually involves that sort of design process.
I'm neutral on the crunch for everything else, but I think it's at odds with PBTA sensibilities
Plus, as I sort of mentioned in the PBTA section, I want my mostly 5e-playing friends to be willing to test this with me.
I like the psionics
I really like psionics, and I think Traveller properly captures the feel that I like for them.
However, Iâm not a fan of âanyone can test their psionic abilities and then roll to maybe get powers.â Iâm going to have a psionic class, which a character can start in if they want to have psionic powers, or they can multiclass into later if they want to discover their psionic potential later on. If they donât want their character to have latent potential, they can just never take any levels in the class.
I dislike the highly-defined setting
I know itâs supposed to be adaptable to most sci-fi settings, but the books reference their own universe and history so much that it doesnât really feel that way.
How do I synthesize this all into one game?
Setting-wise, Iâm mostly drawing from Spelljammer, as well as Star Wars, Numenera, and my own imagination. I donât want to define many specific planets or empires or sectors or whatever since I prefer most of the worldbuilding work be done by players during character creation. Also, if you know of any very low-science space fantasy fiction that I should read, please send it my way.
I do have very specific ideas about how I want spaceships and space travel to work, which I think need their own post later. You might get a pretty good sense of what Iâm going for from the Spelljammer and Traveller sections, though. My plan is to take advantage of something like Travellerâs very granular and in-depth ship creation to let players make their own completely batshit Spelljammer-style spaceships. I think a ship needs its own character sheet.
Iâm doing the PBTA thing where each class has a character sheet. I havenât decided whether Iâm doing the standard 6 stats or making up some weird ones. The former is definitely easier to sell to people but I think the latter is cooler. Also, since you need a spellcasting class to have FTL what do you do if nobody picks one? I donât want to get in a situation where I have to tell them âone of you needs to switch classes,â that just feels bad and could create animosity. A solution Iâm slightly leaning towards is having only one of each character sheet, then making sure thereâs always one fewer non-spellcasting class option than there are players, so by pure mathematics someone will end up able to power the ship, and I donât need to force anyone to change on my own. The issue there is then I canât have more than 3-5 non-spellcasting class options depending on party size, and Iâd prefer a larger and more varied class pool. Another option would be to have magic hirelings available, but I want spellcasters with the ability to do FTL to feel like these big, weird, and powerful personalities, so having them just available as hirelings sort of it cheapens that in my opinion. Maybe itâs not actually important that the party always have access to their own interstellar travel? I could see the PCs being like a bunch of interstellar hitchhikers. Very Douglas Adams.Â
Thatâs just about everything that I donât think needs a separate post. I hope you enjoyed it, and if you have any thoughts about this potential horrible chimera of a system Iâd love to hear them! You can reach me here through Tumblr or at Robot_Face#7919 on the OSR discord server.
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Thousand Scars Author Interview
Hey guys, back with a new isolation interview! Iâll have an SPFBO author interview ready for the weekend, but Iâd like to bring back an old survivor of the Scar den in Deston Munden. Hope you guys enjoy!Â
First of all, tell me about yourself! What do you write?
Hello again! Iâm Deston J. Munden, former SPFBO writer and now resident stuck in the house author. Iâm a science fiction and fantasy author who is surviving all this craziness by stuffing his head full on Dungeons and Dragons characters and learning how to cook neat food. Iâm the author of two series, Dargath Chronicles and Dusk Orbit Blues, both which are getting an audiobook real soon. Itâs a pleasure to be back.
How do you develop your plots and characters?
Iâve been asked this quite a few times and I never feel like my answers are satisfactory, but nevertheless true. They just kinda come to me. There are small inciting events that makes me want to develop a character or a plot. It could just be me sitting and reading. It could just me be playing a game or roleplaying a completely unrelated character. Â From there, I put them on what I called the simmer mode. I slowly develop them in my head until they are ready for the drafting phase.
Tell the world about your current project!
Dargath is a fun, high fantasy world that I created a while back. Itâs a world where everyone has magic and no one is truly human. I wanted to create a world where magic was a common stance and everyone has a degree of it that is unique to them. Also, I wanted a world where the reader doesnât go in with the natural biasness of starting with a human. Yes, there are human-like races, but I wanted to have this mystical feeling to everything. The world is split into two continents, eight races, and plenty of subraces. Itâs rich in history, politics, and turmoil while also having that classic dungeons and dragons type of feeling to the world. If that seems like your type of thing, try me out!
Who would you say is the main character of your latest novel? And tell me a little bit about them!
Ser Torlyek is the main character of the novel that is coming out later this year. Iâve been marketing him as Neville Longbottom meets Thor from the MCU and Steven Universe. Heâs my first autistic main character who adores knights and honor beyond anything else. Heâs also a complex character who has a deep backstory with his family. Dukeâs Brand follows him as he comes to terms with who he is now as well as him making friends along the way. I hope that you guys enjoy him as much as I enjoyed writing him.
Have you been to any conventions? If so, tell me a little about them!
Iâve been to so many conventions! They are some of my favorite places to go for vacations. They are so lively and powerful, and you get to meet so many fellow nerds. My goal this year was to finally sell my books at a convention. Sadly, that didnât happen. Now, Iâm going through convention withdrawal. If you never gone to a convention before, Iâll honestly suggest that you try it out. There are so many cool things that you can find and youâll meet so many cool people.
When did you first realize you wanted to be a writer?
I realized that I wanted to be a writer when I was young. Luckily, none of my teachers tried to squash that love. Instead, they tried their hardest to cultivate the talent that they saw. I always wrote fan fictions and loved the creative writing assignments given to me. But, it wasnât until after college where I realized this was a career I could do. Self-publishing opened an entirely new opportunity for me and ever since Iâve been pushing myself more and more to expand my dream into a reality.
If you had the opportunity to live anywhere in the world for a year while writing a book that took place in that same setting, where would you choose?
Rome, hands down. Thereâs so much history there that I would love to explore and set a story within. I think it would be fun to explore the mythology and the people of rome and wrapping that up in a story that I would write.
What advice would you give new writers?
Finish. That. First. Draft. Iâve seen so many new writers get into what I call the world building loop or worse the first chapter loop. Its when a new writer keeps world building or writing the first chapter endlessly until the end of time. That is not how youâre going to improve. Youâre going to have to finish that first draft at one point or another. Not to say pre-writing is not important, however, if youâre stuck on it you need to start on the first draft. As a new writer, learning how to finish a project is key.
What real-life inspirations did you draw from for the worldbuilding?
Too many. I usually get inspiration from history, cultures, food, architecture, generally whatever that I think would make my world feel richer and livelier. Each of the races are inspired somewhat after certain regions of our world albeit blended in such a way to better fit the region Iâm going for. Iâve used things from Africa, the Middle East, Medieval Europe, Egypt, etc to make my world feel stronger and cohesive. Itâs a fun experience as a history and culture nerd.
What inspires you to write?
I enjoy it. Thatâs the long and short of it all. Writing is a passion of mine. I love sitting down at the computer and letting my imagination go wild. Thereâs a magic to it all. I used to write after I finished my schoolwork in class just for fun. I didnât realize that was weird until my teacher saw me doing it while everyone else was playing games on the computer. Writing is my creative outlet and without it I might burst.
What is the hardest part of writing for you?
The hardest part for me is keeping the pace with everything. Thereâs a lot that goes into be an author. Some days I just want to sit down and write, but I know I canât do that all the time. There are days where Iâm going to have to research, do my social media, and market the books I already have released. Managing my time has become quite difficult.
What is your routine when writing, if any? If you donât follow a routine, why not?
My routine is usually 8-4 every weekday. If I donât follow this schedule, I will and can work myself to death.
What was your favorite chapter (or part) to write in any of your books, and why?
This is spoiler territory. Thereâs a certain scene in Tavern that I really enjoy that has made people lose their marbles and I always laugh manically about when I get a message about it. Recently though, Iâve been getting a lot of âOMGâ about a certain scene in the middle of Dusk Mountain Blues. It makes me giggle. I might be evil.
What these two scenes have in common is that I throw the reader for a loop. I love doing that. Â
Did you learn anything from writing your latest book? If so, what was it?
Writing Dukeâs Brand and Dusk Ocean Blues taught me a lot how to condense my writing style a bit. Lately, Iâve been trying to hone my writing style a bit. I feel like writing these two books has helped that a lot going forward.
Are you a plotter or a pantser? A gardener or an architect?
I am definitely a pantser. Iâm all about writing it and winging it until I get to the second draft.
If you had to give up either snacks and drinks during writing sessions, or music, which would you find more difficult to say goodbye to?
Definitely snacks. I can give up music if I had to, but snacks I need to survive. I canât imagine how Iâll get through certain parts of my novel without snacking on some chips or some other ungodly unhealthy food or beverage.
Which is your favorite season to write in, and why?
Spring. There is something about the temperature and the outside environment that brings out the power in me.
Itâs sometimes difficult to get into understanding the characters we write. How do you go about it?
Itâs all about learning how that character ticks. The big thing Iâve realized about getting in the mindset of a character is knowing their motivation. A person drive and ambition tell a lot about the character as a whole and getting into the mindset of them. You gotta realize what they want to realize who they are. From there, I think, their personalities, dreams, relationships, etc becomes more apparent the more you write it.
What are your future project(s)?
Dusk Ocean Blues (Book 2 of Dusk Orbit Blues)
Undergrove (Book 3 of Dargath Chronicles)
Dusk Country Blues (Book 3 of Dusk Orbit Blues)
What is your favorite book ever written?
Iâm pleading the fifth here. I enjoy all the books that Iâve written so far. There are parts where I feel like Iâve done better in this book while others in that one. So at the end the day, I canât choose.
Who are your favorite authors?
Traditionally Published: Brandon Sanderson, Patrick Rothfuss, Michael J. Sullivan, Robert Jordan, Scott Lynch, Jonathan French, Brent Weeks, Sean Grisby, and Gareth L. Powell, Renee April.
Self Published: James Jakins, Emmet Moss, Deck Matthews, Andy Peloquin, Bernard Bertram, Garrett B. Robinson.
Thereâs probably a million more.
What makes a good villain?
A good motivation and a strong personality. Iâm the type of person that enjoys a big personality in my villain over sheer fear and power they may possess. The villains that have a good time while also having depth speak out to me. Yes, I do enjoy the looming dark lord type villain as well, but if I can somehow get both Iâm a happy camper.
What do you like to do in your spare time?
Cooking! Itâs my favorite past time other than video games and tabletop RPGs. Iâm not as good as it as other people, but Iâm trying my best and Iâm learning every day!
If you couldnât be an author, what ideal job would you like to do?
A chef! Like I said before, cooking is a fun hobby and being a chef/cook would be a fun job for me. I also like to bake, so a baker would be not too far behind. I just like working with food.
Coffee or Tea? Or (exult deep breath) what other drink do you prefer, if you like neither?
Tea! There are so many different types of teas and most which I can drink (because I canât have a lot of caffeinated beverages). I prefer fruity teas, but Iâm willing to try any of it.
You can travel to anywhere in the universe. Where would you go, and why?
Whew. I donât know. Iâll probably want to try to find new planets to explore, specifically with new life.
Do you have any writing blogs you recommend?
No. I donât have any writer blogs that Iâll recommend but check out the #writerblr tag on tumblr if you need any inspiration!
Do you have any writer friends youâd like to give a shoutout to?
Nicky Ball, Kathryn York, Hallie Fleischmann, Chris Barber, Dave Deickman, Emmet Moss, Bernard Bertram, and Deck Matthews to name a few!
Pick any three fiction characters. These are now your roadtrip crew. Where do you go and what do you do?
Clay Cooper from Kings of the Wyld, Matrim Couthon from Wheel of Time, and Wayne from The Alloy of Law. Â
Weâre gonna go on a rock-star tour and weâre gonna cause some trouble.
What superpower would you most like?
Super Strength. I know thatâs a simple power to want to have but it would just make my life a whole lot easier. Being able to pick up a lot of things would be amazing.
What are two of your favorite covers of all time? (Not your own.)
Kings of the Wyld by Nicholas Eames
Eye of the World by Robert Jordan
Itâs a very difficult time right now for the world. When quarantine and pandemic comes to an end, what is the first thing you would like to do?
Travel more and meet some of my online friends. My goal this year was to travel more, get out there, and meet some of the people that Iâve been talking to for ages. The quarantine and pandemic put that to a screeching halt. I want to go to more conventions, I want to see more places, and I want just enjoy life more. This whole situation made me realize that I havenât been out nearly as much as I want to be.
Finally, what is your preferred method to have readers get in touch with or follow you (i.e., website, personal blog, Facebook page, here on Goodreads, etc.) and link(s)?
Remember to follow me everywhere below and it was great coming back!
Website: www.djmunden.com
Amazon: https://www.amazon.com/Deston-J-Munden/e/B07Q2D6948/
Twitter: https://twitter.com/SrBuffaloKnight
Instagram: https://www.instagram.com/authordjmunden/
Facebook: https://www.facebook.com/D.J.Munden/
Goodreads:
https://www.goodreads.com/author/show/18874896.Deston_J_Munden If you have Kindle Unlimited, both of my books are available there too!
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Top 10 Games of 2019
This was an extremely good year for games. I donât know if I played as many that will stick with me as I did last year, but the ones on the bottom half of this list in particular constitute some of my favorite games of the decade, and probably all-time. If Iâve got a gaming-related resolution for next year, itâs to put my playtime into supporting even smaller indie devs. My absolute favorite experiences in games this year came from seemingly out of nowhere games from teams Iâve previously never heard of before. That said, there are some big games coming up in spring I doubt Iâll be able to keep myself away from. Some quick notes/shoutouts before I get started:
-The game I put maybe the most time into this year was Final Fantasy XIV: A Realm Reborn. I finally made the plunge into neverending FF MMO content, and Iâm as happy as I am overwhelmed. This was a big year for the game, between the release of the Shadowbringers expansion and the Nier: Automata raid, and it very well may have made it onto my list if I had managed to actually get to any of it. At the time of this writing, though, Iâve only just finished 2015âs Heavensward, so Iâve got...a long way to go.Â
-One quick shoutout to the Phoenix Wright: Ace Attorney Trilogy that came out on Switch this year, a remaster of some DS classics I never played. An absolutely delightful visual novel series that I fell in love with throughout this year.
-I originally included a couple games currently in early access that Iâve enjoyed immensely. I removed them not because of arbitrary rules about what technically âcame outâ this year, but just to make room for some other games I liked, out of the assumption that Iâll still love these games in their 1.0 formats when theyâre released next year to include them on my 2020 list. So shoutout to Hades, probably the best rogue-like/lite/whatever Iâve ever played, and Spin Rhythm XD, which reignited my love for rhythm games.
-Disco Elysium isnât on this list, because Iâve played about an hour of it and havenât yet been hooked by it. But Iâve heard enough about it to be convinced that it is 1000% a game for me and something I need to get to immediately. They shouted out Marx and Engels at the Game Awards! They look so cool! I want to be their friend! And hopefully, a few weeks from now, Iâll desperately want to redact this list to squeeze this game somewhere in here.
Alright, heâs the actual list:
10. Amid Evil
The 90âs FPS renaissance continues! As opposed to last yearâs Dusk, a game I adored, this one takes its cues less from Quake and more from Heretic/Hexen, placing a greater emphasis on melee combat and magic-fuelled projectiles than more traditional weapons. Also, rather than that gameâs intentionally ugly aesthetic, this one opts for graphics that at times feel lush, detailed, and pretty, while still probably mostly fitting the description of lo-fi. In fact, they just added RTX to the game, something Iâm extremely curious to check out. This game continued to fuel my excitement about the possibilities of embracing out-of-style gameplay mechanics to discover new and fresh possibilities from a genre Iâve never been able to stop yearning for more of.
9. Ape Out
If this were a âcoolest gamesâ list, Ape Out would win it, easily. Itâs a simple game whose mechanics donât particularly evolve throughout the course of its handful of hours, but it leaves a hell of an impression with its minimalist cut-out graphics, stylish title cards, and percussive soundtrack. Smashing guards into each other and walls and causing them to shoot each other in a mad-dash for the exit is a fun as hell take on Hotline Miami-esque top down hyper violence, even if itâs a thin enough concept that it starts to feel a bit old before the end of the game.
8. Fire Emblem: Three Houses
I had a lot of problems with this game, probably most stemming from just how damn long it is - I still havenât finished my first, and likely only, playthrough. This length seems to have motivated the developers to make battles more simple and easy, and to be fair, I would get frustrated if I were getting stuck on individual battles if I couldnât stop thinking about how much longer I have to go, but as it is, Iâve just found them to be mostly boring. This is particularly problematic for a game that seems to require you to play through it at least...three times to really get the full picture? I couldnât help but admire everything this game got right, though, and that mostly comes down to building a massive cast of extremely well realized and likable characters whose complex relationships with each other and with the structures they pledge loyalty to fuels harrowing drama once the plot really sets into motion. Thereâs a reason no other game inspired such a deluge of memes and fan fiction and art into my Twitter feed this year. Itâs an impressive feat to convince every player theyâve unquestionably picked the right house and defend their problem children till the bitter end. After the success of this game, Iâd love to see what this team can do next with a narrower focus and a bigger budget.
7. Resident Evil 2
Itâs been a long time since I played the original Resident Evil 2, but I still consider it to be one of my favorite games of all time. I was highly skeptical of this remake at first, holding my stubborn ground that changing the fixed camera to a RE4-style behind the back perspective would turn this game more into an action game and less of a survival horror game where feeling a lack of control is part of the experience. I was pleasantly surprised to find how much they were able to modernize this game while maintaining its original feel and atmosphere. The fumbly, drifting aim-down sights effectively sell the feeling of being a rookie scared out of your wits. Being chased by Mr. X is wildly anxiety-inducing. But even more surprisingly, perhaps the greatest upgrade this game received was its map, which does you the generous service of actually marking down automatically where puzzles and items are, which rooms youâve yet to enter, which ones youâve searched entirely, and which ones still have more to discover. Arguably, this disrupts the feeling of being lost in a labyrinthine space that the original inspired, but in practice, itâs a remarkably satisfying and addicting video game system to engage with.
6. Judgment
No big surprise here - Ryu ga Gotoku put out another Yakuza-style game set in Kamurocho, and once again, itâs sitting somewhere on my top 10. This time, they finally put Kazuma Kiryuâs story to bed and focused on a new protagonist, down on his luck lawyer-turned-detective Takayuki Yagami. The new direction doesnât always pay off - the added mechanics of following and chasing suspects gets a bit tedious. The game makes up for it, though, by absolutely nailing a fun, engrossing J-Drama of a plot entirely divorced from the Yakuza lore. The narrative takes several head-spinning turns through its several dozen hours, and they all feel earned, with a fresh sense of focus. The side stories in this one do even more to make you feel connected to the community of Kamurocho by befriending people from across the neighborhood. Iâd love to see this team take even bigger swings in the future - and from what Iâve seen from Yakuza 7, that seems exactly like what theyâre doing - but even if this game shares maybe a bit too much DNA with its predecessors, itâs hard to complain when the writing and acting are this enjoyable.
5. Control
Control feels like the kind of game that almost never gets made anymore. Itâs a AAA game that isnât connected to any larger franchises and doesnât demand your attention for longer than a dozen hours. It doesnât shoehorn needless RPG or MMO mechanics into its third-person action game formula to hold your attention. It introduces a wildly clever idea, tells a concise story with it, and then its over. And thereâs something so refreshing about all of that. The setting of The Oldest House has a lot to do with it. I think it stands toe-to-toe with Rapture or Black Mesa as an instantly iconic game world. Its aesthetic blend of paranormal horror and banal government bureaucracy gripped my inner X-Files fan instantly, and kept him satisfied not only with its central characters and mystery but with a generous bounty of redacted documents full of worldbuilding both spine-tingling and hilarious. More will undoubtedly come from this game, in the form of DLC and possibly even more, with the way it ties itself into other Remedy universes, and as much as I expect I will love it, the refreshing experience this base game offered me likely canât be beat.
4. Anodyne 2
I awaited Sean Han Tani and Marina Kittakaâs new game more anxiously than almost any game that came out this year, despite never having played the first one, exclusively on my love for last yearâs singular All Our Asias and the promise that this game would greatly expand on that oneâs Saturn/PS1-esque early 3D graphics and personal, heartfelt storytelling. Not only was I not disappointed, I was regularly pleasantly surprised by the depth of narrative and themes the game navigates. This game takes the âlegendary heroâ tropes of a Zelda game and flips them to tell a story about the importance of community and taking care of loved ones over duty to governments or organizations. The dungeons that similarly reflect a Link to the Past-era Zelda game reduce the maps to bite-sized, funny, clever designs that ask you to internalize unique mechanics that result in affecting conclusions. Plus, itâs gorgeously idiosyncratic in its blend of 3D and 2D environments and its pretty but off-kilter score. Itâs hard to believe something this full and well realized came from two people.Â
3. Eliza
Eliza is a work of dystopian fiction so closely resembling the state of the world in 2019 itâs hard to even want to call it sci-fi. As a proxy for the Eliza app, you speak the words of an AI therapist that offers meager, generic suggestions as a catch-all for desperate people facing any number of the nightmares of our time. The first session you get is a man reckoning with the state the world is in - weâve only got a few more years left to save ourselves from impending climate crisis, destructive development is rendering cities unlivable for anyone but the super-rich, and the people who hold all the power are just making it all worse. The only thing you offer to him is to use a meditation app and take some medication. It doesnât take long for you to realize that this whole structure is much less about helping struggling people and more about mining personal data.
Thereâs much more to this story than the grim state of mental health under late capitalism, though. Itâs revealed that Evelyn, the character you play as, has a much closer history with Eliza than initially evident. Throughout the game, sheâll reacquaint herself with old coworkers, including her two former bosses who have recently split and run different companies over their differing frightening visions for the future. The game offers a biting critique of the kind of tech company optimism that brings rich, eccentric men to believe they can solve the worldâs problems within the hyper-capitalist structure theyâve thrived under, and how quickly this mindset gives way to techno-fascism. Thereâs also Evelynâs former team member, Nora, who has quit the tech world in favor of being a DJ âactivist,â and her current lead Rae, a compassionate person who genuinely believes in the power of Eliza to better peopleâs lives. The writing does an excellent job of justifying everyoneâs points of view and highlighting the limits of their ideology without simplifying their sense of morality.
Why this game works so well isnât just its willingness to stare in the face of uncomfortably relevant subject matter, but its ultimately empathetic message. It offers no simple solutions to the worldâs problems, but also avoids falling into utter despair. Instead, it places measured but inspiring faith in the power of making small, meaningful impacts on the people around you, and simply trying to put some good into your world. Itâs a game both terrifying and comforting in its frank conclusions.
2. Death Stranding
For a game as willfully dumb as this one often is - that, for example, insists on giving all of its characters with self-explanatory names long monologues about how they got that name - Death Stranding was one of the most thought provoking games Iâve played in a while. Outside of its indulgent, awkwardly paced narrative, the game offers plenty of reflection on the impact the internet has had on our lives. As Sam Porter Bridges, youâre hiking across a post-apocalyptic America, reconnecting isolated cities by delivering supplies, building infrastructure, and, probably most importantly, connecting them to the Chiral Network, an internet of sorts constructed of supernatural material of nebulous origin. Through this structure, the game offers surprisingly insightful commentary about the necessity for communication, cooperation, and genuine love and care within a community.
The lonely world youâre tasked to explore, and the way youâre given blips of encouragement within the solitude through the structures and âlikesâ you give and receive through the gameâs asynchronous multiplayer system, offers some striking parallels for those of us particularly âonlineâ people who feel simultaneous desperation for human contact and aversion to social pressures. Iâve heard the themes of this game described as âincoherentâ due to the way it seems to view the internet both as a powerful tool to connect people and a means by which people become isolated and alienated, but are both of these statements not completely true to reality? The game simplifies some of its conclusions - Kojima seems particularly ignorant of Americaâs deep structural inequities and abuses that lead to a culture of isolation and alienation. And yet, the questions it asks are provocative enough that they compelled me to keep thinking about them far longer than the answers it offers.
Beyond the surprisingly rich thematic content, this game is mostly just a joy to play. Death Stranding builds kinetic drama out of the typically rote parts of games. Moving from point A to point B has become an increasingly tedious chore in the majority of AAA open world games, but this is a game built almost entirely out of moving from point A to point B, and it makes it thrilling. The simple act of walking down a hill while trying to balance a heavy load on your back and avoiding rocks and other obstacles fulfills the promise of the term âwalking simulatorâ in a far more interesting way than most games given that descriptor. The game consistently doles out new ways to navigate terrain, which peaked for me about two thirds of the way through the game when, after spending hours setting up a network of zip lines, a delivery offered me the opportunity to utilize the entire thing in a wildly satisfying journey from one end of the map to another. It was the gaming moment of the year.
1. Outer Wilds
The first time the sun exploded in my Outer Wilds playthrough, I was probably about to die anyway. I had fallen through a black hole, and had yet to figure out how to recover from that, so I was drifting listlessly through space with diminishing oxygen as the synths started to pick up and I watched the sun fall in on itself and then expand throughout the solar system as my vision went went. The moment gave me chills, not because I wasnât already doomed anyway, but because I couldnât help but think about my neighbors that I had left behind to explore space. I hadnât known that mere minutes after I left the atmosphere the solar system would be obliterated, but I was at least able to watch as it happened. They probably had no idea what happened. Suddenly their lives and their planet and everything they had known were just...gone. And then I woke up, with the campfire burning in front of me, and everyone looking just as I had left it. And I became obsessed with figuring out how to stop that from happening again.Â
What surprised me is that every time the sun exploded, it never failed to produce those chills I felt the first time. This game is masterful in its art, sound, and music design that manages to produce feelings so intense from an aesthetic so quaint. Tracking down fellow explorers by following the sound of their harmonica or acoustic guitar. Exploring space in a rickety vessel held together by wood and tape. Translating logs of conversations of an ancient alien race and finding the subject matter of discussion to be about small interpersonal drama as often as it is revelatory secrets of the universe. All of the potentially twee aspects of the game are balanced out by an innate sense of danger and terror that comes from exploring space and strange worlds alone. At times, the game dips into pure horror, making other aspects of the presentation all the more charming by comparison. And then thereâs the clockwork machinations of the 22-minute loop you explore within, rewarding exploration and experimentation with reveals that make you feel like a genius for figuring out the puzzle at the same time that youâre stunned by the divulgence of a new piece of information.
The last few hours of the game contained a couple puzzles so obfuscated that I had to consult a guide, which admittedly lessened the impact of those reveals, but it all led to one of the most equally devastating and satisfying endings Iâve experienced in a video game recently. I really canât say enough good things about this game. Itâs not only my favorite game this year, but easily one of my favorite games of the decade, and really, of all-time, when it comes down to it.
#outer wilds#death stranding#eliza#anodyne 2#control#judgment#resident evil 2#fire emblem: three houses#Ape Out#Amid Evil#games#video games#GOTY
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Epoch Xperience Interviews Nordic Weasel Founder, Ivan Sorensen
Mr. Sorensen needs no real introduction to many miniature wargamers. His company, Nordic Weasel Games, has taken the historical miniatures gaming world by storm, and heâs become the force on Wargames Vault. His formula of âsubstance over flashâ has produced good games for a very reasonable price, and he has taken full advantage of PDF technology to produce a quality product one can buy and have in your (virtual hands) the next day.Â
Without further ado, I give you Ivan Sorensen:
Biography
My name is Ivan Sorensen, and I am a game designer and self-publishing writer of miniatures games, as well as the odd role-playing game. Under the moniker of Nordic Weasel Games, I have worked as a game writer for close to 7 years.Â
I am an avid player of board games, miniatures games, role-playing games, video games, and anything else I can get my hands on. I have spent half my life on this planet in Denmark, where I was born, and half in the United States, where I currently reside. I am married, have one kid and two cats named Scruffy and Lancelot.Â
Unlike a lot of historical games writers, many of my formative miniatures gaming experiences actually came from science fiction games, so I suppose that has given me a little bit of a different perspective.
So, how did you get started in writing rules? Was there an âahaâ moment, or did you fall into it?
At the risk of sounding cheesy, I have basically always created little dice and board games for myself, using Lego pieces or other things that we had available, usually based on video games I had read about in magazines or other ideas like that.
When I was 12 or so, I remember getting a copy of White Dwarf magazine from a local gaming club I had joined, and it blew my mind. We had some limited exposure to the idea of space marines and all these things from the Milton Bradley Hero Quest and Space Crusade board games, but the idea of battle games played without a board, using miniatures and dice was too much to resist. I knew I had to get into this, and as I had no money for it, I sat down to write a game I could play with my Space Crusade figures, which would look as much like what I imagined Warhammer 40.000 would be like.
Since then, I had pretty much always been the ârules guyâ in the gaming groups I was part of, whether we were playing miniatures games or RPGâs, so it just came naturally over time, I suppose. As I got access to the internet and later got access to ordering things from the UK or US, I devoured every game I could get my hands on and was even remotely interested in.Â
The start to writing games that were any good was my own attempt at creating a World War 1 game system (titled Trench Storm). I had shared it online, and to my great surprise, it began catching peopleâs attention and got a (very) small following, with people even purchasing miniatures to play it. Eventually, I was contacted by the US distributor for IT Miniatures, who offered to print it to promote their 20mm figure range. The rest is, as they say, history. Once in a great while, a copy of that game still pops up on eBay, it seems!Â
How did Nordic Weasel Games come to be?Â
So that story took place right around the time I moved to the United States. After moving, I had a lengthy period where I did not have my work permit yet, so game writing seemed like an obvious distraction, resulting in Fast and Dirty, a sci-fi rules set that you still see mentioned online here and there.
As the years went on, I kept tinkering and building things but mostly for my own enjoyment. Sometime during the fall of 2013, I started seriously working on a new game system for WW2 skirmish actions that I felt had some real potential to go places. At the time, I worked at a relatively dead-end middle management job at an incredibly toxic information technology company. You know the sort of job, where you have been there for too long, and you hate every minute of it.Â
Come the spring, I decided to take a gamble that I could make enough money from game sales to make it worth pursuing and quit. I figured if I could find a way to do it without putting money on the line, then if it all bombed, I could just walk away and find something else to do in life.
Consequently, Five Men in Normandy was released on June 15, 2014, and as of today, we are still here!Â
What is in the future for Nordic Weasel?
Hopefully, many big things! The biggest priority for 2021 specifically is to get into print books, though there are a lot of stumbling blocks in terms of layout requirements and so on.
I always keep a list of projects I would like to do, though I try not to talk about them too much in case they fall through. I am the sort of guy who always starts with 20 ideas, so by the time the unworkable ones have been weeded out, there are 2 or 3 left.Â
What I can say is that I am actively looking at fantasy miniatures battles, and I would love to do more WW1 and Black Powder era gaming material.Â
The real big question is that I am also very much at a point where there are just too many things to do it all alone. I cannot write 4 or 5 new games, support an entire back catalogue, and update old titles all by my lonesome, so I look forward to trying to solve that in the future. I suppose this is a good problem to have, but it is certainly also an intimidating one!
Is there a period of history you want to write rules for but have not?
We have worked extensively with the two world wars and the black powder era in general, as well as 20th century-to-modern era battles, and with Knyghte, Pyke and Sworde we even delved into medieval warfare.
The one that stands out as something that would be fun to do is World War 1 air combat, complete with goggles and scarf flapping in the wind. A little romanticized sure, but great fun, and there is a lot of fantastic models available.
For a historical era I have not touched on at all, I would say that while I have done games that cover it among other 19th century conflicts, a dedicated American Civil War set is something I would be very keen to do.
There are a lot of fantastic rules out there for the period, of course, but I feel like the âWeaselâ approach of being solo-friendly and campaign-oriented could carve out a nice space of that market. Plus, I find the era quite fascinating. Growing up in Denmark, I was never really raised with a particular view of the conflict, but having married into a proud Vermont family, it is, of course, unavoidable.Â
Can you tell our readers what goes into rules writing?
I think this is something that is intensely personal, and the rationale for writing something can be varied: It may be due to sensing an opening in the hobby space that does not seem to be catered to currently. It may be that I have a personal passion for a given setting or era, or it may simply be that I have a clever game mechanic and want to build a game around it.
The process for me usually starts with sketching out a page or two of keywords, mechanics, and things Iâd like to hit on a notepad. Then I work on building it out with simple sketches for the main areas of the mechanics: Activations, movement, shooting, morale, and so forth. Basically, carving out the cornerstones of the game system. At this stage, it is entirely possible it feels like itâs not going anywhere, and it goes in the bin.Â
If the core idea seems to have merit in this skeleton form, itâs time to test it out with some generic troops and see if it actually feels fun on the table. From there, you just build out from it: Get other people to read and play it, read it out loud to yourself, etc. Figure out what parts need ironing out and improving and which are good.Â
It is really all an iterative process. Once I know the game has legs to stand on, I start writing out the table of contents in advance, so I can âfill in the blanksâ as I go. If I know I am going to have a section later for off-map support, I can keep that in mind when I am developing each piece of the mechanics and so forth.
Eventually, any project hits âThe Suck (TM).â This is whatever part you hate doing the most, whether it is layout or proofreading or points systems or whatever. For me, it is terrain rules, funny enough. I never read that section of a rulebook, and I never enjoy writing it, but you must. âThe Suckâ is where your game will probably die because if you let it overcome you, you will put the book down, and every time you click on the word processor, you will immediately be faced with it. The best way to defeat âThe Suckâ in my experience is caffeine and not letting up: When it starts rearing its ugly head, it is time to keep going and donât stop until you are through with it.Â
Has desktop publishing and PDF only supplements changed the face of the hobby? Has it affected the quality of the product we see today?
Absolutely yeah. Itâs not that long ago that a game being available in PDF was a novelty, whereas today, if a game is NOT available in PDF, you are going to lose sales.Â
I think the barrier of entry has also dropped dramatically. Even a basic word processing package can churn out a PDF document that you can distribute online or sell. Of course, with proper page layout software, you can achieve much greater results (as some of my friends are rarely missing a chance to tell me), but you need to examine what your skill limit is. Any tool has a skill cap, to borrow a video game term. If you are not currently good enough at what you do to push up against the limitations of your software, burning 200 dollars on new apps will not make your books any better.
It is funny, though, because the wargaming field is so diverse in the type of things we see. You can pick up relatively big-name games that are incredibly plain-looking: Black and white, no art, rudimentary layout. Then right next to it, you see a PDF that is full-color, original artwork, and gorgeous. And the two can be viewed as equal value to the audience.Â
Of course, eye candy DOES sell, but I think once you are beyond the Warhammer circles, gamers become a lot more content-focused.Â
What are your favorite historical periods and why?
The 19th Century, the two world wars and the Russian Civil War.Â
Really, the whole era from circa 1910 to 1925 or so is fascinating to me: It is, of course, the transition of the old, romanticized world to the world of modern warfare, as well as being incredibly diverse in the sort of things you can see. The Russian Civil War sees tanks and armored cars, partisan bands, nationalist militias, Red and White guards, Cossack cavalry armies, Anarchists, and anything else you can shake a stick at. It is really a wargamers heaven for finding odd units to model up on the gaming table.
Honestly, my love of history, in general, comes from one source: âAll Quiet on the Western Front.â I think anyone with a passion for history has that moment where they realize that history is not about abstract concepts and kings and dates but is about real people who lived and breathed and had dreams and hopes. âAll Quietâ was that for me, and it left a life-long impression on me when I read it as a teenager a few years from the age of the characters in the book. Â
What do you see for the future of historical miniature wargaming?
Oof, that is a dangerous question. I think I managed to predict the rise of âWarbandâ level games (games where you play a small force in skirmish actions and with some level of character progression between games). Right now, that idea has set the fantasy and sci-fi miniatures scenes on fire, with everyone churning out their own version of the concept.Â
In historical gaming, there are elements of it, but it has not been embraced to the same extent, possibly due to the grognard bias against skirmish games. I think if I had to put money on something, I would say watch out for historical skirmish games with campaign aspects or character progression in the next year or three.
I also think solo gaming is going to continue to gain in popularity and respectability, with more games developed primarily or even specifically for solo play. I am super excited to see this field because there is a lot of things that can be done here with how enemies arrive on the table, fog of war, and so forth, which is not possible in a conventional opposed game.
Playtesting, how important is it?
Very, but itâs also very misunderstood. I see people post all the time on forums about how they have been testing their game rules for 5 years. That sounds very impressive, but if you are only getting together 3 or 4 times a year in that time frame, you are basically starting over each time. Additionally, just playing the game with your own group is fine to iron out the basic problems of a game, but it will lose its value very quickly.Â
To get actual feedback, give the game to people who cannot ask you questions and let them figure it out. Now your text must stand on its own feet and must work without you being there to explain the intentions. That is the real test. I would say three games played by strangers is worth more than ten games with your usual Saturday group.Â
Of course, tracking down people who can understand the rules, will play the game, [and] report back to you, AND arenât crazy is a challenge. If you post online, 50 people will say they would love to, and of those, two will read the book. Once you find reliable people who can give you good feedback, cling to them for dear life.Â
 What are the benefits and pitfalls of self-publishing your own wargaming rules?
The biggest advantage is, of course, that you are in charge. What you want in the book goes, if you want a supplement, it will happen, and so forth. Additionally, your game will reflect what you wanted it to be. I think in [self-publishing], you get a lot clearer creative visions and indie gamers tend to gravitate towards that: A game that has something to say on the topic is extremely attractive, even if you disagree with a particular conclusion.
I try to do as much myself as I can, though, of course, I do rely on outside sources for things like artwork, feedback, etc. Part of that is that this way, I know I can support the product down the road: If I want to fix a rule where we came up with a better way of doing it, or I want to add a new section, I can do that.Â
The downside, of course, is that you are on your own: Your art is as good as your own wallet can make it, your book looks as good as you can make it (unless you pay for it), and so forth. You also must promote it yourself. If you are writing for something like Osprey, they have marketing power and money to put behind the project.Â
Anything else you would like to say to our readers?
Before you write a game, ban yourself from reading any game on the same topic for a few months. If you are writing a WW2 tank game, put all your WW2 games in a box and do not open it. You should be spending that time immersing yourself in the topic in the form of books, music, documentaries, or anything else. Never ever another game.
Also, it cannot hurt to blast some metal albums, at least in my experience.Â
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At Epoch Xperience, we specialize in creating compelling narratives and provide research to give your game the kind of details that engage your players and create a resonant world they want to spend time in. If you are interested in learning more about our gaming research services, you can browse Epoch Xperienceâs service on our parent site, SJR Research.
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(This article is credited to Jason Weiser. Jason is a long-time wargamer with published works in the Journal of the Society of Twentieth Century Wargamers; Miniature Wargames Magazine; and Wargames, Strategy, and Soldier.)
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Carry The Fire Podcast with Gerard Way: Full Transcription
Welcome to Carry The Fire, a podcast where we explore the big questions of life through the lens of the good, the true, and the beautiful. Iâm your host, Dustin Kensrue, and my hope is that through these conversations with people of diverse and divergent backgrounds and beliefs, we can glimpse the world anew through each other's unique perspectives.
Gerard: Fiction is something to a degree that you'll hide behind in a way, and it allows you to expose yourself⌠I always saw the characters that I've played as some aspect of myself turned up to 12... Overall, I considered The Black Parade to be a death fantasy⌠death and rock and roll were kind of intertwined⌠Every time you get onstage you have to be prepared to die.
Dustin: Hey everybody. It is episode five of Carry The Fire podcast. Today we are joined by Gerard Way who is the singer of the band My Chemical Romance as well as also having released some killer music on his own. He has spent the last few years though, spending most of his time writing comics, including the very popular Umbrella Academy comics which have recently been adapted into a great show on Netflix. In our conversation, we talk about creating worlds and inhabiting characters, we talk about the beauty and the difficulty of creative collaboration, the complexity of trying to incorporate time-travel into a story, and we also get into Gerardâs spirituality a bit, and I want to give a brief heads up for some of you regarding that.
Gerard is going to talk a bit about magick and witchcraft. While Iâm no expert on either, I do know enough to know that these words in this context probably donât mean what most of you think they do. Some of you might not bat an eye hearing them but a lot of you probably came up inside a worldview where someone who was interested in these things was considered very evil. Gerard is very far from that. If I can try to provide a new framework for you it would be this: Generally, modern practices of magick and witchcraft, while being diverse in form, incorporate various insights and rituals from animistic pagan and folk religion, as well as incorporating some psychological intuitions from different fields and traditions. Practitioners generally tend to be very concerned with the earth and our connection with it. While this is not my spiritual tradition or practice, I recognize that we all have things to learn from each other. I think especially the ideas in these traditions about finding our place within the natural world are a helpful corrective to a lot of the western traditionsâ tendency to want to dominate over nature, rather than seeing ourselves as a part of an interconnected web of being. I had no idea weâd be talking about any of this going into this conversation, but in the spirit of this podcast, I was so excited to hear from another unique perspective on the good, the true, and the beautiful, and I hope you will be too. Letâs get into it.
Dustin: Thank you so much for doing this.
Gerard: No problem.
D: It's super good to see you.
G: You too!
D: I'm trying to think of the last time we even saw each other and I- it was probably on tour.
G: Was it on the arena tour?
D: That's what I'm thinking.
G: It's been a long time.
D: And we were playing a bunch of World of Warcraft.
G: Yeah! That's my strongest memory. I have a lot of great memories of you guys, obviously, but the one that sticks out in my head the most is when we're all playing Warcraft in this big room and you had to go onstage, and you literally had your rig hooked up, you had your in-ears, they weren't in yet, but you were wired up, and I believe you even had a guitar, and you were still playing. You went literally from the keyboard from the computer right on stage.
D: Dude, I got way too addicted to that game. It's your guys' fault.
G: It was our fault, yeah!
D: Oh dude, it was so fun. It was probably like, what? Eight or nine of us playing in a room.
G: Yeah!
D: I don't know if it was the tour after that or two, and I had started just dreaming in Warcraft, and I went onstage one day and I was onstage and I had this moment where I was like, "I'm done! I can't," because I had tried to wean a little bit and it wasn't working, so I was like, "I gotta go cold turkey."
G: Yeah.
D: And I got offstage and I gave someone the Warcraft and I said, "Don't give this back to me. I'm done. I deleted it." Yeah. Which is funny because I seriously hadn't played video games since then until I just bought my kids a Switch.
G: Okay!
D: And they're playing Zelda.
G: Zelda, yeah.
D: And I decided to treat myself.
G: Nice, nice.
D: That's why I got a Switch for the road because Zelda's the best.
G: Yeah, I play Zelda with my daughter and it's so big though. We're having a really hard time getting a handle on the game because it's so vast.
D: Yeah, it is crazy.Â
G: I had to quit Warcraft too. I had to go cold turkey because it was still in my life when I wanted to write The Umbrella Academy.
D: Oh.
G: And I actually had this- I was at the crossroads and I had this moment where I was like, "I can either play Warcraft or I could write this comic."
D: It's a time sink.
G: Totally.
D: That game especially.
G: Yeah.
D: The social aspect, it just ends up being enormous.
G: Yeah yeah, so that was it. I quit and never looked back.Â
D: So, I was gonna ask you, prompted you earlier to think about it. What was something that gave you a feeling of wonder as a kid?
G: Okay so, I have a couple really obvious-
D: Or multiple things.
G: Multiple things, yeah, I have a couple real obvious answers.
D: That's alright.
G: And I know this is such an obvious one but Star Wars was really big. It just was and I know it was for millions of people. Once I saw that, it was like the first movie my parents ever took me to see and I was really young, but the thing back then was they were running these in theaters for like three years.
D: Oh really? I don't think I realized that.
G: Yeah. So Star Wars had come out and then they just kept running it until The Empire came out. I must've been two or something and they brought me to the theater.
D: Oh wow! I think I remember, I think my first memory of going to a movie was seeing- Was Jedi '84?
G: '83, yeah. I think it was '83.
D: So I remember going to see that, standing in line with my dad.
G: Me too!
D: That's the first, I don't know, there's just those moments where you have those- I remember listening to certain records in my dad's car.
G: Yeah.
D: And he'd turn it up loud.
G: Yep. That's one of my favorite memories of my dad is him picking me up from school early and then taking me to go see Jedi.
D: Oh that's cool.
G: Yeah, we waited in big lines that wrapped around. Even back then, there were a couple people ordering pizza. That's one of my favorite memories of being with my dad.
D: That's super cool. What about Star Wars specifically created that wonder? Was it the world?
G: The world, I think. It was the world, the scope, just this world you wanted to live in, that you wish existed and there was only three movies back then, so your brain would kinda fill in the gaps like, "What is it like? What are their supermarkets like?" And your brain would kinda- and later, that would come into play when I would RPGs, which is another thing I'll bring up in a minute. There was a time where I was in college, or right before college, where we were playing a Star Wars RPG that I was running, and it's just such a rich world.
D: Like a tabletop one?
G: Tabletop, yeah. And it was a really great game and it was super epic because the one thing about it was everybody already had a sense of that world in their head.
D: Yeah, you don't have to build that already.
G: Yeah, you didn't have to build.
D: You just add onto it.
G: Yeah yeah, so they all knew the world so when you would describe something, everybody had a vivid picture in their head, and then anything you hadn't seen before, you would just describe, but people had a point of reference so they would know.
D: That's pretty cool.
G: But yeah, Star Wars was like the first one and I was just obsessed with that for my whole childhood, playing with the action figures with Mikey, and we had our own sarlacc pit which was a dirt pit, and stuff like that. And then the other thing that was really important to me were tabletop RPGs. So, I was in the 3rd grade at a new school, but I still hung out with my best friend who was still at the old school. Anyway, basically he had an older brother- his friend had an older brother in college and he was way into D&D and he would run D&D for us, and we're all 3rd graders. That was a major moment for me.
D: That's pretty cool.
G: Yeah, it was. And to have a college-aged Dungeon Master who knew the game inside out was a really amazing way to play.
D: That's pretty cool.
G: Yeah. And that really opened up a big world for me. So then I would go on to- so I never stopped playing since the 3rd grade and then I took a try at being a Dungeon Master, and even just from playing and Dungeon Mastering, I learned how to tell stories, and I was really into that. You'd learn things even about leadership if you go to become the party leader, or if you're the DM, you learn how to keep people engaged. You learn how to keep momentum, things moving.
D: That's interesting. I feel like that's something that maybe a lot of storytellers are not paying as much attention to as they used to. There's the book I brought you, it's called Invisible Ink.
G: Oh, cool!
D: This guy, Brian McDonald, who's kind of like a story guru. He consults at Pixar all the time, teaches screenwriting, he's very cool. But he grew up watching a bunch of the classic movie directors coming up in the '60s and '70s or whatever, and they all had this vision of what stories were and really paid attention to how- they thought about how the audience would react, imagined them in the theater, or whatever. And then, something he was talking about is he just feels it's dropped off, that interplay of trying to connect and let that influence how you're actually creating the story.
G: Yeah. I'm excited to read that. I'm a big fan of structure and I'm a big fan of outlines.
D: Okay.
G: Yeah.
D: You'll like this.
G: Yeah! Good! I'm a big fan of those things because the way I see it, if you know your whole story, and I always feel like you don't need to know all the details, you don't need to know all of it, but you should know kind of- you should have some kind of outline or a structure, and then you get to have fun because you do know the beats you need to hit, but all the spaces in between, you get to fill that in.
D: I think it's rare that anyone doesn't do that and does it well. Stephen King's maybe the only one that I can think of that just doesn't write that way, and somehow he just has internalized it or something, and it ends up working itself out.
G: Yeah.
D: That's cool, man. So would you say those kinds of things, these imaginary worlds, these built worlds, are the things that still bring you the most wonder and joy in a sense?
G: Yeah! And it's something that I wanted to do when I grew up. I wanted to build my own worlds that people could share and be a part of, and that was something I did all throughout the band was just kinda- and building all these different worlds and the people that inhabit those worlds and the details down to the stickers on the Trans Am for Danger Days, those were all planned out. So my favorite thing to do is world building. And I've done it for projects that haven't come to fruition as well. Like I was working on this sci-fi TV show for a while and I just went deep, and I just came up with- with my friend Jon Rivera, we just came up with this whole world. So world building is something I'm a big fan of. And it's something I've noticed people talk about when they're talking about either my work with Umbrella Academy or My Chemical Romance, is the world building aspect, so. World building as a job title isn't a job, but I think it's- that element is, I feel like, one of my strengths.
D: Yeah. As far as the world building, I feel like you've not only built those worlds, but with MCR, you lead in inhabiting them in a way.
G: Yeah.
D: It's fun to watch. It's scary for me a little bit, watching it. Is it scary for you or is it safe for you? To be in that character.
G: That's a good question. I think there's a bit of safety that comes with being a character, and obviously, I was looking up to my heroes when I was constructing that. I was looking at David Bowie, especially around Black Parade, that's when I was like, "I'm gonna be a character." Early Black Parade stuff was like, I had written this line out that basically said, "What if Death had a rock band?" It obviously changed from that and we all became Death in a way, the whole band, but there was a safety with inhabiting a character, and the character I was during Black Parade was fun because I think in an entertaining way or a positive way, there was this level of disdain that you would have for you audience as playing as The Black Parade. But it was, to me, a healthy kind, because you were just playing really. And I thought that was a fun aspect of that character. But then there's a lot of you in the character and it's kind of- I always saw the characters that I've played as some aspect of myself turned up to 12. It's interesting when I would meet people afterwards and stuff, they would be like, "I didn't think you were gonna be so normal when I met you," just because the way I would act onstage. And I met a lot of kids who were like, "I thought you were gonna be such a jerk."
D: That's funny.
G: Because I would play one, you know. And it was just part of the drama for me.
D: Yeah. That's cool. Have you read any Ursula K. Le Guin?
G: I love her! I just reread Earthsea, the first one.
D: I haven't read it. I've heard it's amazing.
G: Yeah, it is.
D: I just got into- I read The Left Hand Of Darkness.
G: Oh, I've not finished that, but I loved what I've read.
D: It is a very slow book, in a sense. It's not exciting, in a sense, but it's got this patient movement and by the end, I was just floored by it. It was fantastic.
G: I have to finish that one. I love her and her work, especially Left Hand Of Darkness, it does have a patient movement, I think that's the best way to describe it. And I've also loved the way that she talks about storytelling in writing, and one thing I've read from her recently that really stuck with me, this is a quote of hers, and I'm paraphrasing it, I don't know if I'm getting this exact, but she basically said, "Not every story needs to have a message. It could just be the act of telling a story. You don't have to lecture your readership or your audience, or hit them over the head with this big message. It doesn't have to have one."
D: Which is interesting because I feel like she is a very message orientated writer in a certain way, but maybe that's coming in in a very natural sense.
G: Yeah.
D: [C.S.] Lewis talked about that too, where he was like, "The last thing you wanna do is write this thing that's just trying to tell something." He's like, "Whatever truth that you actually believe, those things are coming out if you just write."
G: If you just write, I agree with that.
D: Like Narnia, apparently, started from- he had a picture in his head of a faun in a snowstorm holding a parcel with an umbrella. That's the whole world built out of that, and he loved that image, and his love for it blossomed into something.
G: Yeah! That's awesome!
D: It's super cool. So, the beginning, in the intro of Left Hand Of Darkness, Le Guin says, "I am an artist, and therefore a liar. Distrust everything I say. I am telling the truth. The only truth I can understand or express is, logically defined, a lie. Psychologically defined, a symbol. Aesthetically defined, a metaphor." So even when you're making music, you were talking about you're making these fictions, you're lying as it were. I was watching something the other day, you said something like, "Sometimes fiction is closer to fact," or something in that range. Is that accurate of how you feel creating, that sometimes by- you're getting at a deeper truth by telling a fiction?
G: Yeah yeah. That could happen, and I think it's kinda magical when it does happen. Black Parade especially is filled with a lot of metaphors and maybe the fiction is something to a degree that you'll hide behind in a way, and it allows you to expose yourself. Because exposing yourself is really hard and one of the- just allowing yourself to be vulnerable is really hard and one of the things that Rob Cavallo said to me when he was producing Black Parade was, "Making a record, a great record, is you're almost pulling open your insides and you're pulling all your guts out," and things like that, and it's a brutal process because of that, but I think I did that on that record a lot. There's a lot of self loathing and there's the Catholic guilt I grew up with appears in stuff like Mama and House of Wolves, how you think you're destined for Hell and things like that, but it's cool, yeah. Fiction gives you a way to express these things and make yourself vulnerable and open yourself up and that's the way I like to use it, and then sometimes, there's stuff that's just straight fiction or fantasy. Overall, I considered Black Parade to be a death fantasy. A rock and roll death fantasy because I thought death and rock and roll were kind of intertwined in a way, because I think Mick Jagger had said once, "Every time you get onstage you have to be prepared to die."Â
D: That's amazing.
G: Yeah! So, it was this rock and roll death fantasy, Black Parade.
D: That's cool. I have the worst memory. So, I was preparing for this and somebody was like, "Hey, ask Gerard if he really wrote the treatment for the Image Of The Invisible video," and I was like, "Holy shit!" I totally forgot that-
G: Oh my god!Â
D: That you did that.
G: Oh my god! That was so fun too! I totally forgot! I gotta rewatch that.
D: What's funny too is I watching your videos and I was like, "This is so cool, these characters. We've never really done anything like that. I guess Image Of The Invisible is kinda like that," but didn't even make the connection, but it's totally that way because you were building that world!
G: That was so much fun.
D: And I got to live in it and it was cool.
G: That's cool. Yeah, I was really honored that you asked me to conceptualize a video for you guys.
D: It was fun. I don't think we've ever had another one where it was such- well, definitely not such a developed story.
G: Right. Didn't we do something too where we had lights on their helmets?
D: Yeah.
G: Their eyes were supposed to be lights or something?
D: Yeah, maybe it was like a single eye was a red laser-y light.
G: Yeah. That was cool. I'm gonna rewatch that when we're done.
D: So you grew up with the Catholic guilt, you said. Did you ever feel like you inhabited that world, or was it something being kind of thrust on you that you didn't- I mean, it's hard as a kid.
G: Right.
D: You don't even know, but I'm curious about that and then where you'd feel like your kind of big frame worldview is now on like, "What are we all doing on this rock?"
G: Right, right. My family, my parents, they weren't super religious. I come from this Italian Catholic background though so it was the kind of thing, my grandmother would go to church sometimes, but never would push us to really go. But for Christmas or something, my mom would go with her. But I think they thought, my parents thought, "This is the right thing to do. We should raise our child with believing in God and raise them Catholic because we're good. Even though we're not always there, we're good Catholics." So, they kind of put me on that path and I think the first thing I learned from being Catholic, or just religion in general, maybe it's somewhat at times specific to Catholicism, is this fear. And this fear of Hell, that's they really instilled in us. I think I was in the 1st grade or something, really young, and there was this thing that would happen where they would talk about death and Hell and all that stuff, and there was this period which, because of these classes, these after school classes, I would have these bouts of just crying. I guess I was coming to terms with the fact that my parents wouldn't be there forever or I would lose them and they would die. But then the additional fear of, "Well, if they behave bad, they'll go to Hell, and I'll go to Hell too," and so, there was this period where it was really upsetting for me, and I channeled that. I tapped into that stuff on a couple records, and on Three Cheers For Sweet Revenge, I borrowed a lot of Catholic imagery, and that second video for Helena being in a church, and things like that. So I kinda started- and in some of our merch designs too. I remember we had one with a cathedral and a rosary and all this stuff, and then that would come to a head in the song Mama on Black Parade but, yeah, my journey in terms of spirituality and where I came with that. Obviously, at some point, I was confirmed in the 5th grade, so I did that. But then after that, my parents didn't have any more requirements out of me, because it was all about baptism, communion, and confirmation. And if you did those three things, you were good, then you could go as you wanted. So they never pushed me to go. And then, over the years, obviously I got into punk rock and I didn't believe in God for the longest time, and then I just started to really need spirituality in my life as I got older. And I'm more of the sense where I believe in there being some- I don't know if it's a God, but I do believe there's something.
D: Something, yeah.
G: Yeah. There's something out there, there's some kind of reason. I also believe we come from- because we do, we come from star stuff.Â
D: Yeah.
G: We come from the universe. We're birthed from the universe. I'm a believer in the fact that the universe is chaos and born out of chaos and it's uncontrollable, and there's kind of no rhyme or reason to anything, and tragedies and accidents and bad things happen and good things happen, and it's really just chaos being this constant true thing in the universe, and I came to those discoveries through my study of magick, occultism, and things like that, which I was inspired to do by my friend Grant Morrison. He's kind of like a big brother to me, mentor, he's really supportive and he's very into magick. And so I became interested and he's given me some lessons, and I actually wanted to do a podcast one day with him where I literally just sit down with him and have him talk about magick, because the way he describes it is, you would almost need it to be recorded to fully explore all the theories and things like that. So, I started to need magick, high magick, chaos magick, and eventually witchcraft, and witchcraft is something I felt more comfortable with because I always felt like, when I was reading about chaos magick, it felt like it was about making the universe bend to your will, whereas I was looking for something more that you were in service to the universe.
D: Interesting.
G: I think I got this from reading Crowley's book on magick, but basically, I don't know exactly what he said, but basically reality is your perspective. And that was kinda one of the key points of magick, your brain builds your reality.
D: Yeah.
G: And I thought that was a really great take away from all that. So, yeah, I've been interested in spirituality and things like that and studying shamanism, and all that stuff. We, with our daughter, we didn't raise her with religion, but we, Lindsey, my wife, is really spiritual too. Not like a practicing witch or anything, but she's just naturally adept at those kind of things. She's really in tune with nature, she knows a ton about herbology, a lot of the founding cornerstones of witchcraft is just kinda part of her life. And so, we do raise Bandit with- Lindsey teaches her all about herbs and plants and we have a witch's garden, and communicating with nature and trees and animals and things like that. So we're teaching our daughter that there is a kind of magick to life and magick does exist. It's not Harry Potter magic, but you know.
D: A lot of that seems like it's about an embodiment, a connectedness to everything, to other people.
G: Yeah, connectedness, for sure, yeah. And just teaching her that she's connected to the universe. And if she grows up and wants a different kind of religion, that's great too, and I know I explored those. I was looking for a religion in art school, because I had a class where we had to study all the religions, or most of them. And I kept going from each one and I was like, "I like bits of this one, but I don't like that." I couldn't find one that I landed on until I got later in life into more spiritual things like magick and witchcraft.
D: Cool. So with something like witchcraft, which for a lot of people are gonna hear it and have not at all the idea that you're talking about I think, so something like the idea of goodness in that, where does that derive from? Is that coming from the inter-connectedness? It seems like there's a moral view to it rather than morality being a decree maybe. It's something that arises out of those connections?
G: Right right, yeah! I think the positivity in it, to me, and here's the thing. I don't consider myself a practicing witch or anything like that, I just read a ton of this stuff. And that's one of the things they kinda warn you about with magick and everything, you could read all the books you want and some people spend their whole life reading books and never practice, but the thing they tell you to do is practice. And I think yeah, the goodness comes from being in service to the earth. Being connected to that and also, what I've learned about witchcraft, or at least the kind of witchcraft that I like, is it's very gray. It's not black magick, it's not totally white magick, it's just understanding that the universe and all things in it are very gray, there's no black and white to everything. And I've really liked that the most, because I get older- when I was younger, I was very black and white about a lot of things. Especially in the earlier days of My Chemical Romance, everything was really military and rigid, and black and white, and this is right and this is wrong. You kind of get older and you start to realize, "No, things aren't that simple. Not everybody's all good or all bad. There's a grayness there."Â
D: Which, I think, I have a song of the latest Thrice record called The Grey and it's dealing with that idea of deconstructing the black and the white, and I think the biggest danger there is the idea that even if there was straight black, straight white, you are betting a lot on your ability to discern it at any given moment.
G: You are.
D: And then if you are actually holding to it, and you're basically betting on your ability to discern this thing and now it's of the most ultimate consequence and you filter out everything that doesn't fit into that, which is basically a bunch of yourself and a bunch of everyone around you.
G: Yeah, exactly, yeah.
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D: So I have a couple questions Iâll pepper in here from some of the Patrons. James Corvit said, âWhat is the purest form of goodness youâve experienced as a human being, and how do you explain it?â
G: Purest form of goodness.
D: I donât know, itâs deep.
G: Yeah.
D: I donât know if thatâs from someone or just internally.
G: The purest form of goodness. Itâs a tough question but itâs a great question. I think the purest form of goodness is forgiveness. Or that would be something I would say is a very strong form of goodness. Even when you see people that the most terrible things happen to them, like a serial killer murders their loved one and then some of these people, not all of them, and I donât blame the ones that donât find forgiveness, but some of them find forgiveness and are able to forgive people for the most atrocious things, and so that feels like a really powerful form of goodness.
D: Yeah, I feel like in the middle of me deconstructing a lot of that stuff, something I was like- the idea of grace and forgiveness is something that goes deep there and Iâm not willing to let go of that. Over the centuries, thereâs been countless efforts to define beauty. Aristotle defines beauty as having âorder, symmetry, and definiteness.â
G: Hm.
D: But itâs always struck me as a fairly anemic version of beauty. And then I saw on the cover of the My Chem single Sing, thereâs a question on there that says, âWould you destroy something perfect in order to make it beautiful?â
G: Right.
D: This makes me think that you probably also take issue with that definition a bit. I wanted to ask, is there something about brokenness thatâs near the heart of beauty for you?
G: Absolutely, yeah. And that, I was trying to remember that phrase a couple months ago too, that was on the cover saying, yeah, âWould you destroy something perfect to make it beautiful?â And yeah, I think beauty is way more complex than symmetry and I think there is a brokenness to beauty. I think, you look at a lot of musicians, you could arguably say from a certain perspective, if you subscribe to symmetry and things like that, a lot of musicians or front-people, men and women in bands, some of them you could say theyâre not traditionally beautiful, or not what you would think is beautiful, but something about their vulnerability or their confidence and things like that, make them beautiful. And thatâs in any case, even non-musicians. Like people that just go to work in the world and have normal jobs, there is something about beauty that is much deeper than just what you see visually.
D: One of the Patrons was saying that, âMy Chemâs music reinforced to me and my friends that being an outcast was okay.â Was that something that you wanted people to feel? What were things growing up that made you feel like it was okay to be an outcast or a misfit?
G: I think by the time I was definitely not in elementary school- well, I didnât have to struggle with being an outcast in elementary school. I actually went to a really cool school, it was just a normal public school, but the one thing I thought looking back that was very interesting about those years is we all got along, we were all friends, even the weirdest kids, and a lot of kids would just have these parties back then and everyone was invited. And then my first real experience with being an outsider was going to middle school, and then so, you arenât all friends anymore, and thereâs all divisions and cliques and things like that, and then I found myself to be one of these outcasts, one of these weird kids that listened to heavy metal and wore flannels. There were only a handful of us in the school that were like that. But it wasnât until high school where I fully embraced being an outcast. The first year, freshman year was really hard because I was really an outcast and I didnât even know where to sit at the lunch tables, because I didnât fit in with any of these groups. And it turns out I ended up sitting with a table of metalheads because they saw me sitting by myself and they were like, âWhy donât you sit with us?â And thatâs where I would learn about certain bands that they were into, like Murphyâs Law and the kind of things they were listening to back then. But it was important for me to have something that spoke to outsiders with My Chemical Romance because when I was that age, there wasnât anything that really spoke to me like that. Or there wasnât something so specific to being an outcast. There was lots of stuff that if you were an outcast you listened to like The Cure or The Smiths, so of course, I found all those bands. But there was nothing specifically geared to somebody that feels invisible or is an outcast or rejected and things like that, so when we started My Chem, it felt very much like we were channeling the energy of being an outcast onto whoever listened to us. And in the early days, it wasnât a lot of kids. I mean, there weren't any kids that really listened to us. It was kinda older punk rockers, it was very interesting in the beginning. And of those older punk rockers, a lot of them were actually outcasts as well.
D: Yeah.
G: Within a scene so. And maybe they werenât even full-on punk rockers, they were just a guy with a leather jacket at a bar who just saw something in us.
D: Yeah. Thatâs cool. The Patron Jonathan Clark is asking, âDo you have any rituals or practices that you do to find your center, wait for yes, get connected, see the good, the true, the beautiful in others, or let go a bit?â Basically heâs kinda asking if you have any meditative, mindfulness, something to practice.
G: Right right. I really enjoy T.M., Transcendental Meditation. Actually, Iâm in an interesting spot with this though.
D: Thatâs where youâre chanting.
G: A mantra, yeah. You have a mantra and you kind of just repeat it in your head. It helps you, basically when youâre doing it, it releases negative energy and tension and things like that, and itâs very good. But sometimes, at least in my experience, and this is why Iâve kinda paused my practice at the moment, sometimes it could release trauma and things like that, and sometimes you end up reliving that and it makes it- and granted, your body is letting go of it, but sometimes itâs hard and I found when it would get its most intense, I would catastrophize things in my head and be- so I would be focusing on the mantra, but then things would happen like I would be thinking about the worst things that could happen to my family or my loved one, or something bad happening to them or getting hurt.
D: Is that something that happens to you? Do you tend to catastrophize in general?
G: Sometimes. I do tend to catastrophize sometimes, and itâs something I work on in therapy. Iâm a big believer in talk therapy and, I donât try to push medication on anybody, but I always just share my experience, and that itâs helped me.
D: Yeah.
G: I was somebody who was extremely imbalanced all through the years of My Chemical Romance, and go through these extreme highs and crushing lows where I wouldnât get out of bed for like three months, but then I would be in a manic phase, and I would be up until 4am working on zines all of the sudden, and I would say to Lindsey, âI donât need to sleep. Why do people sleep? I donât get it.â So there was a lot of that, and then Lindsey found me a therapist and we did a lot of really hard work and I faced myself a lot, I looked inward. And at the same time, before we were able- before we explored and did the work, we stabilized my brain chemistry. That was the key. Once we were able to stabilize my brain chemistry-
D: You were able to actuallyâŚ
G: Do the work, yeah. So, I am a big believer in T.M., itâs just that sometimes I struggle with it, but I know all I have to do is check in with the T.M. center and explain what Iâm going through, and actually my therapist had found me this woman whoâs one of the heads of, Iâm not sure if itâs the David Lynch Foundation or something else, she actually said, âYou should come in, Iâll talk to you, Iâll walk you through the trauma stuff and all the hard stuff.â But Iâm a big believer in it because when it was cooking, and there were two months this year where it was totally changing my life until some of the negative came out. It was, I was a more productive, more focused, calmer, more engaged, more present. Iâm a believer in it and a big believer in therapy and just having somebody to talk to.
D: Yeah. Thatâs awesome. On the drive up, I was thinking about Umbrella Academy and I really love it in general. I remember getting the comic when it came out. The show turned out so great. Are you really happy with it?
G: Yeah yeah! Iâm totally happy. At the end of the day, it was somebody elseâs vision and I was able to let go of that. I think I needed to. When the process first started in making it a TV show.
D: Thatâs gotta be hard.
G: Itâs hard.
D: Thatâs your baby.
G: Yeah yeah! But I was really upfront when I was talking. I went in to meet with UCP and Dawn and the people there. I was with Dark Horse and they said, âWhat is your goal?â And I said, âMy goal is to make great comics because I already went through a whole big thing with Universal trying to make this a movie and it just drained me.â
D: Oh okay.
G: And it was full of really difficult things, it took up a lot of my time, and disappointments, and I really turned my focus back to comics because I was like, thatâs where youâre in charge. Nobody can- you have an editor, obviously, if you have a great editor, youâre doing great work together and youâre making changes, but it doesnât feel like something creative is being ruled by committee, and thatâs what it feels like in Hollywood. I was really upfront with Dawn and I said, âI want to make great comics so you guys have good material to make a good show.â I ended up being more involved than that. The extent of my involvement is giving notes, especially about things like wardrobe, costumes, the look and feel of the world, the fact that itâs kind of an alternate reality, and I give notes on scripts and I give notes on edits and things like that, so I am involved for sure. But I was able to realize this is somebody elseâs baby and Iâm happy with the results for sure. My whole thing is the proof is in the fact that everybody loves it.
D: I like Klaus a lot and I canât remember, because I read the comics so long ago, how true to the book that character is.
G: Right.
D: Do you feel like itâs capturing what you were trying to get out with it? G: It is capturing, yeah. Itâs capturing, to me, what Robert who plays Klaus, heâs capturing this kind of sadness and tragedy to the character. Also obviously, the humor. In the comic, Klaus is a little bit more of what I call a dry goth. Heâs very nihilistic in some ways.
D: Not quite as whimsical, maybe.
G: Yeah, not quite as whimsical as what Robert ended up doing. But the way Robert approached the character really ended up working and he adds a lot of humanity to the character, that maybe thereâs not so much of it, or you donât see it very often in the comic with Klaus. Klaus just does bad things and makes bad decisions and obviously, a lot of that is coming from a place of trauma that he experienced as a child, and in the show, itâs cool because the drug use is there to help him quiet the voices in his head. They explored that a lot deeper and I thought that that was really cool.
D: Is that less of a focus in the comic?
G: A little bit. I never really explored the fact that heâs constantly seeing and hearing and talking to ghosts, and so these drugs kind of quiet his mind. Iâd never explored that really deeply.
D: Which is cool because you, itâs another evidence of youâre building a world and someone else was living in it, and then they were like, âWell yeah.â
G: Yeah!
D: âOf course heâs like that,â and youâre like, âWell dang.â
G: Yeah! Thatâs a cool thing. Theyâre able to point at things you werenât seeing because sometimes when Iâm doing stuff like creating a world like Umbrella Academy, a lot of it is running off the subconscious. A lot of it is, some things you donât realize youâre putting in there. And when they look at making a TV show or a movie, they really kinda deconstruct it and look at it and say, âWell, this makes sense because of this.â
D: Some of the beauty with the comic is that the concise kind of form makes it to where you donât always have to trace down all of these rabbit trails, but when you're trying to blow it up into something else, youâve gotta figure out how to make sense of it all.
G: Mhm. And to bring it back to the question of a sense of wonder. That was the other thing I thought about this morning when you asked me the question was, âwhat do I get a sense of wonder from,â and comics were a big one. Because to me- and then I would later reinforce these feelings when I started making them and writing them. You could do anything in them and thatâs really whatâs beautiful about them. I also love the mechanics of them, because thereâs definitely things you could do in comics that you canât do in film and TV and I love that. So Iâve really learned to embrace the medium when Iâm writing them. I think Iâm writing comics that are definitely comics, and theyâre not just a TV show playing out in a comic.
D: Yeah. How much do you draw your own stuff just to get your ideas going? Or is it more conceptual?
G: Quite a bit. No, I do- well especially for something like, less so on Doom Patrol but Umbrella Academy, Gabriel Ba, the artist and I have this really cool relationship and I think the ideas kinda need to start with me, and Iâll do a sketch and then Gabriel will completely reinterpret that and kinda make it much cooler and much better.
D: That's because thatâs your complete world from scratch, whereas with Doom Patrol youâre reinventing something?
G: In the beginning, Umbrella was definitely my complete world from scratch and I had this idea, but Gabriel, especially even in the early days, he helped build that world. I was able to give him a couple references and Iâm like, âI donât know, maybe itâs the â60s, maybe itâs the â70s. People are dressed like the â60s and cars look like theyâre from the â60s, but there's modern things too.â And he loves drawing architecture, which you donât find a lot of in comics. A lot of people try to stay away from the buildings in the background and the architecture, but he embraces the architecture so he really built that world with me in the beginning. But we still have our process and the process usually, not always but usually is, especially if itâs a villain or something like that, Iâll do some kind of sketch, even if itâs bad, and then Gabriel will take that and make it something.
D: Thatâs cool. Collaboration is terrifying and super fun when itâs working.
G: Yeah! When itâs working, itâs amazing, yeah. I love collaborating, and Iâve learned to really embrace it over the years. Delegating and collaborating were two skills I really needed to get really good at, and I think I got better at collaborating after the band. Although, we were pretty good about collaborating in the band, I just got better at it though.
D: Yeah. Itâs definitely for Thrice, the most fun but also the hardest thing for sure, and it causes the most tension.
G: Right. Yeah, for sure.
D: Just because you care.
G: Because you care, yeah! You care, and sometimes you do see or hear a complete vision so you want that realized.
D: I think thatâs the hardest part. Youâre like, âI see all this,â and youâre like, âOkay but thereâs three other people.â
G: Yeah!
D: Every single time that Iâm set on something, and then everyone else is like, âDude, no,â every time by the end, Iâm like, âWait, what was I stuck on?â
G: Yeah.
D: It didnât matter anymore.
G: Yeah!
D: Itâs totally a psychological issue at that point.
G: It is!
D: âIt has to be this way.â No, it could be a million ways and theyâre all different and cool.
G: Yeah. And thatâs what I learned too when collaborating on music, is exactly what you just said. You donât even remember what you were hung up on.
D: Totally.
G: Because itâs just much better after everybody's worked on it.
D: Itâs very similar to being super upset about something in the moment and youâre just not thinking clear, and you sleep and you wake up and youâre like, âI was real upset about that. It doesn't seem like a big deal anymore.â
G: Yeah.
D: Time travel is a big thing in Umbrella Academy.
G: Yeah.
D: Which itâs notoriously troublesome to write stories with time travel.
G: Yeah.
D: And not have it just fall apart. If youâre trying to get a specific future, you have to have a bunch of people constantly fixing these things.
G: Right right!
D: I like that way of interpreting because usually itâs, âOh, we fixed this one thing,â and you expect it to just keep going straight, but no way.
G: Right. I really like that the show took that from the comic and really explored it. All these people making these little corrections, sometimes theyâre violent corrections, but sometimes theyâre very simple. But time travel is such a pain in the ass. I did not envy them when they were starting to do the writerâs room for Umbrella Academy.
D: They try to make it all work.
G: Try to make it all work. And theyâd have to put up these big timeline boards and be like, âAlright, this happens this year,â and thatâs what I was doing when I was writing the second volume, Dallas, because thereâs not much- I donât think thereâs any real time travel, besides Number 5 coming back, thereâs no real time travel in volume one, Apocalypse Suite. But Dallas is all about it, so that was the hardest volume Iâve ever had to write, because time travel is just, itâs so hard.
D: Are there any stories that you like that you feel do it really well?
G: I donât know if Iâve read enough time travel stories. I mean, I thought Back To The Future did it really well.
D: But then I always get stuck on the idea that you have to, thereâs an endless cycle of Martys that have to go back.
G: Oh right!
D: And keep- my brain breaks when I try to be like, âBut what if he doesnât? Then none of it works anymore?â It all breaks.
G: Yeah, it can break very easily, and I think almost every time travel story has the possibility of completely breaking, or at least in some personâs mind out there, it is broken.
D: Yeah.
G: So sometimes you have to take time travel stories almost at face value and be like, âAlright, this works.â
D: Yeah, you canât- well I think part of that is on the writer or whoeverâs making it to address and deflect. The Brian McDonald guy I was telling you about, he talks about that somewhere where heâs like, âYou gotta spot the problem and then you just need to have some character address it, and then sweep it away,â just so that it helps whoeverâs watching or whatever, it helps them be like, âOh yeah, what about this?â And then, âOh, they thought about it.â
G: Yep.
D: And itâs not like itâs making it perfect, right? But it gives you permission to let it go, I think.
G: Yeah yeah. And you do have to address these concerns. I realized my answer might have been possibly a little lazy about taking things at face value, but one of the things I had to do in Dallas was address every concern that I thought the reader would have.Â
D: Which is great. When you do the addressing, it lets the reader or the watcher or whatever, it lets them let it go and enjoy the story.
G: Yeah, exactly. Iâm about to start volume four of Umbrella Academy and Iâm really happy because I donât think itâs gonna have any time travel in it, so I think weâre a little bit away from more time travel in Umbrella Academy.
D: Alright, this is a question from Mike Morale, he says, âIn his recent arc, Cliff Steele aka Robotman, regains his humanity, at least in outward form. But on Gerardâs latest, ahem, cliffhanger, Steele burns it all up after facing the painful inhumanity of someone with power to hurt him. I suppose my question is, how do we protect the precious beauty of our humanity while remaining vulnerable to those who have meaning in our lives?â
G: Oh wow. How do we protect that humanity? Well thatâs a big question, because especially with given how the world is now and the toxicity out there online and things like that, how do you protect your humanity? Because toxicity, like the kind that Cliff experiences when he goes to visit his mother in that nursing home, itâs a very real thing and itâs something you have to deal with. I donât know how you hold onto your humanity, itâs hard sometimes.
D: While being vulnerable too.
G: While being vulnerable, yeah exactly.
D: Which I guess is almost synonymous to holding onto your humanity.
G: Yeah.Â
D: Because you could close off but thatâs not good.
G: Yeah exactly. I know this isnât the healthier, great answer, but I think one of the things I did was to kind of remove myself from certain social medias. But it wasn't unhealthy because what I did was I decided to look inward at that point. Instead of, and I could tell you as many harsh people are on the internet, I was much harsher on myself. I looked in and I asked myself tough questions, I really asked myself whatâs right and wrong. I think about these things deeply when Iâm writing, but holding onto your humanity is very hard. And Cliff, obviously, he doesnât hold on to that humanity, and he goes back into his cage because that makes sense to Cliff.
D: His follow up question was, âAnd does skin make the man, or can metal reflect who we really are just as well?â
G: I believe metal can reflect who we are just as well. I think Cliff Steele is very much Cliff whether heâs a human or a robot. Heâs still Cliff and I think thatâs one of the things thatâs great about the character and why heâs so fun to write because no matter what, heâs still Cliff.
D: I wonder if there's anything youâve been listening to, watching, reading, that you think people should check out?
G: Letâs see. What have I been reading recently? Well, this is old but I just decided to reread Lord Of The Rings from start to finish, and I made it through the books rather quickly and theyâre just such a joy to read. Theyâre so relaxing, but there is a real build up to Lord Of The Rings. It gets so dark at one point, and horrific, but thereâs a calm and a peace to reading it. And the way Tolkien writes, youâre just thinking about the greenery and the trees and the rivers and all of those things, and so itâs a real relaxing read for as much as it ramps up. I have a hard time watching TV. I feel really trapped when Iâm watching it so I tend not to watch it at all, which is interesting about having a TV show. I bring a different perspective when Iâm giving notes because I donât watch a lot of TV. And more or less the only TV I watch is edits of Umbrella Academy. But every once in a while, Lindsey will rope me into a show that she feels like I absolutely have to watch, and she did that with Breaking Bad, and Iâm really grateful she did. She literally rewatched the whole thing with me, made me watch it, and itâs still one of the best Iâve ever seen. And then she got me into Cobra Kai, have you seen that?
D: No, is it good?
G: I think itâs really good, yeah. Especially the first season is really amazing.
D: I had huge doubts about if that would be good at all.
G: Yeah, watch the first season and one of the things that actually helped hook me into the show is the episodes are a half hour, so it was really cool. I didnât feel as much of a prisoner of the television when I was watching them, because you can watch a half hour and be done.
D: But books donât make you feel that way? They expand.
G: Books are my favorite thing, yeah. Books are- you know how a lot of people will use a television to kind of tune out and shut off and relax? I use books to do that, so thereâs piles of books next to my bed.
D: Thanks so much for sitting down. Itâs been so good to talk to you.
G: You too! Itâs been a long time. I miss you.
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