The Value of Pessimism

I'm an optimist by nature. In the words of Miles, I like to like things. You're unlikely to see me being negative about things very often on this blog simply because I'd much rather spend my time finding things to be positive about. This isn't to say that I love everything uncritically, I just tend to keep criticism to myself.

The Value of Pessimism
With notable exceptions

Sometimes though, you have to be the pessimist. I'm running into this at my day job currently; a project is having some rough patches and I'm finding myself needing to be a critical voice in the face of an optimism that I fear might have us go live with something that doesn't do the job. It may be my fears are unfounded (I certainly hope so), but you have to take the worst case into account along with the best.

I don't enjoy being a downer, but sometimes everyone else is chasing rainbows and I'm the only one left to say 'but what if?' What's the backup plan? How do we recover if this fails? It's something I've had to learn myself over the years after having to scramble when something blew up in my face. Maybe I'm developing wisdom as I age.

Pfft, yeah right.

Convention Time

While half of the Aggrochat crew were off at PAX this past weekend, I also attended a convention right near home. Saturday was the annual River City Comic Expo, and this year a friend and I decided to check it out. I hadn't been to a con since MidSouthCon in 2007 and just like then it was the guests that convinced me to go.

It was a relatively small convention; one big combination dealer's room / gaming area and a couple smaller rooms for panels. Plenty of dealers to check out, and I ended up spending about $15 on singles from one guy's quarter boxes. I picked up quite a few older New Mutants issues, issues 2-7 of Steve Gerber and Jack Kirby's Destroyer Duck, and most of the initial color run of Zot!, along with various and sundry other things. I was especially happy to find so many Zot! issues since the only collection of the color issues is long out of print, and Scott McCloud doesn't seem to have any desire to reprint them again.

Convention Time
Those first 10 issues were amazing pulpy fun

There were lots of cosplayers in attendance which in part drove home just how out of touch with modern anime I am. People dressed as comic book characters I could identify no problem, even the ones using TV or video game versions of costumes. There were plenty of people whose costumes clearly came from anime, though, and I think I recognized maybe a quarter of them. I am no longer in touch with the kids today. Woe is me.

The real draw, though, was the guests. The first I found and talked to was Bob McLeod who is probably best known for creating the New Mutants with Chris Claremont. He's also done art for any number of books for Marvel and DC both. I ended up getting a signed print from him of a lovely piece of the original New Mutants fighting Sentinels as well as a booklet of con sketches that he was selling.

Convention Time
Just beautiful

The other guest that I could not wait to meet was Gail Simone. She and her husband were both there, and were absolutely wonderful to chat with. I took the opportunity to let her know how much I enjoyed her work and that she's one of the creators whose presence in superhero comics keeps me optimistic about the medium. Her work on Birds of Prey and Secret Six is just stellar. From her I got an autographed hardcover copy of the Conan / Red Sonja miniseries she wrote for Dark Horse.

In all, an enjoyable few hours spent among my people. I'm looking forward to seeing who next year's guests will be; maybe I'll end up making this a regular thing.

Blaugust No More

The day has come, the month has ended, Blaugust has run its course. This was my second year participating, and on the whole I think it went very well. Last year I often found myself desperately trying to come up with a blog post at the very end of the day; this year I only posted in the late evening once, and most days I had my post written the previous night and scheduled to go live in the morning for prime 'I should be working but I'm looking at blogs' viewing.

Blaugust No More
Of course, it could always be worse

Coming up with a couple of ongoing weekly features has been a huge help this time around. Knowing that my topics for Saturday and Monday are already set and being able to work on them ahead of time (not that I'm very good at doing that) makes an incredible amount of difference. Not only that, it means I've got a regular set of content that I need to add to and which may serve as interesting back-reading for any new readers I pick up.

Readership was definitely up over the month (though given my lack of posts in previous months that's not necessarily saying much). Having folks comment on posts here and there made an amazing difference too; it's always nice knowing your writing is being read. As much as I'm ultimately writing for myself, I wouldn't do it in a public manner if I didn't want to share.

Ultimately, where last year at this time I was feeling burned out on blogging, this year I'm feeling energized about the whole process. I've still got ideas coming, and I've got cool books and D&D adventures to write about for years. I might end up backing down to a lighter schedule, but for right now I'm sticking with every day. Here's to another month of blogging!

#Blaugust Day 31: Mystara Monday: Module B1 – In Search of the Unknown

Today for Mystara Monday, we'll have a look at the first of the B-series modules: In Search of the Unknown. Written by Mike Carr, it was first published in 1979 as an introductory module to be included in the first version of the Basic Rules. For reasons we'll see shortly it was replaced after about a year by Module B2: The Keep on the Borderlands.

#Blaugust Day 31: Mystara Monday: Module B1 - In Search of the Unknown
Here we see three adventures breaking one of the cardinal rules of dungeon-delving.

B1 is out of the ordinary in a number of ways. TSR had only just begun publishing adventure modules in 1978 and nearly all those released up to this point had been pre-existing tournament adventures. B1 was instead deliberately designed to be an introductory module both for the players and for the dungeon master. The first five pages consist almost entirely of advice for the new dungeon master regarding adventure preparation, the awarding of treasure and experience, and how to be an effective dungeon master.

In the back of the adventure a full 4 dozen pre-rolled characters are provided (although these consist simply of a name, class, and statline) including such luminaries as 'Eggo of the Holy Brotherhood', 'Trebbelos, Boy Magician', and 'Norrin the Barbarian'. Tables and rules for hiring retainers are included too; retainers were still an expected part of D&D at this point, although rather than poor nameless torchbearers and trap magnets B1 presents retainers as NPC adventurers who get a full share of treasure and experience and are mostly intended to fill out an under strength party if you have fewer than six players.

The art for B1 is mostly by David Sutherland, who provided a lot of art for D&D over the years. The copy I have is a later printing that uses a piece by DARLENE that reimagines the scene drawn by Sutherland for the original cover.  In both cases, I really think those adventurers are going to regret going around poking at strange fungus.

#Blaugust Day 31: Mystara Monday: Module B1 - In Search of the Unknown
Seriously, it's probably a shrieker. Quit messing with it.

The adventure itself is a classic two-level dungeon crawl through the Caverns of Quasqueton, presented as the stronghold of Rogahn the Fearless and Zelligar the Unknown, a pair of now deceased adventurers of some renown. The dungeon itself is a sort of build your own adventure kit. Maps of the dungeon are provided along with keyed descriptions of each room but monsters and treasure are each presented in separate lists and must be placed within the dungeon by the dungeon master. It was later decided that this method was overly hard on the GM, which led to B1 being replaced by B2. As far as I'm aware no future modules ever used this method, although some provided additional maps to be used to continue an adventure beyond its published limits.

B1 is one of the few B-series modules that I've never run in a game. In the B1-9 anthology that I used early on, it's represented only by the dungeon maps without even the room descriptions included. It's very much in keeping with the feel of early D&D adventures with strange and possibly PC-damaging features like magic pools, a rock that can permanently raise or lower player attributes, and many fine furnishings and statuary for the PCs to try to lug out and try to sell.

In the end, In Search of the Unknown isn't a bad module, but there's just nothing particularly special about it. In particular the decision to separate the monsters and treasures from the rooms means there aren't any particularly memorable encounters within the adventure. Some of the rooms are interesting, but the monsters are nothing special with no unique or named foes at all.

Next week we'll take a look at arguably the most famous D&D module ever written, B2: The Keep on the Borderlands. Prepare yourselves for adventure in the Caves of Chaos, and remember: 'Bree-yark' is Goblin for 'we surrender'.