Thursday, December 04, 2025

What is fantasy (high concept)

By funny coincidence (probably not any coincidence at all; probably the infamous Algorithm™) I've seen two videos in the last day or two complaining about D&D of today no longer resembling Medieval fantasy, or even fantasy—it's just modern day social structures put in a cozy utopian setting with some fashion cues from the middle ages. That said, I don't think fantasy is supposed to be medieval simulationism, and while I think something like Hârnworld or Hârnmaster is an interesting idea, it's never been what I was interested in doing in my fantasy. Grounded and realistic doesn't have to look like historical simulationism. As much as I don't like "woke fantasy" or "cozy fantasy" or whatever, I do think that fantasy is at its best when it, at least partially, reflects our current society in some way, and by reflecting it in a different context, makes it more meaningful. Applicability, as Tolkien liked to call it. And he did the same thing; The Shire was very much a reflection of a romanticized rural pre-industrialized Edwardian England from his own childhood, for instance, even though most of the rest of Middle-earth reflected heroic mythic Europe. The familiar is a powerful tool to make the work more accessible to the reader, the viewer (in the case of movies and these TV shows) and the gamer in the case of RPGs.

From my perspective, fantasy at a high level is a combination of three things, and all fantasy that I have any interest in does some of this. Any fantasy that eschews any of these three doesn't really feel like the fantasy genre to me, or if it does, it's so strange that it feels way too different to really qualify as fantasy as I expect it to be.

First, as noted, it needs to be relatively modern. I like watching Modern History TV as much as the next guy, and while much of what he says is actually quite fascinating, I'm not interested in using that as the basis for my fantasy except as items here and there of local color. In order to engage or immerse your audience, either as an author or as a Gamemaster, you need to present a world that is fantastic, but it also needs to be sufficiently familiar that your audience doesn't feel too disconnected from it. They need to understand how it works at a basic level, i.e., if you travel, and stay at an inn, as with Frodo and Co. at the Prancing Pony, it's more like checking in to a modern hotel with modern English pub as a common room than it is like anything that actually happened in the real Middle Ages. The more you dig into the actual Middle Ages of Europe, the more you start to discover that they were much more foreign than you think in how they thought and how they behaved. The more the exercise feels like a smug lecture on an anthropological study on a foreign way of life, the less you can engage with it. Fantasy should be fantastic and have things that are different, but it also needs a grounded foundation that is familiar. The idea that we need to be super Medieval instead of modern is false. I think fantasy needs to be more modern than not. And even when I'm not using "Medieval inns" more like a modern Fairfield Inn, I also use modern fiction conventions. My games and stories tend to have an awful lot of hard-boiled-like influences, and modern thriller influences. I often say James Bond and Robert Ludlum are as important an influence as anything fantastic. Of course, those are pretty fantastic without belonging to the fantasy genre anyway...

Secondly, fantasy is ultimately a romanticized genre that looks backwards and romanticizes some aspect of the past. Usually the Medieval period, but as many people have pointed out, American fantasy tends to have the trappings of the Middle Ages while in many ways reflecting the culture and social structure and environment of the Old West frontier just as much. Two comments: 1) romanticizing doesn't necessarily mean making it pleasant. It could mean making it exciting, which could mean making it particularly unpleasant. So even darker, borderline horror fantasy, like some of what I dabble in, is certainly romanticized. Fantasy is idealized and larger than life. 2) I'm just as likely to hearken back to the frontier or Old West and the Golden Age of Caribbean piracy or the Musketeer era of pre-Revolutionary France as I am the actual Medieval period. The setting of Old Night should—deliberately—come across as much cowboys and mountain men, swashbuckling action like old Errol Flynn movies, and stuff like that as it does Arthurian romance or even Dark Ages post-roman early Medieval, or any other Middle Ages milieu. The European Middle Ages is our shared cultural heritage with our European cousins, because it is part of our heritage from before we split off from them, but the pirate stuff and the pushing back the frontier is a very specifically American mythology, and as a very specifically American man, it's part of my heritage and maybe a more immediate part of my heritage than the Middle Ages.

And thirdly, fantasy needs some kind of overt fantastical elements. This may seem obvious, but I think sometimes people try too hard to be grounded and forget to include this. I also don't mean that fantasy needs to be all fantastic all the time; I actually definitely prefer a more grounded fantasy that is more realistic than not, but if something fantastic and unworldly isn't an important part of the setting, and frankly, the development of the plot and scenario, I don't really consider it much of a fantasy. That said; the fantastic can be subtle, discrete, and even hidden from most people in the setting. But the PCs or protagonists, being special, are the ones who are going to interact with it the most.

UPDATE: Not worthy of its own post, but I've noticed in the last couple of years or so that whereas people always used to say RPGs, they now say TTRPGs. We used to default to the acronym RPG meant of course table-top RPGs, and if we were talking about a computer RPG, we'd say CRPG for something like, I dunno, Final Fantasy or Knights of the Old Republic or whatever. I'm not sure when the need to add TT to RPG seems to have become a thing, but mostly, people now call RPGs TTRPGs and the hobby is called the TTRPG hobby. As an old cuss who doesn't care, I of course will refuse to jump on this bandwagon, but it's a curious observation nonetheless.

Wednesday, December 03, 2025

What am I reading?

I've been busy with work still, although not quite as much as I was the last few weeks. And I'm back home by myself again after being out of town. As much as I miss having my wife around, I also have to admit... I've kinda started to get used to having the whole house to myself and doing whatever I want to do wherever in the house I want to do it without worrying about her being anxious about my music or my videos I'm watching, or whatever. I'm honestly going to have some mixed feelings about her coming back. Sorry, hon. I love you!

I also have a busier weekend than I'd like, but I noticed that I had two days of time off for the year that weren't scheduled. I can roll them, although if I do I have to use them in the first quarter. I've honestly probably got plenty of time off for next year, so what seemed smartest to me was to schedule a little "staycation" and use those days up this year before December is over while my wife is still away and I can literally spend some days where I don't leave the house at all. So, I scheduled Friday and Monday off. Saturday, I have some meetings that I'm supposed to go to, but depending on the weather, I may blow them off. Sunday I have church, but it's in another building with a bigger crowd than normal. That may be literally the only time I leave the house. Except for maybe grocery shopping. I'm running low on a lot of things. Maybe I'll pick some stuff up tonight. Anyway, that's a long rambly way of saying... I'm going to spend a lot of time at home in the next few days, so what I'm reading is a significant question, because I'm going to knock back (hopefully) quite a few things. So:
  • I'm reading Lords of Darkness, an early Forgotten Realms 3e book. On PDF. When I finish, I'll let FR rest for a bit; I think the faiths and pantheons (which might actually be exactly its name) product is next, which honestly I'm not that excited for. Plus, I've got other trawls waiting. I'm about a third through this; I should easily finish before the weekend really even starts, I think.
  • Next up on PDF I'll turn to the next Pathfinder Adventure path product, just because that trawl is the longest with the most products and I'm still very much at the beginning of it. I'll start Curse of the Crimson Throne, and once I finish the first episode, I'll stick with it until I read all six, I think. This is another one of the reasonably well-regarded APs from the series, so I'm happy to go through it, I think. I already know it fairly well; I've listened to the radio play adaptation, for instance. I'm sure that I won't finish the AP before the weekend is over.
  • I may have to throw something something in there out of sequence, especially if I do end up running as a substitute GM in the next couple of weeks on Thursday night. Which I need to also nail down this week and see if I'm doing it or not, if I am, what am I going to be doing and when I'm I going to do it, etc.
  • I really want to read the last book of the Dark Waters trilogy, and the last of the two trilogies of Arkham Horror novels that I have this weekend too. I've been carrying the book around for a couple of weeks but still haven't started it. Once I get started, it'll be a fairly quick read. I'll probably pick up my Solomon Kane collection after that. I bought that ... geez, probably fifteen years ago, and still haven't read it. It's making me feel guilty. Not that it's the only book like that. That's part of the reason I'm doing these trawls; to read books that I bought, was excited about getting, but for whatever reason never got around to reading. That's even worse for digital (pdf) books than for real books, but it's a problem I recognize that I have all around. After that, I've got plenty more to read; the Horned Helmet four-book series, a Robert Ludlum omnibus that includes The Holcroft Covenant, The Bourne Identity and The Materese Circle, a Barsoom omnibus with the first five novels, and more. And of course, I still have my mythology books. I was so pleased to have bought those, but they're harder to read than I expected. I'd like to at least make a bit of a dent in my Celtic book, although I don't plan on finishing it before the end of the year.
  • I read just a few pages of the last Heirs of Ash, a kindle book I have on my phone. I'd like to finish that.
  • I put away the Pathfinder Chronicles books that I had out and decided to push them to later. Instead, I picked up Monster Manual II from the 3e era, and decided to do that first. After that, it's Races of Eberron, since that kills two birds with one stone and gets my Eberron Trawl started up again. After that, maybe I'll start my Pathfinder Chronicles/Setting trawl for real. I've read some of those books, although not in order, in the last year, and I just acquired two more physical books that I haven't read at all yet. I don't want those to go on the list of "books that I've owned for a long time but haven't read yet" pile. 
On top of reading, I've been very slowly watching the Critical Role animation, and I'd like to probably knock back a few more episodes. I had thought about watching Andor while my wife was away, but maybe I'll try and watch it with her when she gets back, along with the new Stranger Things season. But I've got Seinfeld, X-Files and Supernatural that I've been watching a bit here and there, and I'm kind of in the mood for some more James Bond. I watched The Living Daylights shortly after my wife left, and I meant to watch at least another one, but I'm not sure if I wanted to continue with Timothy Dalton and License to Kill, or pick up Daniel Craig's Casino Royale again. And I've kind of been jonesing to watch The Untouchables again. The Kevin Costner movie from the 80s, not the old TV show from the early 60s with Robert Stack. Even though I wouldn't mind trying that out. I stuck his image in; a promotional shot from the show, just for some visual interest on the post. Oh, and I've kinda been jonesing to watch the Michael York Three Musketeers and Four Musketeers again. It's been a few years, and those movies have been on my mind for a while.

I don't want to over plan, though. If I do, I'll start to feel guilty about all the things that I want to accomplish and am not accomplishing, and I'll schizophrenically start going back and forth between different activities, unable to focus. My number one goal for Friday, Saturday, and probably Monday is to sleep in. I'm not as good at it as some people; I tend to wake up and can't go back to sleep, but as tired as I've been, that won't happen too early. Read some pdfs. Read a novel. Maybe my Kindle novel too. Knock back a physical gamebook. Watch some stuff, as I feel like it, with plenty to choose from.

Now, maybe you can see why I'm not necessarily worried about my wife being out of town. I've got so many things that I want to do still while she's gone that there's no way I'm getting very many of them actually done. And this is just hobby reading and watching of some things, not even anything productive. I'd still like to make some YouTube videos and prep for upcoming gaming too, and I've got a few chores around the house that are starting to beg to be done. 

Tuesday, December 02, 2025

Runelords and Red Wizards

My history with D&D is kind of spotty. This is probably an overly self-indulgent tangent to lead up to the point I'm actually blogging about, but it's my blog, so you'll indulge me or move on; whatever, I don't care. Although I played D&D fairly early (1980 was my first game, I believe) and played a lot of early versions of the game; OD&D, BD&D, B/X (but not BECMI or RC) and AD&D in the early to mid-80s, but I stopped paying too much attention to D&D specifically before 2e came out. One side effect of that vintage of entry into the hobby is that settings written by setting developers weren't really a thing. OD&D had a Blackmoor and a Greyhawk supplement, but both were much less campaign settings as we'd consider them today and more like expansion optional rules; more classes, more monsters, more magic, etc. Back in those days, running the game and homebrewing your setting were basically seen as synonymous activities. Only much later did they split into two different activities and people start to behave as if using the built-in setting was a given. Because I wandered away from D&D before 2e, which is especially famous for its settings, I never really "got the memo" and changed my perception away from the paradigm that running the game = creating the setting.

A gazetteer cover from the Known World
This change was a long time coming. 3e, for instance, had Greyhawk as the "default" setting in the books that weren't specifically about another setting, but that didn't amount to too much that was actually substantial; the Greyhawk pantheon was given as a sample list of gods, the subraces for elves and dwarves, etc. were specifically Greyhawkian, although generic enough that in theory they could apply anywhere, and a bunch of adventures, especially in Dungeon Magazine, were set explicitly in Greyhawk. But even then, the developers went out of their way to assert that this was just a sample way of doing things, and most products had alternatives for how it would fit to another setting or two that WotC supposedly supported. In terms of very explicitly Greyhawk setting information, there was really only one book that I recall that would qualify as a "setting" book as we think of it today, and that was the early 3e product Living Greyhawk Gazetteer. I couldn't help but not be at least somewhat familiar with the setting, although I hardly was any kind of deep lore kind of guy, but I was familiar with the names of many of the important NPCs, many of the locations, etc. You couldn't not be.

Similarly, I absorbed some of Mystara, another old school setting more closely associated with the D&D line after D&D and AD&D officially split. By familiar, I mean of course that I played some modules set in this "Known World" as it was originally called, like "Keep on the Borderlands" or "The Isle of Dread" and a few others, and I remember the early hex maps of the Grand Duchy of Karameikos from the Expert set. And I knew a little bit about some of the differences, like Shadow Elves vs Drow, etc. between the two settings. But again, the fact that these settings existed didn't imply that people were really using them religiously, and they weren't even structured in such a way to facilitate that anyway.

Through the 90s, I was back into RPGs as a hobby, but explicitly not D&D. I read a bunch of Traveller. I read a bunch of World of Darkness (super chic in the 90s, I know). I read a bunch of Top Secret. I read or played a few other games here and there. I paid more attention to these non-D&D games than to D&D, obviously, but I was at least a little familiar with stuff going on in D&D. I was aware of Forgotten Realms and its immense popularity. I read about a dozen Forgotten Realms novels, including at least 8-9 of the original Salvatore novels; the Icewind Dale trilogy, the Dark Elf prequel trilogy, and probably about 2-3 books that followed, before I gave up. I read some later Paul S. Kemp FR novels.  I knew a bit about Planescape, but mostly because I read about it rather than because I read it. Because I was going through a phase of valuing novelty over tradition, Planescape in particular was much more interesting to me than other settings at the time. I knew about Dark Sun; the kind of "sure, it's D&D, but it's also Barsoom and Mad Max just as much" setting. I knew about Kara-Tur, Al-Qadim, Maztica, Hollow Earth, and many more... although knowing about them and knowing anything significant about them were obviously two different things. I started to like the idea of seeing settings as interesting things to read about that I could raid at will for my own homebrew, but it was really in the era of 3e that I started digging into some of these settings. Many of these settings I actively was still  disinterested in in many ways, as I was still on a novelty kick, and FR, Greyhawk, etc. hardly seemed novel; they seemed pretty vanilla, in fact. Dragonlance was another major setting, and I read a bunch of the novels, and even the Endless Quest books set there, but it seemed so caught up in the metaplot that I admit I didn't really think of it as a setting that you'd actually play in. I know that a lot of people did, but I never had much interest in doing so, and was less interested as I learned more about it. That one's relationship to me is kind of weird. And as I've gotten older, I've found that the novels weren't as good as I remembered them being either, although that isn't to say that they're bad. But Dragonlance to me was always a setting for novels, not games.

As I got back into caring about D&D specifically following the release of 3e, I thought it was a good opportunity to "get in on the ground floor" of some of the settings as they were coming out. Other than the aforementioned Greyhawk gazetteer book, WotC officially supported two campaign settings; a cleaned up and revised Forgotten Realms, that had is own trade dress separate from D&D, and which is fairly highly regarded among fans of the setting as probably the best iteration of the setting (with the possible exception of the original AD&D "gray box" depending on who you ask and what they're using it for) and the new setting, Eberron. I gradually got most of the Forgotten Realms products, hence my ongoing Forgotten Realms trawl, from 3e, but I didn't ever care too much about it, and honestly am only even now cracking some of them open decades after I bought them. Sad, I know. Many were bought used and relatively cheap, in my defense. But I have a problem where I buy books and then don't get around to reading them for years. I know. I never cared that much about FR, as I said, but I liked Eberron's core conceit quite a bit, I liked many of the ways it was executed, and being in on the ground floor, buying the actual campaign setting manual when it was brand spanking new, etc. I felt like I had buy-in on Eberron that I never did on any of the older settings, where I flitted around the edges of them while they got popular and mainstream. With Eberron, however, I was there. It's one of the maybe three or four published settings that I'd seriously consider using, possibly.

Another one is Golarion. Although not official, Paizo had been doing Dragon and Dungeon magazine for years, and many of their employees had written a lot of official D&D products. I always saw Golarion as a kind of para-official D&D setting, if that makes any sense. And being there at the ground floor, it's another one that I always kind of liked, even though I had (as always) my problems with some of the choices that they made. I have a few other third party settings, like Midnight, Dragonstar, etc. but the only truly third party (again, Golarion is para-official) setting that I was at the ground floor on was Iron Kingdoms. 

For Golarion, it got too big, too detailed, too easy to lose track of what was going on, and too easy to find details that I didn't like. But for at least a couple of years, I really loved the original campaign setting book and the earlier waves of products that expanded on it before I lost the plot of Paizo's obsession with rules and charop builds. It also looks like it drifted away from being too explicitly a D&D setting over the years and picked up a lot of its own thing. In general, I'd applaud this as a good move, but in this case, I think what they implemented was actually worse than D&D default in many ways.

Iron Kingdoms is another one that I liked a lot when we didn't have a lot of information on it. The original Witchfire trilogy and the setting that you could just see around it was fascinating to me. The original Lock & Load brief setting treatment was mostly pretty fascinating. The Five Fingers book was phenomenal; one of my favorite RPG sourcebooks of all time, honestly. But the big two volume campaign setting books underwhelmed me and I kind of lost my way with Iron Kingdoms. I even dabbled a bit in Warmachine because I liked the setting, and I have more than a dozen issues of their magazine, No Quarter. But the wargame inevitably changed the tone and themes of the setting; now instead of a brooding, dark setting with a few interesting industrial elements, it became a loud and proud turned up to 11 steampunk war setting that was all fighting, all "coolness" all the time, and honestly; it lost a lot of its original charm by doing so. 

So those three settings are the ones that I have at least some level of buy-in on; Eberron, Golarion and Iron Kingdoms. And Forgotten Realms is the one that I can't quite avoid, and although there are plenty of things not to like about it, there are plenty of things that aren't bad too. And outside of D&D, the Warhammer Old World is a setting I could potentially think of using. Maybe. 

Now; all that said, that's background context. What am I specifically talking about today? Because I just read Rise of the Runelords recently, I'm thinking about the Runelords, and honestly, I've never really liked them. The idea of a powerful magocracy is nice, but mages who are focused on the seven deadly sins, and mapping the sins to the 3e schools of magic? Kind of weak and corny, honestly. Although it seems obvious, I don't think it really occurred to me until this time around that the Red Wizards are better in every way than the Runelords, and if you really needed to, you could use them in place of the Runelords. I mean, I know that Paizo couldn't use the Red Wizards because they weren't open content, but as a player, I'm looking at the two of them and thinking; there's no good reason not to swap the Red Wizards in where the Runelords were, and treat Thasillon as if it's basically Thay. There are a couple of reasons why they aren't exactly the same, though, in terms of theme and tone. To wit: 1) Thassilon is an ancient realm that's been gone for 10,000 years even though its zulkirs... er, I mean runelords are all in stasis and can be recovered. 2) Thassilon's schtick is runelords jockeying for power as sub-kings in a single confederacy against each other, and nobody knows what relationship (if any) they really had with most of their neighbors. Thay is like that too, but strongly driven by an expansionist ideology, and their context is that as powerful as they are, they are only one among many rival nations. 3) In 3e in particular, the Thayan enclaves and Thayan magic items business is one of their most important things going, and while I could easily use that if needed for Thassilon, there's nothing like it in Thassilon as described. But again, the various domains of the various zulkirs stand in almost perfectly with the runelords and their sin-besotted nations; what's exactly the difference between Karzoug the transmuter; super high level wizard king of Shalast which in a hoaky way is associated with greed, and Druxus Rhym, the zulkir of transmutation during the 3e era anyway? Especially if the guy's in stasis and only makes a few remote phone calls to the PCs before showing up at the very end of the campaign to be (supposedly) defeated anyway?

I dunno; maybe I'll feel differently after reading Return of the Runelords, but I doubt it. I think the Red Wizards are superior in every way. Heck, honestly, I think the ties to sins of the runelords was super hoaky and silly; even just generic archmages from long ago would have been better than the runelords

Monday, December 01, 2025

Carrion Crown / Cult of Undeath

Cult of Undeath is a rather radical reworking of the Carrion Crown; so radical, in fact, that its genesis as the Carrion Crown isn't super obvious, much like Star Wars as filmed doesn't really resemble The Hidden Fortress anymore (although earlier drafts of the screenplay did so more.) Now, if I wanted to run it a little bit more as written, what would I need to do? Or what would I want to do, at least? Listening (again) to the Hideous Laughter podcast and actually doing a bit more with my 5e group has made me feel more charitable towards actual D&D. More or less. I'd still rather run Cult of Undeath as I earlier described, but realistically, nobody else is going to be as interested in that as I would be.

Let me make a list.

Firstly, the adventure path is way too long. 15 levels, or whatever it is, is twice as much as I want. And I don't know how many hours that converts to, but "common wisdom" according to the internet is that 200 hours is a reasonable time for an entire AP. We play 3-4 hour sessions, so that would come to 50-67 sessions. If we're lucky we play twice a month (sometimes less frequently) meaning that that is, at best, over two years to finish, but realistically probably as much as twice that and maybe even more than that. Not only do I think closer to 100 hours is a more reasonable time, but I also don't want to go higher than about 7th level at the most either. I can certainly cut a lot of material and shorten the thing by ~50% in terms of runtime, but shortening the levels is a bit more finicky; I'll have to end up making a great number of changes to the monsters and encounters and NPCs to make that work. Which is fine; there's no chance that I'm running this in Pathfinder 1e, as it was originally published anyway, I'll probably end up running it as a handwavy on the fly 5e conversion. Which is kinda funny, as I don't actually know the rules for 5e very well. I've been playing for some months, but I've mostly been playing as a 3e player and accepting correction or direction when that leads me astray. Honestly, that hasn't happened too much. I think handwavy on the fly conversion is certainly possible between these two systems, as long as you're not to spergy about rules. I most certainly am not, nor would I tolerate spergy rules-lawyering at my table anyway.

Secondly, there's some great Paizo horror elements that aren't part of the Carrion Crown adventure path, but are honestly even better in most respects that what the Carrion Crown did. Both, curiously, by Richard Pett as writer. I mean, of course, the stand-alone module "Carrion Hill", a Lovecraftian module that works very well and was originally written for 5e. If "Wake of the Watcher", chapter 4 of Carrion Crown is supposed to be a kind of "reverse Innsmouth", then Carrion Hill is clearly a "Dunwich Horror" pastiche. In most respects, I like it better as a "Lovecraftian chapter" than "Wake of the Watcher", and I'd be likely to read the two of them, think about how to combine them, but focusing more on "Carrion Hill" rather than "Wake of the Watcher." Similarly, although I like the intro haunted house adventure of Carrion Crown well enough, the same theme is explored even better in "The Skinsaw Murders" way back in Rise of the Runelords, literally the second adventure path chapter that Paizo did as part of their post-D&D run. I'd probably look to combine Harrowstone and Foxglove Manor, including the murders taking place around town, the ghoul farms sequence, both of which are brilliant, and then maybe lean a bit more into Harrowstone when you go to the actual haunted house. Which probably won't be a prison full of half a dozen serial killer boss ghosts, because that feels very video-gamey in its structure. 

That said, even though I'm running it more like Skinsaw than like Haunting of Harrowstone, I do want the whole Professor Lorrimor's funeral set-up.

I also want to mix in the whole mistaken identity caper from "Enemy in Shadows", the first chapter of the iconic Warhammer FRP campaign. If this seems like a lot going on front-loaded in a campaign that's already too long and complicated, that's because much of the later parts of Carrion Crown are going to be significantly trimmed due to... them not really working very well, honestly. For instance:

Thirdly, although I raved about Richard Pett's entries in these other modules, he also penned the second part of Carrion Crown. I think it's a reasonably well done module, so I can't fault Pett for this, I don't think, but the entire premise just doesn't work for me. Putting a monster on trial is kind of silly to begin with, and then making the monster a relatable "good guy" who's being framed maybe is supposed to be some kind of "subverting expectations" move, but it absolutely doesn't work for me. Not even a little, tiny bit. Yes, yes... subverting expectations might be overdoing it, because I realize of course that this is a significant theme, simplified to the point of false binary dumbness, of the Frankenstein novel, but I absolutely cannot go with it. That said, many of the encounters that the PCs are meant to have while investigating the Beast's guilt (or not, in this case) are still great encounters. The context in which they happen needs to be completely changed though.

Fourth, if "the monster is a nice guy, it's the white male Christian southerners who are the real monsters" problem wasn't kind of obnoxious already (I know I'm exaggerating, but y'know. I don't care) in the Frankenstein adventure, they go ahead and repeat the same themes in the werewolf chapter (#3) and the vampire chapter (#5) meaning that those entire modules are questionable for use, at best. While cutting two entire modules out certainly works towards my goals of trimming the whole campaign by ~50%, it's not really a great solution either, honestly. But those modules are going to be dramatically cut back, and much of what they "need" to accomplish will be folded into another module that I already have. Plot beats, or story discoveries, or whatever, can be divorced somewhat from the action that surrounds them, especially when the action that surrounds them is often somewhat gratuitous or superfluous anyway. Maybe taking another page from "The Enemy Within", the Whispering Tyrant and the "wake up the ancient dark lord" trope can be more localized, like it is in Bogenhafn. There's nothing wrong with scaling back the scope of these high fantasy epics into something more horror and sword & sorcery-like, and a lich waking up and consuming a decent sized town or medieval-scale city is certainly sufficient stakes for the tens of thousands of people who live there. It also worked for Wisburg, the German(ic?—this was before the German Unification, but I have no idea where exactly it's supposed to be, as it's not a real city as near as I can tell. Austria, possibly, since Transylvania would have been part of the Austrian Empire at the time.) from the various versions of Nosferatu. Save the whole world is tired and tropy in D&D anyway, as far as I'm concerned. 

Anyway, I need to reexamine the modules (it's been too long since I've read them, but listening to an actual play podcast only has me 20-25% or so into the second module so far). I've also been leapfrogging that with an Enemy Within podcast, but even aside from that, I've been wanting to borrow elements of that for some time. Turning the Purple Hand Tzeentch cult into a Whispering Way undead cult shouldn't be too much of a stretch.

Sunday, November 30, 2025

Paizo Iconics - Ezren

Ezren is the first character to have a somewhat interesting backstory, and he does look the part of an actually iconic wizard. Supposedly, he was a middle son (fourth of six, or something like that) of a successful spice merchant in Absalom, so he grew up in a comfortable, affluent environment where little was expected or needed of him. But then, his father's reputation was tarnished with some kind of accusations of heresy or somesuch, which almost completely ruined the family, even though he was completely exonerated. Ezren spent a long time looking into the accusations, and was of course disillusioned to find out that they were all true. He turned his back on his family and life and went away, at the age of 42, to make his fotune.

Unable to get apprenticed because of his age, he's kind of a self-made wizard, and they seem to imply that another decade has passed since him leaving home, at some point he becomes a member of the Pathfinder Society (although as I recall from the radio plays, that was a goal of his, not something he'd already done).

In any case, he's certainly pretty iconic. He's a wizard, he's studious, he's self-taught, he looks old (even though at most he's 52. Paul Rudd is 56, for comparison.) He's not nearly as spicy as Gandalf, but he feels like a decent enough dollar store version of the Gandalf archetype, so he's honestly pretty much exactly what you'd expect a wizard to be. They even have a reason for his spergy "atheistic" approach, although that isn't necessarily iconic, but it's—in his specific case—an interesting touch.

But seriously; 52? Even I'm older than that now (just barely, I might add) and I look considerably younger.

He wasn't an iconic for the first adventure path pregens, because they went with Seoni the sorceress, but he steps in for the second iconic group for Curse of the Crimson Throne. The group itself isn't nearly as iconic, of course, but Ezren is among the most iconic of the group, followed by Harsk—both of which were brought over for the radio play iconics group. 

Although from Absalom, he's specifically called out as ethnic Taldan (many in Absalom are) which are kind of like the Eastern Roman Empire, or Byzantines, I guess. 

Ezren 1e
Ezren 2e


Paizo Iconics - Kyra

The next Paizo iconic is Kyra, the iconic cleric. Sadly, of course, she's a terrible character. She's a pseudo-Middle Easterner, in Middle Eastern garb that's overly fancy for an adventurer, and she worships a dawn goddess that's associated specifically with the Middle Eastern region, making her iconicness... well, pretty suspect. She's a regional character who has no real business participating in most of the adventures, because there's little reason to expect her to ever be in the region that those adventures take place in.

Her original bio was pretty sparse; something about being the only survivor of a raid of bandits on her village, and becoming a cleric because of that (??) but of course, Paizo couldn't leave well enough alone, and they also decided to make her a lesbian, and eventually even had her married to Merisiel. 

Excepting the gay nonsense, Kyra isn't necessarily a bad character concept, although she's not fleshed out enough to be a good one either, other than the obnoxious brown action grrl vibes that she gives off, but she certainly isn't iconic. If this is what's iconic to the Pathfinder game and setting, then Pathfinder isn't a worthy successor to D&D after all, and isn't itself iconic within the fantasy genre.

She's another character that got redrawn for 2e, but many of those were not necessarily improvements, and Kyra is one in particular that looks even more ridiculous after the redesign than she did before. 

Of course, I have never liked the cleric "archetype" for, among other reasons, that it's not actually archetypal, but if there needs to be one, the 3e iconic cleric, Jozan is actually iconic. He's a white, male cleric of Pelor, the sun god, not a fake Persian or Arabic (or whatever) lesbian girlboss cleric of the girlboss sun goddess. Not that he was super interesting either, but at least he wasn't the polar opposite of iconic from pretty much every angle.

Kyra 1e

Kyra 2e

I don't really love the "pantheon" of Golarion, although I suppose it's mostly pretty D&Dish in all the ways that you'd expect. Then again, I don't really love the pantheon of any of the iconic D&D settings; Greyhawk, Forgotten Realms, or Eberron, etc. 

Like I said, I don't really like clerics, but if I had to make an iconic one, it'd be more like Jozan, a cleric of Sol Invictus, who's based—like the original D&D cleric—loosely on William the Conquerer's half-brother Bishop Odo of Bayeux, who according to some probably apocryphal accounts, was forbidden to shed blood, which he took as meaning he couldn't use an edge weapon, so he used a cudgel, mace or some such bludgeoning weapon instead. 

Kyra may have been part of the original four iconics group, highlighted as pregens in Rise of the Runelords and other early Gamemastery modules, but I think it's interesting that there is no cleric in the radio play iconics group; Seoni the sorceress is replaced by Ezren the wizard (coming up next in this series) and Kyra is replaced by Harsk the dwarf ranger. Kyra does play a "guest star" role in the Curse of the Crimson Throne radio play, which is the third of three that they did, where her "relationship" with Merisiel comes out of nowhere and feels very forced. Everything about Kyra feels forced. Like woke retards everywhere, she's created by checking boxes, not by actually being iconic. Which is unfortunate for a character that's supposed to be ... y'know, one of the iconic characters. But the radio play writers made a good choice in sidelining her; she simply isn't interesting, and I don't know what they could have done to make her interesting either. Her guest starring role wasn't; it was quite tacked on, and she had no personality or relationship dynamic until without any warning she's making out with Merisiel at the end. 

Just a tragic waste, Paizo. As you so often do.

Tuesday, November 25, 2025

Bleeding Edge modules and Rise of the Runelords

Earlier today, I finished all of the Bleeding Edge modules by Green Ronin. There are six of them set in the Ivory Ports, or nearby, which is a pretty standard D&D setting of the pre-4e variety, and the last one is set in Freeport and feels like a regular Freeport module. They call themselves Bleeding Edge, and brag about being written for the "modern gamer" (at the time; this was 2007 or so. "Modern audiences" wasn't a meme yet.) However, other than being kind of dark and edgy sometimes (sometimes childishly and gratuitously so) they weren't really very modern. The penultimate one, "Escape from Ceranir" in particular had a very old-fashioned "funhouse dungeon crawl" feel to it; not what I'd associated with the bleeding edge of modern adventure design; even nearly twenty years ago. Some of them were pretty good, especially the first one, actually (written by Rob Schwalb; not surprising that I liked it better than most of the rest of them) but in general, I'd say that the modules came across as a bit underwhelming and forgettable, for the most part. Of course, I didn't play, them, I just read them, and sometimes reading modules makes your eyes glaze over and your mind wander. I've read reviews of some of these that suggest that they were sloppy, have errors in them, etc. that you definitely notice while playing, if you play them exactly and strictly as written. 

They also suggest at many points while reading the modules that you could take all of them and make a campaign of 1-11 or so level out of them, but honestly, I don't see much in the way of any compelling reason to try and do this. Although in theory some of them are set in the same general area, they also make a point of writing these adventures so that they don't have to be played anywhere in particular, and they are very stand-alone. None of these modules really have any connective tissue; they are just stand-alone modules that you could run in order if you wanted to, but there's no reason to do so. The last one is geographically separated from the rest; it's the only one that is absolutely set in Freeport and therefore doesn't really make sense to link with the rest of them, even if you were inclined to link them at all. 

This isn't necessarily a knock on the series. Even the X-Files had what; maybe 20-25% of its episodes were part of the meta-story, while the other 75-80% were stand-alone "monster of the week" episodes, right? There's definitely a place to run these kinds of modules, and even to run a campaign made of these kinds of modules. So what if they're self-contained and don't connect to the others? Other than that, of course, that's usually seen as a desirable trait, and exactly why the adventure path model was so popular when it launched. In general, I do like the smaller, more grounded stakes of this kind of play, but I want it to be more of a connected, longer arc not just little self-contained units that are completely stand-alone. A whole campaign of smaller stakes, local adventures with more grounded local villains doing things that are more grounded, like murder here and there and stuff like that rather than "conquer or destroy the world, etc." is more my speed. There's no reason fantasy has to have such big high fantasy stakes all the time. James Bond or Mack Bolan aren't less interesting because they fight terrorists and mafiosos, etc. Levon Cade is a fascinating character in fascinating scenarios, but his enemies are as grounded as they get. Liam Neeson's character in Taken; another great example. The Bleeding Edge are obviously more fantasied up than this, but sometimes that's where it went wrong and turned into "just another D&D adventure. While they try to have a dark, edgy horror-like tone, sometimes the monsters and especially the traps are so gratuitous and ridiculous that it completely undercuts that vibe and mood, unfortunately. 

Anyway, I'm more than halfway through the Freeport Trawl now, based on number of titles at least, although probably less than halfway on page-count; the largest books are still ahead of me, I think, including the Pathfinder remake of the setting book (which is insanely long; 700+ pages, if I remember correctly) and the Pathfinder Freeport Adventure path. I haven't looked at that page-count, but I'm sure it's similar to a Paizo adventure path, so six volumes, each about 100 pages each. In general, it's certainly fair to say that so far this Freeport Trawl hasn't changed any of my opinions on Freeport or Green Ronin; the tone is frequently all over the place and often way too campy, it's definitely way too chock full of D&Disms, which fights against the tone that they claim to want to be pursuing, and the proto-wokeness is more obvious in retrospect than it was twenty or twenty five years ago—although the same is also true for WotC and Paizo. One thing that I either didn't know or didn't notice about Green Ronin is that they're kind of sloppy and careless, though, and they were chintzy about repeating the same material across numerous products sometimes. This is a bit surprising to me, because they were considered one of the bigger players in the 00s and even 10s, with lots of innovative-seeming games like Mutants & Masterminds, Blue Rose (admittedly not for me, but it raised eyebrows for charging into a genre nobody else was doing, at least) and relatively big licenses like Black Company, Thieves World, Dragon Age, etc. I'm now thinking Green Ronin really weren't ever really all that. 

Still, when I get done with all of this stuff and get to the new material, like the Pathfinder Adventure path near the end, I'm excited to see what they manage to do, and I hope that they can pull off something that's at least above average. 

Anyway, Rise of the Runelords has some of the opposite problems, as many of the adventure paths do. Like Green Ronin, it's very chock full of tropy D&Disms, and the "save the world from the awakening dark lord of the distant past" is... well, it doesn't get much more tropy than that. Compared to Shackled City, Age of Worms and Savage Tide, it was only at least somewhat more grounded that he was actually an ancient human wizard who'd been in stasis of sorts rather than a monstrous demon lord or something.

Still, I always say that execution beats innovation nine times out of ten, and I'd rather have a tropy and cliche well executed work than an innovative but flawed and unusable one. Runelords does pretty much deliver on that front. In fact, it's got quite a few good moments, and I think "The Skinsaw Murders" in particular is just a great module no matter what context you try to use it in. One of my favorite, in fact, both to read and to run and to play, if I remember our old abortive campaign, which did at least get further along than that. The biggest flaw the campaign overall had was two-fold, but they were intimately related: 1) the modules were a little too unrelated to each other, and didn't come across as a coherent through-line of any sort, which is kind of a minimum expectation for this kind of pre-written campaign, and 2) because of that, you didn't really start even understanding much, if anything, of who the main villain was that you were supposed to be building up to until near the end of the fourth (of six) installments, which is way too late. 

I know, I know; game modules aren't screenplays or novels, and they can't be expected to play out like one exactly, but that doesn't mean that certain things that make those other mediums work very well can't be adapted to a game to make the game medium work very well too. A bit more focus on a more coherent threat that was ratcheting up the tension in a way that didn't feel disconnected or incoherent would make a game better too. I also know that writing a module or campaign that plays well isn't the same as writing one that reads well. Given that I'm reading these campaigns, and if I ever run them, it'll be by deconstructing them entirely, looting their torn apart corpses for whatever ideas I like and putting them in a completely different context, in some ways, I'm more interested in the products being good reads than good plays. Cynically, I think most consumers do too, even though they don't consciously think about it that way, because I think most consumers buy and read a lot more gaming product then they play, and that's actually their main and most common way to engage with the hobby. 

In some ways, I'd almost just as soon see novelizations by somebody famous for doing novel adaptations like Alan Dean Foster or whomever and read that rather than the adventure paths. Although I doubt that they'd do them justice. They wouldn't get Alan Dean Foster, they'd get some woke nobody who'd drop the ball and make them both woke and corporate sloppish. They wouldn't even rise to the level of forgettable D&D fiction. 

Remember, of course, that Paizo did have a run of novels for a while, although I guess that they couldn't keep that profitable, because they eventually ran out and stopped. WotC did the same with official D&D novels, for the most part too. I think Salvatore is the only one still writing, and that's because he's his own brand name now anyway. But Paizo never did have novel adaptations of their adventure paths, sadly. Just radio play adaptations of Rise of the Runelords, Mummy's Mask and Curse of the Crimson Throne. Curiously, in that order. They're... OK. Runelords is probably the best one in most respects.

Monday, November 24, 2025

Sigh

What a crappy weekend. A last minute emergency supply issue (I work for a product manufacturer) had me spending much of my weekend with my work phone on hand, making calls, having meetings, texting all over the place, etc. I'm not going to say that it necessarily took tons and tons of time; it was a few hours, but it meant that I never really "turned off" all weekend, and I'm starting the week already exhausted and frustrated rather than rested and refreshed. Luckily, it's the week of Thanksgiving. It's already slow here in the office today. I've got a few big meetings to attend to, but there won't be a ton going on after today, or a ton of people around to interact with anyway. I'll probably come in to the office tomorrow morning, probably leave around lunch and log in back at home, and probably not even come in at all on Wednesday; just log in at home, and then get an early start on my long drive that I have to make in the evening as soon as I reasonably can.

Luckily, I have meetings falling off my schedule left and right so I think I can recover from being uptight and frustrated most of the last two weeks.

So, I read some stuff, but I didn't have any mental energy to do much more than that, and honestly, I felt like my mind was wandering even while reading. I finished: 1) "Spires of Xin-Shalast" and therefore the entire Rise of the Runelords campaign, in it's originally published version. 2) Fiendish Codex I: Hordes of the Abyss, finishing something that I started six months ago in reading the Paizo and the Green Ronin fiend books. Technically, I'm not "done" until I also read Fiendish Codex II: Tyranny of the Nine Hells or whatever exactly that title is, but I don't like that one as much, and won't prioritize doing that anytime too soon. I've got too many other things I would rather read first, so it's on the list... but not soon. I also read the next Bleeding Edge module, "Temple of the Death Goddess". And I read most of my physical copy of Classic Horrors Revisited. So, started inadvertently on my Pathfinder Setting/Chronicles trawl too. Given that I've finished another Adventure Path and while shortly finish the Bleeding Edge mini-series, I'll have wrap-ups on those. I may have a fiendish wrap-up too; like I said, I'm not going to wait on the final book before I do that.

I didn't even pick up my last Arkham Horror novel at all. But I'll probably finish that this week. I'll take it with me to Thanksgiving, at least. I'll definitely finish Classic Horrors Revisited today, and then read either Undead Revisited or Mythical Monsters Revisited, both of which are in my backpack. I grabbed all three of those, kind of on a whim, before going to El Paso a couple of weeks ago, so now I feel committed to reading them before I pick anything else up in physical game books. I also have Monster Manual II (3rd edition) picked out that way too. Once I read all three of those books in my backpack, I'll pick up Races of Eberron in hardback and Into the Darklands and Darklands Revisited in Paizo slimmer softback. Once I finish the last novel of the Arkham Horror run, I'll re-read the first two books of the James Silke Horned Helmet series, and then read (for the first time) the last two. And I also have a new (to me, anyway) copy of the Timothy Zahn original post Jedi trilogy to read for the first time in ~30 years. Oh, and the Von Carstein trilogy, which I have in omnibus, and the Solomon Kane collection by Del Rey that I've been meaning to read for years. 

And, of course, in pdf, I need to start Curse of the Crimson Throne, but before I do, I want to read some other pdf books, so I'll probably read The Rise of Tiamat, the second half of the originally as published Tyranny of Dragons book (it was initially published as two books), the 4e Underdark book. the next book in my Forgotten Realms 3e trawl, and the next two installments of my Freeport Trawl, which will finish the subsection on Bleeding Edge adventures.

I've also been asked to step in as a substitute DM for a campaign. I don't think I can pick up the same campaign, since I'm not even a player, and I don't know all of the people playing in it very well. But there are two back to back weeks that they're considering; I could potentially run a 2-shot, if they are amenable to meeting both nights, while the regular DM is out, and we'll see how that goes. If I do, I'll  probably run a modified version of the first Freeport module, including borrowing the Kastor Lieberung concept from Enemy Within, although he'll be a body found on a ship, not on the road, as the PCs approach town. 


It's a relatively slim module, so I think I can do it in two evenings of play, plus I leave them with a little bit of open-endedness that may leave them hungry for more. I'm not trying to poach them away from their current DM, but I wouldn't mind leaving them a little bit hungry for more of me when they can get it. We don't play in our current campaign enough to fill my time—especially while my wife's out of town, but even when she isn't—so I could easily work another campaign in parallel in. Maybe the same is true for some of them.

UPDATE: This stupid work emergency isn't over. I've got a quick touchpoint call this evening after work, and I'll have calls on Thanksgiving and Black Friday both. What a PITA.

Thursday, November 20, 2025

Dear Diary, on reading...

I finished the second book of the Dark Waters trilogy the other night, Bones of the Yopasi but I haven't quite started the last one yet. After being pretty bullish on the first book, I'm feeling just a bit more bearish now. Not that this book wasn't as good, because mostly it was, but because I'm just a little bit over MacNeill's obvious flaws. Notably: 1) many of his characters and their dialogue are caricaturish, and the more of that you see, the worse it feels like. I thought it was only mildly obnoxious and occasionally kind of amusing and endearing earlier, but after another novel full of it, I'm less convinced that it was a good idea. A full on Scottish brogue from a guy with Scottish ancestry who was born and lived his whole life in Massachusetts? That was too much. It was the straw that kind of broke the camel's back and now suddenly it wasn't amusing or endearing anymore; it was too much. 2) The namedrops of monsters and characters and locations is also getting to be too much. I appreciate some of it, but I feel like this is really over-the-top in this particular novel too. Again, too much too fast and it went from being a good thing to being an annoying thing.

Other editing gaffes; although he doesn't use homely (when in an American sense it should be homey) as often, he does a few times. He does mention several times burying the lead, which is also incorrect. It's not a lead, it's a lede. I don't necessarily expect authors to know these things. McNeill is Scottish, so it's not surprising that he uses homely instead of homey, because that's what they use in the UK. But it's not what we use in America, where his book is set. And lede/lead; unless you talk to journalists or at least read about journalism, you may not know that. That's not his fault. That's his editors'. That's their job to catch stuff like that.


This doesn't mean that I'm changing my recommendation on reading them. It does mean that... I dunno, I guess maybe they're not impressing me quite as much as I remembered. But I'm still enjoying them. But yeah; just in the last fifty pages or so, there were gratuitous references to "The Horror at Red Hook," "The Strange High House in the Mist", "The Terrible Old Man", "The Shadow Over Innsmouth," "The White Ship", of course "Call of Cthulhu," and probably more that I'm missing. It was a bit much. If you're not a Lovecraft fan already, these won't mean much to you and you may not even get them. 

I also read the module portion of "Sins of the Saviors." I didn't mark it off, because the module portion is just a little over half the page count; I need to read the setting stuff on Rune Magic, Lamashtu, and the Eando Kline serialized short story, as well as the bestiary for this time around. All in all that's a good 40+ pages, but I might finish it tonight. This is one of the least memorable of the early episodes, because it's just a high level magical funhouse dungeon crawl. Not at all my style, and almost everything that happens feels either disconnected from the actual narrative, or only connected to it by fiat, so it feels forced and fake. The final one, "Spires of Xin-Shalast" has a slightly longer module section, and slightly less fluff and mechanical goodies section, for the same overall page count. Still, there's a meme among Pathfinder fans, I guess, that most adventure paths have very strong first halves and less strong second halves. I've always thought that this was true for Rise of the Runelords, at least. 

I think the next adventure path, Curse of the Crimson Throne is also seen as a kind of classic, with more urban intrigue and whatnot. It also takes place in Varisia, but focuses much more on Korvasa. The third one is Second Darkness which seems to widely be considered one of the weakest adventure paths, forced into being just so Paizo could shoe-horn their alternate version of the Underdark and dark elves into the game. It also takes place in Varisia, I guess, starting in Riddleport, and somewhat staying nearby when it's not down in the Darklands. After that is Legacy of Fire, the last one to use the 3.5 rules, and after that is Council of Thieves, the first one that I'm not fairly familiar with, so I'm excited to get to that point and really explore new territory. Of course, after that is Serpent's Skull and Carrion Crown, which I deconstructed years ago here on this blog, and then we get to Jade Regent, which is the Orientalism adventure path, which I was never all that interested in, not being a chinoiserie punk myself. Which is a fancier word for weeabo, I guess. I don't know. The trawl goes on. After I finish Rise of the Runelords I'll probably take a small break and read something else, though. Push through on Freeport, and go back to 3e Forgotten Realms for a book or two or something.

I also started re-reading Fiendish Codex I: Hordes of the Abyss, which is slimmer than I remembered. The first chapter I remember not liking, but I'm almost finished with it. The second and third chapters are great; new demon monster lists and of course the demon lords. Most of the rest of the book isn't bad either, although the obligatory "new feats, new spells, new magic items" is always pretty boring to me. Prestige classes, on the other hand, are sometimes interesting, especially late in 3.5's run, where they had much more fluff than they used to rather than just focusing on mechanics. After I read this, I've also got Monster Manual II off the shelf, as well as three of the slim Pathfinder Chronicles books (later rebranded as Pathfinder Setting, or whatever exactly they called it.) After those, I'll finally pick up Races of Eberron and get the Eberron trawl moving again too. 

Although I have an insurmountable amount of digital product in particular to read in front of me, my physical copies of things to read are actually getting manageable. I don't have too much stacked up. In fact, I need to start thinking of what novels to read a few months into the new year, because I'll probably be caught up with what I have in the batting order in the next little bit. It'll be time to go box diving to see if I can find books that I either haven't ever read in spite of owning them for some time, or at least haven't read in years and might be interested in reading again. It probably wouldn't kill me to buy a few new novels too, for that matter.

I've also been asked if I'd be willing to be a "substitute DM" for a group that I'm not in, but which overlaps a couple of people with people that I do game with. I'll get more info on that, but if I do run for them, one or possibly even two sessions in early December, I'll probably need to read something to run. Maybe I'll do the first Freeport module, especially if I get committed to two sessions. A two-shot, as it were. It was initially pitched to me as standing in in their current ongoing campaign, but if I'm not misunderstanding that, I don't think that's a reasonable approach. I don't know jack squat about their ongoing campaign or the characters, etc. I'm not even a player in that game. I appreciate the vote of confidence, but that's a tall order. I'd rather do a one or two shot separate from that.

Not that I'm trying to do so, but I wonder if that will let me poach a few of the better players for a better group. My own group, which overlaps two or three players with this group, has two solid guys (other than me) and two somewhat flaky ones who miss a lot and make scheduling often difficult. Ideally, I think we'd like one or two more reliable players, and then we can either take or leave the flaky ones.

But I've been specifically told by one of the players in my group that... er... she doesn't recommend that we attempt to get at least one or two of them in, because they're not the most fun to hang out with. I don't know them well, but I know one and maybe two of them at least well enough to have suspected exactly that; they're kind of super talkative know-it-all smartboys who have to get the last word in on every conversation types. Not creepy, just... not fun to hang out with either. Gammas, mostly.

It's better to play shorthanded than play with the wrong people. Or even not play at all than play with the wrong people, honestly.

UPDATE: It's Friday morning. I'll read some tonight and this weekend, although tomorrow in particular is a bit more busy than I'd like (I'd really love a staycation day where I literally didn't have to leave the house. I have two unscheduled PTO days left for the year. I can roll them over, but I get a lot of PTO next year too, so I might well take just some staycation days in early/mid December. Goals for this weekend to read:

  • Read "Spires of Xin-Shalast" and close the book on Rise of the Runelords, at least for this trawl.
  • Finish Fiendish Codex I: Hordes of the Abyss
  • Read at least the next Bleeding Edge module in the Freeport Trawl. Maybe the next two, if I'm lucky.
  • Queue up and maybe start the next 3e Forgotten Realms trawl book (Lords of Darkness)
  • Queue up and start the next novel, Dweller in the Deep by Graham McNeill. As soon as I finish that, I finish the whole Dark Waters trilogy and the whole Arkham Horror two-trilogy novel set that I own. Arkham Horror also published some standalone novels and story collections, but I don't own any of them, and probably won't ever bother. These two trilogies do it for me sufficiently. 
  • Queue up and start the next physical copy gaming book, which is actually going to be Classic Horrors Revisited, a relatively slim softcover book by Paizo from back in the late 00s. January 2010. If I'm really on my reading game, I may even finish this. When I went out of town, I took three hardback 3.5 books, Stormwatch, Hordes of the Abyss, and Monster Manual II, but on a whim I also threw three Pathfinder Chronicles books; Classic Horrors Revisited, Undead Revisited, and Mythic Monsters Revisited (I think. I guess I need to make sure those are the ones that I grabbed, but I think so.) In the meantime, I also ordered and received a used copy of Darklands Revisited, so I went ahead and added a whole Pathfinder Chronicles/Setting (they rebranded partway through) trawl, which is quite lengthy. Sigh. More trawls. I'm going crazy with them. I can't put anything else in the queue until I finish what I have already off my shelf and in my backpack, but once I finish all of those, I'll turn to Races of Eberron, Into the Darklands and Darklands Revisited. But that won't be this weekend for sure, and probably not all next week either before I get all that done.
  • I'd really like to finish the last of the Heirs of Ash novels, another Eberron trilogy that I'm reading on my Kindle app on my phone, before the end of the year. It'll go pretty fast once I just get it started, but I need to just get it started.
Honestly, I may get tired of reading, so the first two are the only "must dos" and even so, that's close to 200 pages of game book text. I may need to watch something after that just to cleanse the palate. 

Also, here'ssome revised Golarion Remixed bannesr, for use when I need one shortly.



Tuesday, November 18, 2025

Paizo Iconics - Merisiel

The next iconic to come up is the elf almost manic pixie girl rogue Merisiel. She's one of the Forlorn, which means that she didn't grow up among elves, and by the time she was a "teenager" most of the friends she'd grown up with were dead, some even of old age or other complications related to aging, because she's actually... I dunno, fifty or sixty or something by the time she grows up. She's also iconically not very smart, with intelligence being her obvious dump stat. Not that the writers of the Pathfinder Legends radio plays understood that; all they knew is that if she's the girl, she has to be the most capable and interesting "real" star of the show.

In yet another example of Paizo's inability to read the room, because of their stupid Seattle bubble, they made Merisiel gay, and she's "married" to Kyra—a "Persian" cleric human girl. What a joke. That's beyond silly, and honestly kind of obnoxious, but of course Paizo is Paizo. 

Anyway, another iconic down. Merisiel is one of the most iconic of the iconics, if that means anything, appearing in tons of artwork, appearing as the most iconic adventuring party of pregens in the first adventure path, and appearing in all three of the Pathfinder Legends radio plays as one of the most important main characters.

Merisiel also shows how Pathfinder elves aren't really exactly like D&D elves, although of course, this was the same time as 4e was coming out, so the Pathfinder elves were not too unlike the 4e "eladrin" who replaced elves for that edition. Kinda. Of course, this redesign just makes elves look a little bit like anime characters; too thin to be realistic, really big eyes, solid colored eyes, in fact. Merisiel looks a bit like a shark-eyed waifu anime girl. Blegh. Again, she's not the worst of the iconic characters, but that's mostly because they hadn't degenerated into weirdo concepts yet. They really made way too many iconics. Something like thirty or forty, and then they added another dozen or so new ones for 2e. Geez.

She got new art for 2e again, although she doesn't really look that different, just reposed. And she lost the little pteruges, and the yellowjacket ribbons seem to have swapped to the other leg. And she got a less piratey set of boots, I guess, and a new rapier—now with 80% more basket hilt!

Is it just me too, or do the Pathfinder elf ears look absurd? And why is there a rock or jewel or something glued to her forehead?



Paizo Iconics - Seoni

Seoni is the second iconic given a bio by Paizo. Naturally... she's a bit of a girlboss and a Karen, who apparently is always frustrated with Valeros' impetuosity because she's a planner. She's also very secretive and introverted, I suppose. This was back when the bios were quite a bit shorter, and lacked much depth.

Seoni is described as explicitly being "like" a Gypsy, although her blue eyes and pale ash blonde hair isn't like anything anyone from India (originally) ever had; Gypsies are notably dark haired, dark eyed and darker skinned, even with Balkan European admixture over the years. Of course, saying that Varisians are like Gypsies isn't the same as saying that they are Gypsies, and Paizo have been strangely reluctant to give very consistent phenotypes to any of their human ethnic groups.

She's fine, I guess. What do you want? She's a sorceress, and she's supposed to be mysterious and maybe even a little creepy, but in a way that you're .... fond of? Attracted to if you're super simpy? I dunno. I'd never play her, and I'd never create a character like her, but she's not the worst one by far. She's a little too liberal bohemian "the kind of girl a creepy gamma guy thirsts after" vibe to her, but it's muted... her bio is only a couple of paragraphs long, after all.

Curiously, she's part of the "iconic group" that they used in the Rise of the Runelords campaign as one of the four pregens, along with Kyra, Mirisiel and Valeros. An overly girl-heavy group, no doubt. That said, the Rise of the Runelords audio play done by Pathfinder Legends doesn't use that group; it's Valeros, Ezren, Merisiel and Harsk. The six covers of the Rise of the Runelords modules have Valeros, Seoni, Merisiel, Kyra, Ezren and Harsk respectively, so I guess that makes sense why they went with that. Of course, they then did audioplays of Curse of the Crimson Throne and The Mummy's Mask, using the same four characters (although Kyra makes a substantial guest star appearance through about half of Crimson Throne.) None of these characters are on the covers of Crimson Throne, and by Mummy's Mask, they weren't putting iconics as the featured character anymore, they were using NPCs that featured in that adventure. (Of course, they were still in all the artwork in the module, including the "cover art" behind the featured character.)

Maybe the audioplay writers figured Seoni wasn't an interesting enough character to be able to write a radio play for. An introvert who's mysterious means she... just doesn't say much and therefore doesn't have a lot to do. All of the characters that they did use are ones that they could easily give plenty of dialogue to, and keep them very distinct in their characterizations. Broad, in other words. 

Seoni, in spite of the fact that she's described as pretty uncharismatic and kind of unlikeable even, of course has a really high charisma, because she's a sorceress, so she has to. Bit of a miss there. Her dexterity is also pretty good, and her wisdom ain't bad; her strength is ... well, like a thin little girl, which she is, I guess, and her intelligence is average. Decent constitution, but nothing special. Apparently she's one of the more popular ones for modestly attractive girls to cosplay, probably because her outfit is pretty skimpy, so all the guys give her a ton of attention when she does.  She's also one of the ones that got redesigned slightly from 1e to 2e, although in her case, it mostly just gives her Chun-li thunder thighs after the redesign, and makes her a little less dreamish looking, like she's high or in a trance. Also her added cloak looks a little bit less immodest and maybe a little bit warmer or something.

Golarion Remixed - first steps

Sigh. I'm having trouble getting to a lot of sites. It looks like there's some kind of major Cloudfare outage. I hate the internet sometimes. I liked the internet of the 90s and 00s. Back when it wasn't full of corporate slop. Speaking of which, I was thinking about corporate slop with regards to WotC and their recent offerings. Although I'm not a huge fan of it, I do think that the 5e system is probably fine. It's probably better than my "beloved" 3e, honestly, although I'm obviously more familiar with 3e and understand it better. Plus, I'm currently re-reading lots of 3e books, so I'm feeling more charitable towards the system and its foibles now than I might otherwise feel. However, 5e has a definite trend wherein most of what it's done that's good, especially in the campaign adventures or books, which tend to be a huge chunk of what they're doing, is recycled. In this regard, they're not different than any other useless corporate slop factory, like Hollywood. In the last week or two we got a piss-poor Running Man remake (apparently, more faithful to the original story, which of course means that it sucks more. Suck it, Stephen King. You're not all that after all.) We had a mediocre Predator movie. Depending on how you count it, it's either the sixth or the eighth Predator movie (if you count the AVP movies) and one guy even references some obscure 9th movie that I've never heard of. Some animation on Hulu or something. In the 80s, we had good sci-fi genre movies, but they were unique, new and innovative. Today, they're still milking those same franchises, or trying to, to vastly diminishing returns with completely mediocre, forgettable products that are watered down beyond all reason. Almost nothing from Hollywood is original anymore, or innovative or even interesting, and only a few creators are even given the latitude to try something like that (Christopher Nolan, I guess? A few others here and there.) The Hollywood news is about how 2025, which was supposed to "save" the industry, has been incredibly disappointing, but hardly anyone wants to recognize (within the industry, anyway—pop culture pundits on YouTube are going crazy with this) what the obvious issue is; Hollywood has no creativity, their uncreative and banal and frankly kind of stupid management has their fingers in the product dumbing it down, playing it safe, and making everything turn into useless corporate slop which, at best, attempts merely to regurgitate a slop version of something that was successful a generation or two ago. 

WotC, of course, is doing the same thing, as noted. Their most popular, as near as I can tell, campaign is Curse of Strahd, which of course is a remake of the old Ravenloft module from 1983. Most of their campaigns are the same; repackaging of older classic material; Tales of the Yawning Portal, Tomb of Annihilation, Ghosts of Saltmarsh, Dungeon of the Mad Mage, etc. They're mostly all repackaging of older material. Very little has been created that's actually original, and when they do, it's rarely interesting. Tales of the Radiant Citadel was—in theory—original, but in actuality, is a repetitive regurgitation of crappy corporate slop. I'm sure I'm missing something, but the only recent decently good (or at least reasonably well-regarded, as near as I can tell) adventure that's new is the Icewind Dale winter one. 

And all of this is within a narrowly constricted frame of reference to begin with. It's one thing to say that a module is innovative or original, but at the end of the day, it's a module. The format itself isn't innovative or original anymore, so you have limited capability to be innovative or original to begin with. The innovation and originality was all 40+ years ago when the concept of the module was formulated and there was some trial and error around how to actually do it effectively. Some of these early adventure paths, like what I'm reading now, were pretty good for what they were. They were reasonably well executed and high quality. But they weren't really all that innovative or original, except by comparison to what WotC is doing.

Now, outside of the big producers of content, there's plenty of good stuff going on. That's what happens when an industry gets to the point where its unable to actually serve its primary function anymore, especially hobbyist or entertainment industries; there's a cottage industry of independents and hobbyists who do better work than the professionals. WotC isn't completely useless, but they're just repackaging stuff from the 80s, mostly. Paizo is a little better, and Kobold Press, but I'd still suggest that the real interesting stuff isn't coming out of any of the businesses in Seattle. Green Ronin, as much as I like Freeport and the Freeport Trawl really kind of started the whole trawl business I'm going through, isn't great either—I'm noticing that they're pretty sloppy. Even when they have good ideas, they require a fair bit of rework. But Green Ronin is another split off of former WotC employees.

Anyway, I spent more time writing about that than I meant to. What I meant to talk about was what I'm going to do with Golarion Remixed. First of all, I have to point out that Eberron Remixed didn't radically rewrite anything. I mostly just adjusted things to be less proto-woke, more sword & sorcery and noir and less high fantasy and superheroes. My reworking of Ustalav into Timischburg, on the other hand, was more radical; I completely rearranged the geography, renamed everything; it's basically a completely different setting, albeit one with similar themes. So which am I going to go with for Golarion Remixed?

I'm pretty sure I'm going to lean into doing it like I did Eberron. If I incorporate Ustalav, which I probably will, it'll actually be Ustalav, not Timischburg. But the other problem I'll have is that there's more material to review than there was for Eberron, so it'll be difficult to do. Rather than "remix" each nation, I'll be much more likely to focus on nations that interest me, and maybe their immediate neighbors if that's relevant, so I'll end up with a weird patchwork of stuff that's been done and stuff that hasn't and probably won't be. Which is fine; technically, that's kind of how the development itself was done. Many nations never really went beyond their high level summary, until an adventure or adventure path was set there.

Sandpoint, the iconic Varisian starting town.
Which are the ones that I want to target as part of my first wave? My favorite nations in the Golarion setting are:
  • Varisia
  • Ustalav
  • Osirion
So I'll definitely start there. However, that suggests some things too.
  • Belkzen is between Varisia and Ustalav, so it probably needs to be done. Or at least mentioned.
  • Cheliax and Taldor are vastly important in the inner sea region, and are pretty interesting. They are second wave ones to remix. Same for Absalom
  • I also like some of the other "North African" nations, specifically Katapesh.
  • There's a bunch of stuff that I probably need to talk about because they are in neighboring some of these. I wonder if I want to talk about, like Molthune, Nimrathas, Lastwall/Gravelands, etc. Honestly, I wonder if I even want all of them. I like the idea of old Taldor breaking in half between the "western Roman Empire" Cheliax and "Byzantine Empire" Taldor, but there are a bunch of other Taldan successor states. Too many, really, and I feel like they are kind of extraneous. So, I probably need to address what Paizo has done, and what I will do; if I ignore them, I should at least have a handwavey explanation for what I'm doing with some of the neighbors of the main ones I want to do.
  • I never was a huge fan of the Underdark concept; I liked it, but didn't love it. Paizo's Darklands is probably the best "Underdark" I've seen, though, so I'll probably do that as part of the second wave too. I've got Into the Darklands and I ordered up a copy of Darklands Revisited which I had somehow missed, and it'll be in my hot little hands before I get that far.
Finally; I think it's worth pointing out that the setting had some major updates going from 1e to 2e; baseline Golarion vs. Lost Omens Golarion. Honestly, I'm mostly going with 1e Golarion because I know it better, but on the off-chance that some change is better than what came before, I'll adopt it. There were even more changes going from 2e to "Remastered" but I probably won't actually adopt many of those changes. Many of them, like the elimination of the drow entirely, were way too radical, and others, like the renaming of duergar or troglodytes are pointless to me, so I don't care.

Another thing that I can obviously confirm is that I'll be eliminating or at least changing a lot of the DEI NPCs and Iconics. There's no reason why some of these exotic women adventurers would be in the regions that they're shown in, honestly. Women being equivalent to men is ridiculous, and that particular stupid idea has naturally fallen into disfavor strongly after Paizo went all in on it. I don't have a problem with women PCs; they're exceptional, after all. But assuming that most security and fighter types are women when any idiot knows that they're not physically or psychologically equipped to stand toe-to-toe with men in a lot of those roles is very 2020. It was stupid in 2020 too, don't kid yourself, but nobody takes that idea seriously anymore. Women in administrative roles, like mayors and whatnot works a little better, but there's still way too many of them; it isn't even realistic in today's world, much less one modeled on the Medieval one.

Also, since Golarion's nations are largely based on real world nations, loosely, anyway, the idea of Medieval Persians (in their ethnic dress, no less) and Medieval Africans, Medieval Asians, etc. wandering around northern Europe is kind of silly; it just strikes me as unbelievable, as we don't have any reports of that happening at all. There are few enough reports of Europeans wandering around Asia, Africa or the Middle East during the Middle Ages, although to be fair some of the stuff isn't really Medieval; much of the Osirion stuff is easily represented by European re-discovery of Egypt in the 1800s, etc.

Plus, while I don't mind some diversity, especially in the iconics, who are supposed to represent all kinds of possible player configurations, lets not forget that this hobby is one invented by and largely still populated by white guys in North America and to a lesser extent Europe. WotC likes to crow about the "changing face of the hobby" but it's largely wishful thinking. While more black, Hispanic, Asian, etc. people are probably playing than before, and more theater kid girls and women are involved than before, let's not kid ourselves; the hobby is still a white guy hobby. More to the point, I'm a white guy, and this is my remixing, so naturally I'm going to make it more to my taste. Which happens, I believe, to align with the majority opinion. The idea that these multicultural, multicolored, multiethnic places that look a lot of medieval Europe are popular is clearly not true, or all of the fantasy streaming shows that really want to be the next Game of Thrones but don't know how to would be more successful than they are.

To be fair, they have more problems than just that. But it is one that's been remarked on by most.