Showing posts with label Symbaroum. Show all posts
Showing posts with label Symbaroum. Show all posts

Tuesday, November 05, 2019

Robert Hewitt Wolfe's THE GOBLIN CROWN Continues a Long Standing Fantasy Tradition


It is a sign of the times that it took me three years to discover The Goblin Crown by Robert Hewitt Wolfe. I'd like to put most of the blame on the fact that we live in an era where there is more genre content being produced in a year than can be easily consumed in a lifetime and a good deal of that content is self-published, Kickstarted, or patron supported. I'd like that to be where I place the blame, but it was more likely due to the fact that I am in the process of earning my Ph.D. and don't have as much time to delve into the Science Fiction and Fantasy mid-list and new author stacks as I used to have.

While Robert Hewitt Wolfe's is an accomplished television writer whose credits range from Star Trek: The Next Generation to Elementary and include The Dresden Files (which gives him significant geek cred) and the underappreciated superhero show Alphas. The vast majority of Wolfe's television writing has been genre work, so it is not surprising that his first novel The Goblin Crown would be a Fantasy novel that is heavily steeped in genre tropes.

The Goblin Crown is the first volume of a series of (at least) three books in which Wolfe tells the tales of three high school students as they are transported into a fantasy realm. These teenagers are  the socially awkward Billy Smith, the angsty Lexi Aquino, and the prototypical quarterback Kurt Novac. These students must find a way to work together and combine their unique talents to help save the day for a desperate and outnumbered people, who are on the verge of extinction as war ravages the realms. These people are currently being rallied by a charismatic leader in a last desperate push for survival.

The twist? It is the Goblins who need saving from a massive human army. Goblin prophecy states that when Goblins most need them, a king from another world will arrive to save them and one of these young adventurers is destined to be that king.

What Works? 


Wolfe's talents as a writer are quickly apparent as he doesn't hesitate to make the main antagonist of this volume as psychologically complex and compelling as any of the protagonists. Wolfe's use of point of view characters is spot on for maximum emotional effect. We allowed to see into the mind of a hopeful Goblin named Hop who has quested into the depths of Mother Mountain to see if a new Goblin King has been sent. We become acutely aware of the worries and stresses of young Billy and Lexi as they adapt to this new world. Most importantly we get to experience the torment of General Sawtooth who wants to preserve his people, even as he knows he may have been misled by The Dark Lady and that his people may be doomed. The characters are compelling and have clear motivations that set up the conflict to come.

As mentioned earlier, Wolfe's basic conceit is that our young protagonists have been transported into another world. This is a common trope in fantasy and science fiction that is some variation of the "Trapped in Another World" trope and the "Down the Rabbit Hole" trope. While this is a common trope, it is one that has been used to great success by to many authors to list here, but that list includes like Edgar Rice Burroughs, L. Sprague de Camp, Michael Moorcock, and Andre Norton. For the trope to be successful, the conceit must be delivered quick and painlessly. The author must not make the reader wait too long before being transported into the magic realm and God forbid the author spend too much time describing the how and why the transportation works. Best to pull the veil away in a rapid and compelling fashion.

Let's examine a couple of archetypical examples of the genre.

In "Solomon's Stone," author Sprague de Camp transports his protagonist from our world into the Astral Plane. The protagonist, Prosper Nash, is transported by the will of a demon he and his friends summoned at an evening's dinner party.
Prosper Nash felt a tremendous shock, as if a destroyer had dropped a depth bomb on him. While his mind strove to keep a grip on his body, he could feel that body being pulled out of his mental clutches--going--going--gone!

He was moving with great speed--or falling; it was like an express-elevator plunge, only more so...

Keep your head, J. Prosper. Let's take a look at this astral body of ours first.
-- L. Sprague de Camp "Solomon's Stone" Unknown Worlds vol. 6 no. 1 (1942).

 
It's quick and too the point. Sprague de Camp gives us a little more of the "whys and wherefores" of travel beyond the veil of the mundane in his more famous Harold Shea "Enchanter" stories, but he still gets us there quickly.

There, on sheets of paper spread before him, were the logical equations, with their little horseshoes, upside-down T's, and identity signs. 
His scalp prickled a trifle as he gazed at them. But what the hell! Stand by for adventure and romance! He bent over, giving his whole attention to the formulas, trying not to focus on one spot, but to apprehend the whole:

'If P equals not-Q, Q implies not-P, which is equivalent to saying either P or Q or neither, but not both. But if not-P is not implied by not-Q,  the counter-implicative form of the proposition--'

There was nothing bu six sheets of paper. Just that, lying in two neat rows of three sheets, with perhaps half an inch between them. There should be strips of table showing between them. But there was nothing--nothing...>



It is through this focus on a logical equation that Harold Shea is transported to Midgard's border and where is adventure begins. L. Sprague de Camp's tales were inspirational to Gary Gygax as he worked on the Dungeons & Dragons role playing game, and that work in turn inspired Andre Norton's Quag Keep, which uses magical lead miniatures as the conceit (and does so much quicker than de Camp). One of the most iconic versions of the Trapped in Another World trope is Edgar Rice Burroughs' A Princess of Mars, which sees Civil War Captain John Carter transported to the fantastic world of Barsoom through sheer force of will.

As I stood thus meditating, I turned my gaze from the landscape to the heavens where the myriad stars formed a gorgeous and fitting canopy for the wonders of the earthly scene. My situation was quickly riveted by a large red star close to the distant horizon. As I gazed upon it I felt a spell of overpowering fascination--it was Mars, the god of war, and for me, the fighting man, it had always held the power of irresistible enchantment. As I gazed at it an on that far gone night it seemed to call across the unthinkable void, to lure me to it, to draw me as a lodestone attracts a particle of iron.

My longing was beyond the power of opposition; I closed my eyes, stretched out my arms toward the god of my vocation and felt myself drawn with the suddenness of thought through the trackless immensity of space. There was an instant of extreme cold and darkness...
And...BOOM! He's on Mars. It's powerful imagery that makes no logical sense. We are given no plausible reason for the transportation to work, but it does and it is magical. This is the kind of conceit Wolfe uses in his book as Billy wills himself into another world:

What do I do? Please, please, Billy prayed silently, I have to get her out of here.

At that moment, Billy saw real light, a shining cell phone, illuminating the culvert.
Unfortunately, it was carried by the last person Billy wanted to see.

"What are you idiots doing?" It was Kurt. And he sounded furious.

Billy tried to catch his breath, push past the pain, and lift Lexi, anything to get her away from Kurt. To get Lexi to safety.

I need to get out. I need to be anyplace but here.


Then, suddenly, as if in answer to Billy's unspoken wish, the world around him shifted, warped, and bent. His stomach lurched. His ears popped. And just like that--

Billy was somewhere else.

Wolfe's description of transportation here is a combination of Burroughs and de Camp and it works nicely. You have the desperation of the scene, the compulsion to get away, and that's enough. Wolfe doesn't spend pages describing how and why the kids are transported, just that Billy wants to go and so they do. This is a fantasy novel and that comes with suspension of disbelief. When the trope used is a common one, such suspension is easy and granted eagerly. Don't spend time describing how and why, that only opens up the critical eye and limits the visceral experience. Wolfe understands this and takes us away quickly.

The reader is exposed to the world of the Hanorian Empire and Mother Mountain, which isn't given a world name in The Goblin Crown, at a nice pace. It's clear by his inclusion of Burroughs-esque use of language (and language acquisition) that Wolfe has a mapped out a compelling fantasy world. It may lack the Mythopoetic realism of Tolkien's Middle Earth, but it is logically consistent and has a history that mirrors the migrations, expansions, and invasions of real Earth history. If you don't find echoes of actual historical engagements between cultures in the backdrop of this story, you aren't paying attention. Wolfe has set up a clash of civilizations that views both societies as "human," with all the virtues and flaws that entails, which allows him to explore moral complexities.

While the majority of The Goblin Crown takes place within Goblin society, readers are given enough of human history to see a broader world. This first volume spends its time building Goblin society, and it's a rich one. We are given glimpses of the Goblin worship of  the Night Goddess and the justness of the religion's matriarch. These are not Warhammer's mindless Goblins. While they are still the untrustworthy, sneaky, and vicious Goblins we are used to, they are also a gentle, family minded, and caring people. Wolfe humanizes the Goblins without demonizing the humans and it makes the impending conflict more powerful.

One of the most developed aspects of the world, is the underlying magic system of the races. Humans, who worship the sun, have fire based magic and Goblins, who worship the Night Goddess, have cold based magic. Each system has strengths and weaknesses and both systems of magic come with the risk of madness and death if they are overused. We as readers are able to learn the intricacies of the magic system through the interactions between Lexi and a Goblin Wizard named Frost. After being transported to the new world, Lexi discovers that she is a Fire Mage and that her fiery temper may well lead her down the road to destruction.

Critique


As entertaining as The Goblin Crown is, I read it in an afternoon and ordered the sequel immediately thereafter, it isn't a perfect novel. 

Even as one of the novel's major is how well developed the majority of Wolfe's characters are, there are holes. While General Sawtooth, the major antagonist of the novel, is offered as a point of view character, Kurt Novac isn't. Given that Kurt is one of the core four characters (maybe five if you count Frost), having to rely on his conversations with other characters to reveal his inner thoughts is a bit of a letdown. We get Lexi, Billy, Hop, and Sawtooth as point of view characters. Leaving Kurt out of this list maked it seem like the author was attempting to prolong a mystery that wasn't really a mystery. Was the only reason Kurt wasn't used for point of view to leave us wondering who the Goblin King really was? Given the title of the novel, and the copy on the back cover of the book, one hopes not. Kurt needed to be explored a little more, especially since the character does evolve and shift from antagonist to one of the heroes as the book progresses.

The second area for critique is very much related to the first. The initial narrative misdirection regarding who and what the Goblin King is and how it is chosen was unecessary. While this misdirection leads to some very important narrative outcomes, and allows the point of view character to learn more about the world and their new abilities, it felt like a bit of a cheat. This is exacerbated by the fact that it's pretty obvious. It's a mystery without a mystery. It's like guessing who the murderer in a typical episode of Matlock is. We all know it's the Guest Star. What makes Matlock interesting isn't the who, but the why. Had the misdirection explored the why of the Goblin King, it would have worked. Instead, it was primarily a vehicle to move the characters from one location to another.

Final Thoughts


Setting aside these two relatively minor critiques, The Goblin Crown was a fun ride. It has a narrative and cast of characters that appeals to our inner child with a complex moral backdrop that engages our more cynical adult minds. If you love fantasy for all ages, or have a tween who is looking for a series to start, you couldn't do better than The Goblin Crown. Wolfe draws inspiration for Edgar Rice Burroughs, de Camp, Tolkien, and classic children's tales and creates a world worth exploring.

And explore this world is something I'll be doing over the next couple of weeks. I'll be writing up statistics for some of the main characters for a role playing game. I haven't decided on which game to use yet, but I'm leaning toward Genesys, Shadow of the Demon Lord (hey, he's planning a Kid Friendly Version), The Index Card RPG, or Symbaroum.

Friday, August 25, 2017

Printable Minis are an Underappreciated RPG Resource. #RPGaDay 23, 24, and 25



Another day, another couple of days missed #RPGaDay and a catch up post.

Day 23 -- Which RPG has the Most Jaw Dropping Layout?

I know that this is going to be a really controversial opinion, especially with how beautiful the new Starfinder book looks and how amazing every book Monte Cook has been putting out lately looks, but in my opinion the D&D Essentials Player's Books had the most jaw dropping layout.

No, they weren't as artistically beautiful as the books I just mentioned or Symbaroum, DC Adventures, or Tales from the Loop. Those books are all stunningly beautiful works of art, but jaw dropping layout isn't about the illustrations (though they matter). For me, what matters most about layout is how it leads the user through the information. It's a matter of design and not art and when it comes to design, the D&D Essentials duo are stunning.

These two books break the rules down into consumable chunks that are clear and concise, must like the Moldvay/Cook B/X D&D rules, but their real beauty is in how they guide players through the character advancement process. If you open up to the Fighter: Slayer section, it is broken up by level and tells you what choices you need to make at every level. You don't have to flip between sections of the book, the options are clearly articulated there and presented in a manner that aids the learner through the process.


Day 24 -- Share a PWYW Publisher Who Should be Charging More.


There are a lot of great publishers offering Pay What You Want (PWYW) products on RPGNow/DriveThruRPG and I have more than taken advantage of the products available. Sometimes I pay more than the "recommended price," and other times I'll pay as low as $0. I usually feel very guilty when I don't pay any money because the truth is that what I want to pay is more than that. We all have limited funds and it's great that some publishers are able to offer some of their products as PWYW as loss leaders for their other products. A lot of other people have promoted pro-groups like Evil Hat Productions, and they are a big PWYW publisher with professional quality books, but I'm going to focus on a small segment of the hobby that can make all of our games better at very low cost. That segment is the printable miniatures segment and it features some great PWYW publishers.

One of the publishers I really like is Kev's Lounge which has a really nice balance of PWYW and pay a small fee for miniatures bundles. There are some very strong illustrations in the series and they print out very nicely. Marshall Short, who runs the excellent Patreon Printable Heroes, uses patronage to fund some fantastic miniatures. I'll add one last publisher, who's work isn't free but is wonderful, with Jess Jennings. Jess' line of Trash Mob Minis are perfect for gaming with grownups and kids. The cartoony style is fantastic and the characterizations are really fun.

Day 25 -- What is the Best Way to Thank Your DM?

Single malt scotch.

Okay, as great as single malt scotch is, there is one better way to thank your DM. It's actually pretty simple. Come to your sessions on a regular basis, come prepared to play and without looking at your phone every five minutes, and be respectful of your DM's time and energy. We put a lot of work into DM-ing and some of us really like to do it. We can only do it if you show up, and we want you to show up because we really like having you as players.



Friday, August 11, 2017

Four #RPGaDAY Questions in One Blow! #RPGaDay -- Days 8 to 11

Sorry I missed a couple of days, but the prospectus for my dissertation took priority. Writing everyday, either here or on something else, keeps my brain working in a way that helps my prospectus, but I still have to write the prospectus too. As a reward for completing a draft, though I already know some areas I'll be improving this weekend, I'm ready to answer the questions I missed.

Question #8: What is a good RPG to play for sessions of 2 hours or less?

There are quite a few RPGs that fall into this category, including CHILL which I talked about earlier, but I'm going to focus on one that's a little controversial here. The single best game for short sessions that I've ever played is D&D 4th Edition Essentials. With the Essentials rulebooks, and the Gamma World boxed set, Wizards of the Coast took what was a well designed but poorly executed and confusingly written game and turned it into one of the best introductory role playing games ever published. The Essentials editions accomplished what Wizards of the Coast was trying to do with their Red Box reproduction for 4e and created a new "Basic" edition of the game. The character classes in the Essentials edition were "pre-optimized" and the feats offered in the books were just enough to add flavor.

And don't give me any of that "4e is a great tactical game, but terrible role playing game guff." <Insert Cranky Old Man Voice>If you didn't get good role playing out of 4e, that's all on you and not the rules. Because role playing is about your actions and has nothing to do with rules sets. I ran 4th Edition, and especially Essentials, for two years at my Friendly Local Game Store (Emerald Knights in Burbank) with a mix of experienced and new gamers. The rules in the Essentials books were simple enough for the new players to understand and some of the best ROLE playing I've ever engaged in was with that group.<Exit Cranky Old Man Voice>

The Lost Crown of Neverwinter adventure for D&D Encounters is second only to The Veiled Society in my mind as the adventure most likely to go off the rails into it's own magnificent story line fit for launching a campaign.





Question #9: What is a good RPG to play for about 10 sessions?

The quick and easy answer, also the cheap and lame one, is to say any role playing game. When you own as many rpgs as I do, the likelihood that you'll ever get to play them all is remote. Given the monolithic dominance of the D&D and Pathfinder brands in players' minds and interests, it's hard to get to game in other rule sets some times. Add to that a limitation of only being able to game once a month, and playing 10 sessions become 10 WHOLE SESSIONS! To me that's a mini-campaign. I've seen some great answers to this question online, ranging from Savage Worlds to Shadow of the Demon Lord. Since I love those games, and the Fantasy AGE game too, I'm going to keep those as D&D alternative recommendations for games to play for years when you are tired of D&D.


For the 10 session rule, I'm going to recommend Symbaroum. My reason for recommending Symbaroum for a short campaign isn't that I don't think the game can handle a long campaign, rather it's that they've written a great short campaign for the game that fits perfectly in 10 sessions or so. Symbaroum is a deeply evocative game with excellent art work. It also has a rich setting and easy to PLAY rules. The presentation of the rules in the book aren't the most intuitive, as you have to skip around a bit to get to the rules since they put a lot of the rich background in the front and put character creation just before the background section and the rules in the middle and back of the book. Yes, that's a complaint. The translation is clear and playable, but I'd have liked a more logical order to the rule book especially given how easy the game is to play. It's a fantastic system that is close enough to D&D that players can pick it up on the spot, but different enough that it has its own feel.



Speaking of "feel," Symbaroum is also that rare game that captures the feeling of fantasy literature. D&D is a great game to play, but I never feel like I'm playing a novel. There are just too many options, in part because D&D is trying to capture the feel of a genre (for the most part) and not a particular setting. In focusing strongly on setting, Symbaroum adventures feel like collaborative novels. I mean this as a very high complement. This is one of the best RPGs I've read and watching the folks at Saving Throw Show play the intro adventure is a perfect demonstration of how great this game is because they learn and play in the same session.




Day 10: Where do you go for RPG reviews?

Where do I go for reviews? Where do I go for reviews? C'mon man. I write a blog about gaming with my kids and friends and write my own damn reviews (okay, I don't do it often enough). I've even written for The Robot's Voice man...I've been paid to review stuff...(ed. note: Stop the Gamer Rage!)

Okay, snide gamer rage aside, I do have a couple of places I go. I'm friends with a TON of gamers on the Book of Faces, so I'm constantly checking out what they have to say in their posts. I read Tenkar's Tavern, and he sometimes reviews things, I also read some of the reviews on DriveThruRPG/RPGNow. Nerdist is a good place to read reviews, though they should hire ME to write for them (ed. note: I told you to STOP that.). I listen to Kenneth Hite and Robin Laws' podcast. For the most part though, I love the diversity of product offerings in the hobby so much that I'm kind of review immune. I buy a lot of RPGs and bad reviews don't stop me from buying and I often own them before a good review comes out. I wish I wrote more frequently about the games I think are great. Reviews play an important role in promoting products in this very small market and I feel guilty when I don't promote games enough.

Day 11: Which "dead game" would you like to see reborn?

Whew! All caught up. Man, this is a tough one. There are some great games out there that have been abandoned or gone out of print because they never caught on. People I follow have already mentioned James Bond 007 by Victory Games/Avalon Hill and Dream Park. A very good retroclone of James Bond 007 called Classified is available and you should track down Dream Park if you can. For my money though, I'd really like to see the Good Guys Finish Last and Villains Finish First superhero role playing games by Better Games be reborn with a new and beautiful edition with updated artwork.


The designers at Better Games were ahead of their time with their "Free Style Role Play" games. These games used descriptors to both describe what characters could do and to determine how much damage they could take. A "robust" character would have more physical damage boxes than a "smart" character, but the "smart" character would be able to take more mental damage. Those aren't actual descriptors, at least I don't think they are, but it gets the point across. The game system used a very simple 2d8 system where the difficulty of using the power and the roll needed in order for it to be successful were related. Additionally, and this is pretty genius. This particular game wasn't just a superhero role playing game. It was also an emulation of running a comic book title. As you did better, and achieved ignobles (goals in the game), you got more powerful and your comic book reading audience increased. With an increased audience came more difficult challenges, but also better art etc. I only wish that the good folks at Better Games hadn't been so tied to artists who were emulating the IMAGE style. It dated the game, even then, and I think dissuaded people from picking up a great product. I'd love to see it relaunched with high quality and thematic art.