Tag Archives: Gaming

Words and Terms I Learned From D&D

My last few blogs have been, well, a bit of a downer. So, I thought I would start things off for 2025 with something on the lighter side. As you likely know by now, I am big into TTRPGs, particularly D&D. I’ve been playing these kinds of games since I was about 13, and I really never stopped. It’s one of my favorite hobbies, right up there with reading, video games, and so forth.

Today, I would like to share with you a list of ten words and terms that entered my vocabulary from playing TTRPGs and D&D specifically. Let’s dive right in.

1.) Encumbrance

While more modern versions of D&D use encumbrance to denote how much your character can carry, I originally learned this word in the context of why you couldn’t do backflips or cast spells while in full plate armor. This came along pretty early in my gaming career when a wizard character of mine attempted to put on heavy armor only to find out that he could barely maneuver while in it and couldn’t cast any of his spells. Needless to say, he ditched the heavy armor pretty quickly afterward and got back to shooting magic missile at practically any opponent as an opening gambit.

2.) PC/NPC

I count these two as one since they are closely related. If you’re not familiar with them, we have PC, or “Player Character” and NPC, or “Non-Player Character.” The PCs are the characters that people play in a TTRPG, and NPCs are everyone else. These terms eventually migrated over to video games. The central idea of the movie Free Guy depends on the audience knowing that Guy (played by Ryan Reynolds) is a digital character in an online video game. When I hear the phrase “Main Character Energy,” my mind always goes “Oh, so they’re a PC, got it.”

3.) Gamemaster/Dungeon Master

Tabletop roleplaying games have a lot of names for this role at the table: Gamemaster (or GM), Judge, Referee, Storyteller, and Dungeon Master. By the time I played D&D, I was already familiar with the Palladium RPG system and Rolemaster, so I was already in the know with someone being a GM and GM-ing a game. Dungeon Master (or DM) was something I picked up from D&D since it’s a term specific to that game system (though I knew it from the cartoon first instead of the game). Even today, I tend to use the more generic “GM” term, even when referring to D&D. It might also have something to do with it being easier to explain to family members who aren’t familiar with TTRPGS that you are a gamemaster rather than a dungeon master.

4.) Metagame

At first, this concept came to me as the difference between “player knowledge” and “character knowledge.” So, if you’re playing Grog, a 2nd-level barbarian, you (the player) may know how fast the speed of light is, but chances are that Grog (the character) will not have a clue about it. So, those who would use their player knowledge in place of their character knowledge (i.e. Grog suddenly understanding advanced physics) were said to be metagaming. That’s something GMs/DMs have to police at times, though thankfully the players I game with are very discerning on this point.  

5.) Wards/Runes/Sigils

Once again, I’m grouping these together since they are similar in nature. I knew of runes before playing D&D from learning about the real-world runic alphabet. Through gaming, I learned of them as something inherently magical. So, a wizard or magic-user might scribe or carve a symbol into something and then imbue that symbol with some kind of magical spell or effect. Sigils often worked the same way, though I always got the impression that sigils were more Elven, while runes were more of a Dwarven thing (your fantasy mileage may vary). Wards, while not necessarily a symbol, were magical protections that could be placed on an object or area to prevent intrusion, theft, or general skullduggery. However, both runes and sigils could act as wards. Magic!

6.) Dweomer

Often pronounced “dwimmer,” in game terms this is often used to describe the inherent aura a magical item or place gives off. While this word is not used as much anymore, a more common expression is something’s “enchantment.” An enchanted sword, enchanted forest, you get it — a dweomer is some kind of ongoing or semi-permanent magical effect or property. I was also pleased to find that Dwarves in the Elder Scrolls video game series (who are actually Elves) are called the “Dwemer,” which is fitting considering their knowledge of magic was light-years ahead of anyone else in that world.

7.) Somatic

Spell descriptions in D&D generally have three kinds of components: vocal, so the magic words uttered by the spellcaster; material, or the little bits of stuff the caster must have on their person (the proverbial eye of newt and toe of frog), and lastly the somatic component. This last one represents the wavy bits that magic-users do with their hands, the intricate hand gestures and motions they must go through to bring the spell forth. Up until I read the Player’s Handbook for the first time back in the day, I had never run across this term before.

8.) Caltrops

Honestly, the first time I heard this term used I thought the person said “cough drops.” Now I know that these are little bits of sharp metal that you can throw on the ground. The design of caltrops is such that no matter which way they land, they have a point sticking straight up. They are used to impede an opponent’s movement since the opponent in question would either need to slow down to avoid stepping on them or run through them and risk facing the wrath of what could be described as tactical Lego blocks.

9.) Level Up

It amazes me sometimes how far and wide this term is known and referenced. I saw the other day both The Gap and Old Navy talking about leveling up your experience. Likely, that’s to appeal to gamers, specifically video gamers. Yet the term as I understand it really came from the tabletop space, and that’s certainly where it first came into my own personal gamer lexicon. There’s just something cool about finishing a game session and learning that your character has leveled up. The Final Fantasy victory music almost always springs to mind when this happens.

10.) Psionics

I first encountered this term in the Palladium fantasy RPG setting when I played a “Mind Mage,” a user of psionics or mind magic. Later, when I played the Traveller RPG (which would eventually lead to my first novel), I discovered the Zhodani who were a society of psionicists. So, I suppose that this one didn’t technically come from D&D as the title of this blog would suggest, but D&D did have psionics as well that further cemented the concept in…(wait for it)…my mind.

Honorable Mentions

Playing TTRPGs has a way of rewiring your brain when it comes to certain things. I include this section because there are five words in particular that have permanently changed in my vocabulary to the game version. When the words aren’t used in a gaming context, I have to push past my initial gaming reaction. You know, it’s like when a song that Weird Al Yankovic has parodied comes on, but you find yourself singing the Weird Al lyrics anyway. No? Just me?  

  • Initiative
  • Campaign
  • Critical
  • Encounter
  • Module

Final Thoughts

I’ve always believed that playing TTRPGs exercises many parts of your mind. I’m better at math, managing money, tactical and strategic thinking, acting and improvisation, funny voices, and worldbuilding because I play these games. In addition to that, it’s great for the vocabulary. The words and terms that I showcased here are just the tip of the proverbial iceberg.

If you are a gamer of these games already, you likely know precisely what I’m talking about. If you are interested but have never tried them, I highly recommend that you do so. Adventures and worlds you can scarcely imagine are waiting for you out there.

Thanks for reading!


Some Thoughts on Fallout Season 1

To say that the Fallout franchise is popular  in my home is a bit of an understatement. I’ve played the games, of course. There are numerous decorations and signs for Vault-Tec and Nuka-Cola scattered throughout my house, and my closet is full of Fallout-themed T-shirts. A while back, my son (at his behest) went trick-or-treating as Vault Boy. I also once ran a home-brewed Fallout TTRPG campaign that still looms large in my imagination to this day.

There’s just something about Fallout’s unique blend of ’50s retro-futurism and optimism mixed with quirky, often dark humor and the existential hell and horror of the post-apocalypse.

When Amazon announced that they were adapting the Fallout universe into a live-action series, I was…cautiously optimistic. I wanted to immediately believe that it would be a slam dunk, an instant classic that would delight new and existing fans alike, but I was held back in my enthusiasm by two points: Fallout 76 and the Halo series on Paramount+.

The last entry into the Fallout video game series was a live-service game with an emphasis on a multi-player experience heavily laden with microtransactions. While there are many who enjoyed it when it came out, and continue to enjoy it, it was not for me.

I found it repetitive and stripped of all the things I enjoyed in a Fallout game. I know that the game has had many updates and expansions over the years, but my initial experience with it was so lackluster that I never returned to it, and likely never will. The game damaged the Fallout brand rather badly, and made me lose a lot of faith in Bethesda Game Studios. 

‘Nuff said.

The Halo show is not only not canon to the regular game timeline, but bears only a passing similarity to the universe that has been built up over the last 20+ years through games, comics, novels, and two other TV shows. There is no attempt to resolve the differences between the normal Halo universe and the Silver timeline here.

It has a passing similarity to the IP, but none of the things that really tap into what made Halo so popular in the first place. So, it’s a thin veneer of a recognizable and highly marketable brand with none of the substance of that brand underneath. It’s Halo in name only.  

Nope!

Unfortunately, that’s a common occurrence with video adaptations to the big or little screen. Sometimes you get a Mortal Kombat: Annhilation and sometimes, just sometimes, you get something akin to what HBO did with the Last of Us. I’m happy to say that after watching eight hours of Amazon’s Fallout series, it is firmly in the latter category.

Did I like it? Let me put it this way: I think this is one of the few times were the adaptation actually manages to exceed the source material. The funny thing is that, as I followed the three primary characters on their respective journeys, it had me wishing for a game version of their story. And unlike Halo, the story that this series tells is canon. In fact, if the series goes the way I think it will, I suspect that Fallout 5 might be building off of the show, making this series a catalyst for future games and stories set within the Fallout universe.

Feo, Fuerte, y Formal

I do have a few nitpicks, all very minor, that I would like to get out of the way before I get into what I enjoyed about it. I’m about to get into SPOILER territory, so consider yourself warned:

Recycled Motivations: Look, I understand that if you’ve lived in a vault all your life, it’s going to take something pretty powerful to make you want to leave the relative security for the unknown dangers of the wasteland. Family is definitely one of them. So, Lucy leaving the Vault in search of her father is understandable, but does feel like a retread of Fallout 3.

But, later in the series, one of Vault 31’s engineers announces that their water purification chip has been destroyed, and that they only have a few months of fresh water left. This is precisely the reason that the protagonist from the original Fallout game leaves Vault 13. After that scene, this potentially catastrophic problem is never mentioned again. Perhaps that’s setup for Season 2.

Preston disliked that.

New Ghoul Chem: Through the Ghoul, we learn that there’s a chem that helps ghouls stave off becoming feral. When we briefly encounter Roger, a ghoul repeatedly chanting his own name in the efforts of not turning, we see that he has taken loads of this chem and it hasn’t made a difference. The presence of this new chem is not an issue for me, but we need to know two things about it:

  • Is this a pre-war drug that cannot be manufactured anymore, making it an increasingly dwindling resource, or is this chem entirely new, and thus is something that can be made by any decent wasteland chemist?
  • What is its name? Fallout is replete with drugs named things like Jet, Psycho, Mentats, Day Tripper, and Buffout. If this chem is that important to ghouls, and becomes something of a minor MacGuffin, what is it called? If it’s a post-war drug, I nominate “Zom-B-Gone” as the official name.

Repressed Brotherhood: The character of Maximus is almost entirely sexually ignorant. While it makes for some funny moments, it is implied that the Brotherhood has intentionally fostered this (though one of his bunkmates certainly didn’t have a problem with it). For a military organization that’s co-ed, I’m surprised at this. For one, if you forbid people from exploring their sexuality at all, they will find ways to do it anyway in secret, and practically every military organization is aware of this.

Second, wouldn’t the Brotherhood want to encourage breeding to ensure the next generation of Knights? Of course, this chapter of the Brotherhood does seem to be more overtly religious than some of the other portrayals of them, so it could just be a quirk of this chapter. After all, the difference between the Brotherhood under Elder Lyons in Fallout 3 and Elder Maxson in Fallout 4 is pretty substantial.  Still, it struck me as odd, given how the Brotherhood has been portrayed in the past.

The Chalkboard: Okay, this is one that gets some fans in an uproar for its potential as a lore-break. Lucy finds a chalkboard in Vault 4 with a timeline of events that, at a glance, would seem to imply that Shady Sands, the capital of the New California Republic, fell in the year 2277 when Fallout: New Vegas is set in 2281 and the NCR is still a major player at that time.

Did it, though?

I think that there are many ways that this could be interpreted as lore-friendly (explained by Many A True Nerd and Juicehead in particular), but it was an oddly unnecessary detail to include and potentially get wrong, especially when everything else has been so lore accurate.

Okay, now that’s all out of the way, let’s get into what I liked about this show. This could easily be a series of blog posts by itself, but I will just give the highlight reel for you here.

The Cast: This show has some serious acting chops going for it. You need actors who can be both dramatic and silly, and the main three: Ella Purnell, Aaron Moten, and Walton Goggins bring this story to life. Each of them gets to portray wonderful moments of strength and vulnerability. Goggins is a particular standout with his dual role as The Ghoul, a bounty hunter in the post-apocalypse, and Cooper Howard, a pre-war A-list celebrity.

Practically every background character is played to perfection. Norman, played by Moises Arias, wound up having one of the most compelling character arcs as he starts to unravel the secret of the interconnected trio of vaults. So, the acting talent on display here is incredible. My proverbial hat is off to everyone who played a part here. Nicely done.

The SETS!: Fallout has never looked so good. The attention to detail here is astounding. The vaults are fully realized live-action interpretations from Fallout 4, right down to the switches on the door handles and the prints on the curtains. I sincerely hope that someplace recreates these sets for people to tour. I would be there in a heartbeat.

Wow….

Filly looked right at home as a sister town to Megaton or Diamond City. The general store that Lucy enters is a veritable treasure trove of Fallout easter eggs. Every place the characters go fits in seamlessly. I can only imagine the titanic amount of work it took to get the sense of place right, but the production team really knocked it out of the park with this one. 

The Side Quests: What made this feel like a Fallout adventure was simply how priorities shifted as time went on. The Ghoul captures Lucy, but has to abandon the hunt for the scientist’s head (an assignment worth a ton of caps to him) to go get his unnamed ghoul chem from the Super Duper Mart. Maximus and Lucy get sidetracked by accidentally falling into Vault 4, where they have to contend with the weirdness that’s going on there. Maximus reveals his secret to his squire, and then has to track him down.

The side quests and points of interest are what make a Bethesda game, so it feels entirely appropriate that the Ghoul spouts the Golden Rule of the Wasteland.  

The Music: If you’ve played the games, some of the songs that get played are straight from Galaxy News Radio or Diamond City Radio. The showrunners didn’t limit themselves to just what was in the games, however, there are many other instances of them further delving into that 50s/60s musical genre that blends in perfectly. I can’t overstate how well these songs are overlaid onto the visual narrative. The lyrics of these songs often correlate directly to what’s happening on the screen. It’s pretty amazing to watch.

The score is by Ramin Djawadi, who famously composed the score for Game of Thrones and the first Iron Man movie. It’s clear that he takes a lot of cues from the previous game tracks, one notable time being when Lucy sees the NCR flag in the classroom in Vault 4, which echoes back to the Inon Zur themes of Fallouts 3 and 4.

The score is serviceable enough for the most part, though I had hoped to have more of the recognizable modern Fallout themes to go with the spot-on visuals. Not having more of that strikes me as a missed opportunity. The Brotherhood of Steel theme, however, is a stand-out track on this album for sure, along with the western-style trumpet stylings found in “Feo Fuente y Formal.”

The Love: A show that brings this level of detail to the screen and captures the tone of the franchise so well doesn’t happen without love at every level. From the script writers, to the prop-makers, to the special effects crew, and the small army of talented folks it takes to produce a show like this, the love of the source material is crystal clear here.

I was heartened to hear that many of the crew on the sets and behind-the-scenes personnel, as well as many of the actors, were genuine fans of Fallout. It shows. I really hope that Amazon studios is able to keep this same team together for Season 2 (which was just confirmed yesterday as the time of this writing). It’s going to be a long wait to see the continuing journeys of Coop, Lucy, and Maximus, but I’m sure it’s going to be epic once it arrives. I’ll be there Day One.

Final Thoughts: Adaptations are a tricky business, and video game adaptations doubly so. I think what makes this series stand where others like Halo fall is simply an understanding of the source material and why it was so popular in the first place.

Most adaptations of popular franchises these days are definitely not made with the existing fans in mind. (Michael Bay Transformers, anyone?) Too often, it feels like there is a contempt for fans who are already invested in the property. But I think this approach is fundamentally flawed. Sure, filmmakers will want their adaptations to reach, and appeal to, the largest audience possible. Still, if you make something that long-time fans will love, but one with enough on-ramps for new fans to join in, you’re on the right track.

I think that’s what Fallout has done here. There is so much for existing fans to enjoy and sink their teeth into while simultaneously serving as a wonderful introduction to the world of Fallout. That’s pretty much all I could ever ask for.

So, the moral of this story is: In a world full of Halos, be a Fallout.

Thanks for reading!


On Defeating Chaos

Before the pandemic struck, we added an NES Classic to the household. This pint-sized replica of the original NES is pre-loaded with 30 vintage games. While I still have my original NES in a closet, along with many of the games I had back in the day, it was great to have them all right there in a single menu with absolutely no need to blow on the cartridge to get it to work.

You know what I’m talking about.

NES Classic

Who thought *that* length of controller cord was a good idea?

There are some games on there, like Balloon Fight and Kirby’s Adventure, that I never got to play when I was a kid simply because we never bought a copy. One of the games in it was one I did have as a kid, but lost along the way: Final Fantasy.

My first impressions of video game RPGs were shaped by Final Fantasy and the original Dragon Warrior. While I finished Dragon Warrior within a few months of its release (that green dragon in the tunnel still haunts me), I never got the chance to see Final Fantasy through to the end. At least, not with my own characters. I was present when a friend beat the game at his house.

And so their journey begins…

Incoming explanation, Captain…

My parents divorced when I was 11. Less than two years later, my mother had remarried, and her new husband was…not the most stable of sorts. When she split with him, it was spectacular. A lot of my stuff disappeared into the ethers, including all the games I wasn’t able to retrieve before everything went down. I lost a pretty cool compound bow in the deal, too.

At that point, I had tried (and failed) numerous times to finish the game and defeat the final boss, Chaos. My characters weren’t quite high enough level to get it done, however. I also didn’t know the importance of Ribbons in granting massive elemental protection.

For those reading this who may not know about the game, here’s a brief summation: You put together a party of four adventurers. These “Light Warriors” are tasked with defeating the Four Fiends, which correspond to the four classic elements. Here’s the rogues gallery:

Lich

Lich, the Fiend of Earth

Kary

Kary, the Fiend of Fire

Release the...

Kraken, the Fiend of Water

Takesis

Tiamat, the Fiend of Air

Each time you defeat one of the Fiends, you bring light back to one of the four elemental orbs. Once all four orbs are relit, you travel back 2,000 years into the past and have to face the Four Fiends again (where they are much stronger). After you fight your way through the past-incarnations of these four bosses, only then can you square off against Chaos.

In my previous attempts, I got to Chaos. This resulted in a TPK (total party kill). I was in the process of leveling up my characters to try again when the split happened, and I lost the game cartridge, and with it all my characters and progress. That was that.

Since the character names were limited to just four letters, I remember them well. Allow me to introduce you:

Sir Galahad the Pure

WOLF, the Fighter

Sir Lancelot the Brave

SAKI, the Thief

Sir Robin, the not-quite-as-brave-as-Sir-Lancelot

STAR, the White Mage

Sir Not-appearing-in-this-film

ORB, the Black Mage

With the NES Classic up and running, the party was remade and once again on their way. It’s remarkable how much I remembered about my original playthrough. A few of the details were worn with time, but for the most part, I was right back at it. This time, however, my young son was right there with me. He was intrigued by the idea of elemental bosses. Soon he began brainstorming stories of his own where both the villains and heroes had elemental powers.

When I defeated one of the Four Fiends, I found that I had my own adorable cheering section that would jump up and down, yelling “We did it! We did it!” His enthusiasm and curiosity about the game world turned what was a fun trip down nostalgia lane into something greater: a memory we made together. Folks, it did my gamer heart good.

Now you're playing with power!

Remember this guy? I sure do.

He stayed with me through all the tedium that happens in a game like this. Final Fantasy notoriously lacked healing magic and restorative items. The only thing you can do to augment your White Mage’s healing is to buy heal potions.

Unfortunately, there’s just one such healing item the game, and there’s no way to buy more than one at a time. So, you’re left with spamming the ‘A’ button at a potion shop until you hit your capacity at 99.

At last, we had defeated each of the Four Fiends both in the present and then in the past. Only a few screens later, we faced Chaos himself, who is actually the first boss you fight in the game, Garland, caught in a time-loop. Chaos fills up the entire enemy portion of the combat screen.

Chaos himself

BOSS FIGHT!

Though it was a tough battle, our Light Warriors prevailed on the first attempt. This time I had access to online playthroughs and game guides to help me choose the best weapons, armor and spells to equip my characters. (I had no idea back in the day that some spells and protections simply didn’t work because of bugs that had never been addressed.) Also, our characters were beyond 30th level, where I think I had barely hit 23rd back in the day.

But most importantly, my son and I were in this together. He was right there with me the whole time, offering suggestions and strategies. I built my defenses, made sure everyone stayed healed up, and made liberal use of FAST to supercharge my fighters.

When Chaos finally went down, the screen rumbled as he slowly disappeared. Then we got the epilogue talking about how the time-loop has been broken. No one but the Light Warriors can remember anything about the whole affair since the Four Fiends were never able to assert their power in the present. Garland is somehow back and never turns to evil.

The important thing is this: Chaos is gone, and the land is at peace.

And, you know, that got me to thinking. There are many who question the validity of fantasy as a genre, some even in my own family. They don’t see how fictional narratives add anything substantive to our lives since they aren’t ‘real.’

I heartily disagree. Big surprise, right? This quote by Neil Gaiman sums up my thoughts on the subject quite nicely:

Neil's quote

Yeah, what he said.

Well, folks, there’s an awful lot of chaos in the world today. It seems more than we can bear at times. Maybe you’re feeling overwhelmed, saddened, or hollow as events unfold around you. Believe me when I say that I’m right there with you. But even through adversity, we can prevail.

So, keep your loved ones by your side, and always remember: No matter what, chaos can be defeated.

May the ORBS always shine.

_____________________________________________________

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City of Heroes/Villains: A Homecoming

[Quick Note: I have several partially formed blog posts I’ve been kicking around for months now. Unfortunately, I’m on less solid ground these days to give this blog the attention it deserves. My hope is that this situation will shift in the coming months. Please bear with me; there’s more to come!]

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The Freedom Phalanx

The End No One Wanted:

November 30th of 2012 was not a good night. I went over to a friend’s house to say good-bye to one of my favorite games of all time: City of Heroes/Villains. The community had held out hope that the beloved MMO would find a home, or at least some way to keep running. In a move that many (myself included) found particularly callous, NCSoft decided to kill the game, despite its popularity with die-hard fans. The servers were due to shut down at midnight.

I logged in, ran around for a little while, and finally picked a spot to bid farewell to not only one of my favorite characters but also the game itself (more on that below). I remember leaving my friend’s house, getting into my car, and bawling my eyes out in the cold—and I wasn’t even a regularly active player at the time. I know there are many things to cry about in this world, and a game is not usually one of them, but the tears came all the same. All the memories, all the colorful characters (affectionately called “toons”), the rich worldbuilding, the stories, the battles won and lost, all gone. Just tossed in the dustbin.

city-of-villains-002

Curses!!!

For years afterward, whenever the game would come up in conversation, I would feel a twinge of pain. I had lost a part of myself that night, and I thought it was forever. I had a  bank of in-game screenshots from way back in 2006, and they had somehow survived more than one computer crash. Whenever I would feel nostalgic, I would revisit them with a bittersweet smile, reflecting on the time I had spent in Paragon City and the Rogue Isles.

A Homecoming No One Expected:

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But then…

Earlier this year, I started hearing rumors of an active server somewhere on the web. Then in-game screenshots popped up in my social feed here and there. I didn’t think much of it. There have been many false starts over the years, and just like occasional rumors of a Firefly Season 2 in the works, I didn’t want to get my hopes up.

In late June, however, one of my friends (the same friend whose house I was in that night) found the Homecoming message boards. It took a little bit of finagling, but she got on to the Homecoming server and recreated her signature Corrupter toon, the incomparable Darqueen. Not long after, she came over and walked me through how to make an account. Within minutes a blue banner popped up bearing the word “Loading…” in the City of Heroes font. Then this music started to play, and I felt the old fire rekindle in my heart.

2006-05-04 18:49:46

This screenshot was taken in 2006.

screenshot_190706-13-07-09

This one was taken 13 years later.

I spent the next couple of days recreating the Hero and Villain toons closest to my heart. Those screenshots I mentioned? Those became invaluable for reincarnating my long-lost characters. I felt like a digital sculptor making sure I had exactly the right face, the correct color of hair or costume. The game gives you a featureless lump of digital clay to work with during character creation, and so I set about examining my old screenshots in detail to bring these toons back exactly as they had been before.

And when I started playing, I knew why the moniker “Homecoming” was entirely apt. Flying through the bright skies of Paragon City, or negotiating the dangerous back alleys of the Rogue Isles again is glorious.

It’s like coming home.

Why It Was/Is So Great:

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For those of you who’ve played the game, this part might be superfluous. You already know why it was so great. But for those of you who may have never heard of it, or only heard of it in passing, let me tell you why the game was able to evoke such sadness in those who lost it, and why its return has been so uplifting.

The World:

CoH/V really did make you feel like you had stepped into the pages of a comic book world, a literal dream come true for a geek like me. The writers and developers had the herculean task of coming up with an entirely new superhero continuity, along with a new pantheon of colorful heroes and villains to populate it. This was a world that was neither Marvel nor DC, but one which obviously took a strong influence from both.

On the blue side you have the Freedom Phalanx, protecting Paragon City. Their star-spangled leader, Statesman, is not unlike a blending of Superman and Captain America, complete with a propensity for inspirational leadership and defending the helpless. Joining him are Positron, a brilliant scientist who constructed an incredible suit of power armor, and Manticore, a billionaire who stalks the night as an expert archer, and many others.

city-of-heroes-hd-wallpapers-32893-8828477

An actual clash of titans in progress.

On the red side you have Lord Recluse, the opposite face of the coin from Statesman, who controls the organization of Arachnos (basically Cobra from G.I. Joe if they were at all competent). Ghost Widow, a former assassin turned necromantic spirit, joins the rogues gallery along with Captain Mako, a mutated man-shark, and Black Scorpion, a deranged cyborg.

If anything, this world leans a bit more towards DC than Marvel with its monolithic characters, but there are enough differences and new elements to make this continuity uniquely its own. The lore for the game is also many levels deep. If you like to sink your teeth into a setting, and the stories that have taken place there, the mythology of CoH/V has all of that in spades. This is the world you step into when you don the mask, and I really can’t say enough good things about it.

Be Who You Want to Be:

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I’ve only ever fallen in love with an MMO once. I tried a number of them, but only this one could keep my interest for very long. A lot of that stems from CoH/V’s extremely robust character generator. It was so good that it ruined other games for me in that respect. CharGen for every other game I’ve played, online or otherwise, has always seemed lackluster by comparison.

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Oh, that’s not good…

CoH/V accomplishes this by adhering to a simple principle: What you look like has no bearing on your stats. In a lot of games, including WoW, your character is essentially a dress dummy for equipment. You might find a look you really dig and then level out of it. You might piece together a gear set that is statistically superior…but looks ridiculous.

In CoH/V you can look like an absolute badass at Level 1 if you want, and your ability to further modify your appearance is truly staggering. Want to match the color of your super powers to a specific costume? Done. Want to be 8-feet tall and wear full plate-mail right out of the gate? Done. There are so many options, and so many combinations, it really gives players the ability to bring their characters to life in a way that no game has accomplished before or since. In fact, if I were a comic book artist, this would be the ideal tool for getting a character’s look down quickly without ever putting pen to paper.

An Enduring Experience:

Going Rogue

This game came out in 2004, and was subsequently revamped a few times to improve its graphics. The last time this happened was somewhere around 2009 or 2010. Of course the graphics can’t compare to the photorealism and ultra detail of games we have now in 2019. But as I’ve said before, graphics aren’t everything. Anthem looks stunningly beautiful, and it’s…well, yeah, you know the rest.

To me, a game that is still fun to play, even after the graphics are hopelessly outdated, is still a good game. Two of my favorites, to this day, are Heroes of Might & Magic III (1999) and Lord of Realms II (1996). The game play, the story, and how engaged I am in what’s going on are all factors that can make or break a game for me. Star Wars: Battlefront, for instance, was gorgeous, but I was bored after about an hour.

City Scape

To CoH/V’s credit, the developers created a visual style that closely resembles comic books. It holds up remarkably well. While the powers and leveling mechanics get more complex over time, it starts out with game play that is elegant in its simplicity. Anyone can pick up it up quickly. Plus, there are so many power sets, and combinations of power sets that you could easily play the game for years still not explore them all.

And that’s just the base game. The Homecoming Team has already created new content for the game, and it is excellent. It’s made by fans for fans, and it shows. All of which is to say that, even though CoH/V isn’t quite old enough to be considered retro, this is a game that has some serious longevity. If it remains available, I foresee that I’ll be revisiting it again and again for many years to come. If it is something you are at all interested in, you should definitely check it out.

Final Thoughts:

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In a lot of ways, 2019 is a year of endings for the Geekosphere. Game of Thrones. Big Bang Theory. The MCU ended its first major arc and now Spider-Man is out, moving forward. ThinkGeek no longer exists. The Tick ended with Season 2. We can also see the end of other fan staples on the horizon with Supernatural, Agents of SHIELD, Arrow, Man in the High Castle, Gotham, My Little Pony, The Good Place, and many more.

Often when we lose something in the geek and nerd arena, we don’t get it back. But sometimes, just sometimes, we get a resurgence of something we thought was gone. City of Heroes/Villains is that for me. It’s getting the movie Serenity when Firefly had been cancelled after only half a season. This is seeing Captain Pike walk onto the stunningly gorgeous bridge of the Enterprise on Star Trek: Discovery, or getting to play the original NES Final Fantasy and Metroid with my son.

The return of this game is nothing short of reclaiming a little lost piece of my life, and to return to a place I love. For opening up the way to the Rogue Isles and Paragon City again, I would like to give the Homecoming Team a heartfelt thank you. Please keep the fires lit.

If you are interested in checking it out for yourself, follow this link to get set up:

https://forums.homecomingservers.com/forum/53-getting-started/

My universal chat handle is @Nights-Watchman. If you are on the Indomitable server, hit me up.

A Villain’s End: An Epilogue

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On the night in question, Night-Watchman left his comrades for the last time. Despite his villainous ways, he had come to think of them as his family, the only one he had ever really had. They wished to face their end in battle, but Night-Watchman was through fighting. It was time to take his final bow.

For a magical assassin in the service of Arachnos, he had found himself cast in a hero’s role more than once. He had saved the world no less than three times, joined the crusade against the alien invasion of the Rikti, and fought against dark gods and unspeakable horrors that might have consumed reality as he knew it.

Yet despite his many victories, the innumerable close-calls, the momentary triumphs and defeats, he now faced the true end of the world. Worst of all, the cause of this doom was not something he could not fight against, not an enemy he could bring low. Staring down his own extinction, the elite operative was suddenly something he had never been before: powerless.

He passed through the pillar of ice and flame, donned his ancient armor once more, and traveled to the Roman island of Cimerora. There, upon a narrow peninsula, he landed next to the sybil, Sister Airlia, the very image of his own beloved patron, Ghost Widow. Side by side, they stared out into the wine-dark seas in silence until the sun set on them.

And there he died.

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I recreated this moment as close to the original as possible.

But it was not the end…

Siren’s blared all around him in the Zig. The prison meant to hold super-powered criminals had been breached, and the prisoners were already in a full-scale riot. He was back at the very beginning. Things were different now, though; he was weak, weaker than he could recall being in many years, but he was alive. Somehow.

He had been reborn—to live again, to fight again.

This time the world would be his for the taking.

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Bwhahahahahaha!


My Gamer Origin Story

When you hear that someone is a gamer nowadays, it conjures up all sorts of images. Maybe a Twitch gamer doing livestreams with a headset, or someone who enters a Call of Duty tournament and plays competitively at a local con. In almost all cases, the term ‘gamer’ deals specifically with video games.

Well, when I hear the word, I tend to think of someone who enjoys tabletop role-playing games first, then board games second, and then video games. Maybe I’m just weird that way. Or old-school. Or both.

When I played original NES games back in the day, I didn’t really consider myself a gamer, per se. It was really when I got into tabletop RPGs that I felt that I was truly a “gamer.”

Let me share with you how it all went down. This is my origin story, if you will.

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Don’t forget to add all your miscellaneous modifiers.

The spark that started the bonfire was a set of choose-your-own adventure books called the “Fighting Fantasy” by Steve Jackson and Ian Livingstone. These differed from many of the other books of the day because they had a dice-based combat system to go along with the adventure. You had a character sheet, magic items that you could collect that boosted your abilities or healed you, and all sorts of other cool stuff that really set them apart from the rest.

Being in a small town, I didn’t have access to many of them. Both of the ones that made an impression were obtained through ‘book club’ newsletters from my school, in this case TROLL and ARROW. Through them, I got my hands on two Fighting Fantasy titles: Demons of the Deep and Rebel Planet.

The former dealt with a brave sailor’s trials in Atlantis as he attempts to settle the score with the murderous pirate, Captain Blood-Ax. The latter was about a secret agent among the stars who attempts to unseat humanity’s conquers, the Arcadians, armed with his wits and his trusty lightsaber.

I loved the interactivity of them, and the vibrant writing style. You could play through different endings if you messed up and died, horribly in some cases. The concept really captured my imagination. When I was in 7th Grade, I happened upon a book in the Eustace Junior High library. This one:

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I have a copy of this book in my personal library. It was the gasoline poured on the fire.

The ENDLESS QUEST series didn’t have the combat system, but it did have some compelling story lines. I remember reading the introduction where you, the main character, are sent to find a way to defeat a dragon whose very shadow can kill all life. When Shen, the eponymous dragon of doom, takes flight across the countryside, you can follow the trail of withered planets and dead animals.

If you look at the cover art, you’ll notice something else. It reads “DUNGEONS & DRAGONS” in bold letters across the top. My grandmother certainly noticed this, and promptly made me take it back to the library, and explained that I shouldn’t attempt to check it out again.

Dungeons & Dragons barely registers today in popular culture as a thing itself, outside of a few Gary Gygax memes, references in the Big Bang Theory, or Wil Wheaton videos. It still has a geeky connotation to it, but understand that at this time, Dungeons & Dragons had a vaguely sinister reputation. There were some who thought it was outright Satanic.

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Do you want Demogorgons? Because that’s how you get Demogorgons.

Yep, it wasn’t cute and adorable and nostalgic like in Stranger Things. Some groups used to think it was a (and I kid you not here) a way for teenagers to sell their souls to the devil. Movies like Mazes and Monsters or the Chick tracts at the time didn’t help, either.

Of course, when my grandmother told me to take Dragons of Doom back to the library, she virtually guaranteed that I would go learn more about it. And I did. I was no stranger to comic-book shops, and many of them sold D&D products, as well as a host of other RPGs. I talked with some of the guys there who played them, and it didn’t sound like my curiosity was endangering my immortal soul.

And then, out of the blue, I found out that one of my friends, Dan, actively ran different RPG games after school. Some of them he made up himself, and others were published, off-the-shelf games. I soon began hanging out at his house after school with his older brother, Jay, and another guy we knew, Donny. Dan was instrumental in forming my early understanding of how RPGs work. He was the first one to explain to me what a d20 was and what went into building a character.

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The first time I made up a character, it was a home-brewed system that Donny had made up called “The Blade Lords.” It was loosely based off of the Palladium RPG systems, using many of the same races, but had a focus more on sword-play and arena fighting than magic. The character was a “swordmaster” named Ulfric, and he was from a race of humanoid canines called the “Wolfen.” I only played him a time or two, and his character sheet is sadly lost to the sands of time.

After that, Dan ran a round of Teenage Mutant Ninja Turtles & Other Strangeness, also by Palladium Games. Yes, they made a TMNT-themed RPG, and it was really good. Only this wasn’t the happy-go-lucky ’80s cartoon version of the Turtles. No, this was the original Eastman and Laird version, harsh and unforgiving.

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Everyone wears red around their eyes, yo.

My character was a mutant alligator named Spike, who was also (of course) a ninja. I went on to play many different games with Dan, Jay, and Donny. Sometimes my other friend Cody would run a game. We played all through junior high and high school. I made up many different characters during this time, including one time in the Batman RPG where my character accidentally-on-purpose killed Batman. A dubious honor, to be sure.

I also began running games of my own at this time. One of them I ran in the lunchroom before the bell rang with my friends Robert, Keith, and Cliff. What made this one different was that I had made up the game system. It was a simple d6-based game with heavy emphasis on roleplaying, which I called “RPG To-Go.”

It was also during this time that I realized that my cousin Travis was big into these games. He lived up in the big city of Dallas. Well, big considering the small town I was living in at the time. When I got a car my senior year, a silver ’84 Isuzu Impulse I called the Millennium Falcon, I was able to head up to Dallas on the weekends to game with his group. There, I made many friends that I’m lucky enough to still have today.

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I always thought it looked vaguely like a DeLorean.

Since then, it has been a rarity to not have a game to go to at some point during the week, either playing or GMing. Palladium, Heroes Unlimited, Ninjas and Superspies, Kulthea, Forgotten Realms, Vampire: The Masquerade (I played a Werewolf. Big surprise, huh?), Traveller, MegaTraveller, OMG DRAGONLANCE, Netheril, Valeriand, on and off again, Neverwinter, Storm Watch, The Mean Streets of Thebes, Game of Thrones, Transformers, and hopefully soon…Fallout!

That’s just to name a few.

And now I know enough about RPGs that when I want to play or run one, I kit-bash what I need out of existing systems, or just make up what I need out of whole cloth. Yeah, I didn’t choose the game life…the game life chose me.

Of course, I am a gamer in every sense of the word now. It’s not just tabletop stuff, but also board games, and video games. And while the original NES had a big part to play in fostering my love of video games, I didn’t really accept games as a being a part of who I am until tabletop RPGs came into my life.

True story.