Elger and the Dead Trees

If you are the sort that needs yours post-post apocalyptic science fantasy adventure written on the corpses of larch and aspen, you are in luck! Elger and the Moon is available for purchase in print format right now! And don’t forget, the print book comes with the exclusive “Elger’s World” map by my friend Dylan Vitale.

But wait, you say! Isn’t the ebook version still on pre-order? It is! There are a few reasons for that, but chief among them is that I don’t have any idea what I am doing and I obviously never set a print pre-order. What it means for all practical purposes is that I will be moving up the release date of the ebook. I have not decided when, but it will be very soon. Stay tuned.

 

Thanks again for all your support and I apologize for any inconvenience, stress or hives caused by my little release date flub.

 

PS The best thing you can do (besides buy it!) is review it. the more reviews it has, the higher it climbs on its genre lists.

There and Back Again

When I was a kid digging out fantasy novels from my parents bookshelves, I always gravitated toward a certain kind of book. It wasn’t necessarily the one with the most frightening dragon or most luscious maiden on the cover — though those things certainly caught my eye. It was the one with the coolest map a few pages inside. those maps found in 1970s and 1980s fantasy novels implied amazing worlds and promised wonder. They did not all deliver, of course, but they drew me in nonetheless.

 

As such, I always knew that my first novel would require such a map — something to stir the imagination before the first words of the first chapter were read. There is an alchemy between cover, back copy and that map that creates a world in the reader. Luckily, I happen to know some truly talented folks. Among them is Dylan Vitale, a good friend and fellow gamer and wonderful artist, who crafted for me a map of Elger’s World. It will appear in the print version of Elger and the Moon only (which will be ready for pre-order any day now, I promise!), as a special treat for those that like to hold a real book in their hands, but I present it here now for everyone to see.

 

It’s amazing, right?

This Book Is Not Yet Rated

One question I have gotten a number of times since the Elger and the Moon pre-order went live is some variation of: “What age group is this book written for?” Up until now, I have not thought overly hard about the answer to that question. When I was a kid, there were shelves full of fantasy and science fiction novels (my parents were members of the Science Fiction Book Club for as long as I can remember) and I would simply grab something off one of those shelves and read it. I never worried about whether the book would be appropriate or not: I would either be able to make sense of it or not, and either enjoy it or not.

 

For their part, my parents did not filter the world for us. We grew up on a farm where animals lived, bred and died and the entertainment we consumed was whatever we could handle without being little assholes about it. And if we did act inappropriately based on something we had read, watched or played, my parents wisely blamed us rather than the particular media. Of course, I am a parent now and I would go out on a limb and say my parents were much more discerning and careful about what we engaged in than I would have noticed at the time, but even so there were plenty of boobs, blood and bad words to keep my 12 year old self happy and feeling like I had the keys to the grown up kingdom.

 

All that said, I am not oblivious to the concerns of parents and the contents of the media their kids consume. I am a parent and I care, even if my tolerances are different than some other folks. With that in mind, I want to talk about the degree to which Elger may or may not be appropriate for any given child — not so much by age group (I was reading stuff at 10 that some high schoolers wouldn’t want to slog through) but by content. If you are a parent and you wonder whether Elger and the Moon is appropriate for your kid, I hope this helps you decide.

 

First of all, there is little if any profanity in the novel. I won’t say “none” because I honestly do not remember whether I might have had a few “damns”, “hells” or other words you hear on prime time television now. Note that this does not have anything to do with a personal aversion to profanity: I can be the fuckingest fucker who ever fucking fucked sometimes. But at the time I started writing Elger in earnest, Game of Thrones/The Song of Ice and Fire was the standard by which most fantasy was being measured. in other words, things were grim and dark and grimdark. Elger is partially in response to that, and as such I decided that I would avoid profanity. This includes fake fantasy profanity, but mostly because that trope annoys me to no end (I am looking at you, The Emperor’s Blades).

 

The same goes for sex — especially sexual violence. There is no rape, mention of rape or suggestion of rape in Elger and the Moon. It is unnecessary, even when you want to show how a bad guy is really, really bad. This is a problem in modern grimdark fantasy that I wouldn’t just like to avoid, but abolish altogether. Otherwise, there is what you might call sexuality or sexual tension in the book, but no actual sex — again, not because I have a problem with sex, but because it does not fit this story or its protagonist.

 

One thing you will find is a blatant, intentional acceptance of non-binary gender, homosexuality and non-sexual nudity. This is the one place where I decided to take a political stand in the book. There are gay characters and asexual characters and hermaphrodite characters and transgender characters. And they are just characters that happen to be in the book, not tokens or mouthpieces. the world I chose to create accepts these people as easily as what some might mistakenly call “normal” characters. If that sort of thing offense you, or you are worried it will confuse your kid, I can’t say anything other than that’s too bad for you.

 

Aside from bad words and sex, the biggest driver of concern for parents is usually violence. Elger and the Moon is an adventure story and sometimes that adventure includes physical peril at the hands of other characters and creatures of the ReAwakened World. There is a little bit of violence in the book. But Elger is no bloody swordsman; he uses his mind. Where there is violence, I think it is appropriate and appropriately appalling without wallowing in it. Any violence that happens in the story is integral to the story and as with profanity and sex, I tried to veer away from the gimdark state of modern fantasy. By comparison, The Hunger Games is much, much more violent.

 

When I ask my beta readers and others that have read it the question, “What age is Elger appropriate for?” the answer I get most commonly is, “Precocious 13 years old and up.” I did not set out to write a Young Adult novel. I was aiming for an “all ages” novel in the sense that anyone can pick it up, and if they are capable of making sense of the prose they should be able to deal with the content. I was writing it for my 12 year old self that picked up by turns The Lord of the Rings, The DragonLance Chronicles and The Guardians of the Flame. I hope this description helps.

 

If you still have questions, feel free to hit up my Facebook page or Twitter (both @IanAsItWere) and ask away!

 

 

Elger and the Imminent Arrival

After a very long time, Elger and the Moon is finally available for pre-order at Amazon!

Orphaned, deformed and indentured to pry valuable artifice from the detritus of a world long dead, Elger of Heap finds solace in the Moon. Covered in jewel like domes housing the ancient wizards who once presided over the Earth, the Moon represents the world that was lost to the Calamity. It was a world of wonders and comfort and magic. Elger’s dreams of going there are a salve for his hardships, but just dreams nonetheless.

 

Then one morning what seems to be a chance assignment propels Elger on the first steps along the road to the moon. He will make friends and find enemies, see wonders and endure terrors and with each step that road will grow ever more perilous. For Elger, though, escape from the broken world to the Moon is all that matters.
Elger and the Moon is a post-post apocalyptic science fantasy adventure. Join Elger as he discovers monsters and magic born of technological wizardry and learns just how far he is willing to go to reach the Moon.

I am super proud of the book and hope you take time to enjoy it. Once it drops on May 8, it will be available as a DRM free e-book, print and on Kindle Unlimited. And Elger 2 is in thw works, so we’re in this together for the long haul, you and I!

Vextrapolation

First and foremost, all credit goes to my good friend Greg Shea, artist and man of one million talents and zero hairs. Go check out his work.

Anyway, Greg suggested “vextrapolation” when I asked for a term that encapsulated one of those things you see on geek social media: the tendency to look at a thing that has been announced with scant details and fill in the blank spaces with the worst possible idea ever. In this case, it came from an internet message board discussion of Paizo, Inc.’s recently new science fantasy RPG Starfinder. The details aren’t important, other than to say that since the game will not release until GenCon this summer, not everything is known. So many people have engaged in “vextrapolation” and assumed Paizo is going to fumble this or that in regards to the game, its setting or its marketing.

(For the record, I am super excited about Starfinder and am looking forward to standing in line at GenCon this year to get a hold of it!)

 

But this post isn’t really about Starfinder. It is about vextrapolation and the more generally broad tendency of fandom to expect the worst without necessarily having any evidence for it. First of all, let me say this up front (mostly because I am going to get called on it anyway): I, as a geek, have engaged in this and have done so recently in regards to the DC comic cinematic universe. Based on my feelings about Batman vs Superman, I am pretty sure everything coming down the pike is going to be terrible. Even Wonder Woman, which looks awesome but will probably suck.

When No Man’s Sky was first announced, I fell in love. It seemed like the sci-fi space sim equivalent of choosing a random direction in Skyrim to walk until you found cool things to see, kill and/or otherwise interact with. There were lots of folks that pooh-poohed the game from the get-go, and if I am being honest I assumed they were just being negative and unimaginative. But in the end, these vextrapolationers turned out largely right: Hello Games could not deliver on the game experience they promised. So it isn’t that “vextrapolation” is necessarily wrong headed — but that doesn’t change the fact that it is negative in nature.

What I really wonder is why we, as fans and geeks, do this. Why do we presume that things will be terrible, that creators will make the wrong choices? Is it a way to protect ourselves from unmet expectations? If we have low expectations we can never be disappointed? We tell ourselves it is based on experience, that we are being wise or we are being realistic, but that is hardly true in all cases. And we are wrong as often as not. Sometimes a game or a film that seems like it will be dismal turns out to be great.

I think the truth lies in geek culture. While it is now in its ascendancy and has captured the spotlight, most people who identify as geeks were used to having their opinions belittled and their expectations crushed. When you live on the fringe of popular culture –and not in a cool punk rock way — it is easier to assume that any attempt by the mainstream entertainment media to produce something of value is going to fail. I mean, come on, the Dungeons & Dragons movie? And that is still true, but the difference is a lot of geeks are now in the mainstream entertainment media, making movies and Netflix shows and producing their own tabletop and computer RPGs. We as geeks can be a lot more positive because it is us that are now producing our own entertainment.

Now, that isn’t all sunshine and roses. It can lead to a lot of navel gazing and retreading of the same old tropes. We need new blood — young geeks, geeks of color, LGBTQ geeks, and so on. But we can be positive about what is coming down the pike. We absolutely should admit when it turns out terrible (I am looking at you Star Trek Into Darkness) but we don’t have to preemptively hate it.

Leave the vextrapolation behind.

Elger, Everyone. Everyone, Elger.

A few days ago I gave you a little tease of the cover mock up. Now, it is time for you to meet Elger of Heap:

This awesome illustration was produced by my great friend A Bleys Ingram, whose work has graced many an RPG. Since I make no attempt to hide that my 30-plus years immersed in role-playing games thoroughly inform my fiction, it seemed appropriate.

 

Watch this space for a fully designed cover reveal in the near future, as well as pre-ordering information.

Being Johnny Diceseed: Making New Gamers

When my wife and I first watched Netflix’s Stranger Things series, I was struck (just like so many of my peers) by how powerful the D&D nostalgia was. We were those kids in 1985 (minus demonic monsters and psychic girls). Much has written about the connection between us 40-something gamers and the Stranger Things kids, so i won’t rehash it here. But an experience last night reminded me that you did not have to be 12 in the 1980s to be those Stranger Things kids: you can be 12 right now, in fact.

 

Obviously, I make no secret of my geekery and neither does my wife, so it was not unusual that Dungeons and Dragons came up in a conversation between her and a friend at work. It turned out this friend, S, had bought her son J a full set of the D&D 5th Edition books (Player’s Handbook, Dungeon Master’s Guide, Monster Manual as well as the Starter Box) for Christmas. Part of the reason was because S wanted J to put down his tablet and interact with friends more. J and his buddies had tried to navigate D&D on their own, S told my wife, but had crashed and burned. That is when my lovely wife offered up my services to teach J and his friends how to play D&D. I was to be Johnny Diceseed, progenitor of a whole new crop of D&D players.

 

I will admit, at first I balked a little. I am used to running games for strangers at conventions, but those are usually adults, and if there are any kids they tend to be with their parents. My sense of humor and imagination are not PG rated, and f-bombs, shit jokes and bloody decapitations are likely to fly during any given moment in one of my games. In addition I was not confident in my ability to teach kids the very basics of a game that is so ingrained in me after 30-plus years of playing it. Are you a parent? Do you remember the frustration of trying to teach a child to ride a bike when you could not actually articulate how to keep the bike upright? That’s what I was worried I was up against.

 

Nonetheless, I agreed. After all, the couch is cold. As the event got closer, I found myself rehearsing things in my head, planning out how I would explain this aspect or that aspect. I remembered being me trying to master the weird game in the red box and I got both a little misty and excited to impart that on a group of kids. I have purchased D&D for friends’ kids before, trying to pass on the hobby, and have offered advice to those kids. My own kids have been resistant, with my son being more active than tabletop gaming allows and my daughter being too young until recently. This would be the first time I really tried to teach the basics of the game to kids I had not met before. It would be much more like those convention experiences of a table of strangers.

 

None of my plans survived contact with the enemy, so to speak, but even so I was able to herd the kids and get them pointed in the right direction. J was quiet but deeply interested. Of the other four kids at the table — at boys about 12 or 13 years old — two were obviously natural gamers. One, B, is going to be their DM — he says not, and they want to make J do it because it is his stuff, but I can spot a DM a mile off and B is going to be it. Two of the other boys were a little more distracted and had little interest in the nuts and bolts of their characters, and if I had to guess those two would play for a while on occasion before wandering off back toward other activities.

 

One thing I found to be difficult in the process what that non-gamer adults never understand how long D&D takes. The kids wanted to learn to create characters AND play the game. Our window was about 2 hours. I got the kids through the rolling stats, picking race and class and spells, part of character generation and then told them we would fill in the other details as we went. Then, I ran them through a forest ambush with a hobgoblin and some goblins to give them a taste of the combat rules. But that was just the tip of the iceberg. It is hard to articulate until you sit down and think about it, but there is quite a lot that happens in your average game of D&D. No single 2 hour session can hope to teach it all. But, again, as Johnny Diceseed my job was just to plan a 20-sided acorn.

When I learned to play D&D, we had just a 32 page player’s guide and 64 page DM guide to navigate, along with a solo adventure to explain the basics and a pre-stocked dungeon to get the DM started. I like the D&D starter set and think the Lost Mines of Phandelver is a great introductory adventure, but I actually prefer Paizo’s Pathfinder beginner Box for teaching the very basics of tabletop D&D style role-playing. Kids just getting into D&D now have a lot more material to try and digest.

boxbackfinal

If it were up to me, I would teach a group to play D&D over the course of four sessions. The first one would be a short adventure with pre-generated characters to teach the basics of play and the assumptions of the world of D&D. The second session would be a character generation session where the players went through the entire process, had time to read their options and so on. The third and fourth sessions would be a somewhat longer adventure using those newly minted characters, designed with the goal of introducing the variety of activities that can happen in D&D, from dealing with NPCs to delving dungeons to traversing the wilds to selling loot and upgrading their gear. By the end of those four session, I think any group of kids that was interested in D&D should be able to navigate their way through the sometimes arcane rule books and adventures.

 

My philosophizing aside, I got to see at least a few gamers made last night. They cheered when they eviscerated a goblin and laughed when the barbarian whiffed twice in a row. They only got to peek through the door into this world, but they decided based on what they saw they were going to set their shoulders against that door and push. I am excited for them, for all the adventures they will have and the friends they will make and the worlds they will create.

Found Fiction: The Final Word

By The original uploader was Fredrik at English Wikipedia [Public domain, Public domain or Public domain], via Wikimedia Commons

By The original uploader was Fredrik at English Wikipedia [Public domain, Public domain or Public domain], via Wikimedia Commons

“Found Fiction” is the name I am giving to old stories I find buried on my hard drive, Google Docs or elsewhere. Many are unfinished and nearly all are in first draft form. I write a lot of stories just sitting down and starting typing, with little or no idea what I am doing. That is a habit I am trying to break , by the way. In any case, some of this Found Fiction is worth sharing — not good enough to polish and try and sell, but perhaps there is a core idea I think worth sharing or I just like the way the prose came out.

 

This story is an End Of The World tale. I have written a lot of these — or at least started them. Because I obsess over what we — mankind — are and why we are here, I think a lot about what would happen if we went away, and how we would react to knowing it in advance. This story is a pretty perfect example of my thoughts on the matter, or at least what i find interesting enough to create a narrative for.

 

Note: this is the draft in its raw form, presented just as I found it. I do not remember when I wrote it.


Editorial: The Final World

 

In this, the last issue of the nation’s longest continuously published newspaper, we have dedicated tens of thousands of words to your stories. Over the last weeks, since confirmation of the impending Minefall Disaster (for which I must apologize, as it was one of our headlines that created the name that stuck), we have talked to you. We have talked to you online and over the phone and in the streets and in your homes. We believed it important to tell your stories at The End, to be preserved forever in a space age, diamond version of microfilm that hopefully one day some future (or even alien) civilization will find and decipher.

But yours were not the only stories we wanted to tell. From the time this issue hits the internet and the newsstand, you will have nearly twelve hours to peruse it. While we wanted you to meet the end with understanding for your fellow reader, we also wanted you to read the words of our greatest thinkers and our most beloved, and even detested, leaders. In these pages you will find the words of celebrity activists and Nobel laureates, presidents and prime ministers, religious leaders and scientific visionaries, even terrorists and despots. This is, after all, the final view of mankind, and here at least, we believe in telling the whole story.

Among all those voices, the mundane and the famous, there is one we know that you all, everyone in the whole world and anyone who might come in the future, will want to hear. We managed to secure an interview with that very person in his final hours last night, so that his words, his explanations and excuses, would also be preserved forever in diamond microfilm.

Some have suggested we not run that interview, that we should not give acknowledgement to the man that ended our entire civilization, perhaps our entire species. We here, however, chose a different option. If it is our jobs as journalists to tell all sides of the story, then we must be compelled to tell his, too, no matter how twisted or vile we might find them. By setting us on this path, by very directly bringing about Armageddon, this man, Tobias Hossler, has become the most significant figure in human history.

While everyone on Earth now knows the name Tobias Hossler, allow me to introduce him for those we presume to one day find this story: he was a genius in both technology and economics who built a multi-billion dollar company from nothing in the heady first decades of the Internet. Unsatisfied with mere bits and bytes, Hossler moved into the real world, first in commerce and research and development, and then into the energy sector and the global commodities trade. Even this was not too big for a man of his vision, and his final project, the one that would turn into all our Final Project, was to mine the Moon for its precious resources, turning the Rare Earth minerals that drive our technological society into Every Day Earth minerals with just a little push out of the lunar gravity well. Most impressively was this: he did it. To all our doom. A full biography of Tobias Hossler can be read on page 7.

What no one realized about Hossler wa that everything he did, every step he took on the ladder of success, was a step toward a most terrifying and nefarious goal. Hossler desired nothing less than the complete eradication of humankind from the face of the Earth, and he hatched a plan that would allow him to achieve it. However ridiculous that sounds, however Hollywood and Comic Book, it is true, and now, today, we all face down Hossler’s success. How he did it is unimportant (though we did detail the process on page 13). The real question is, and has been since it became public, “Why?”

There is no one better suited to answer that question than Hossler himself:

In his cell, the day before he was to be taken to the receive his lethal injection, I personally sat down with Tobias Hossler. We talked about a great many things, but it was only mere minutes before his death, that Hossler told me the answer to that question.

He said, “I don’t think it was any one thing that did it. But, even so, I remember this day in early 2011. I was in India, promoting our Asian Initiative, and a news story broke about the gang rape and murder of two fourteen year old girls on a train to Delhi. The thing was, it did not break in India. There, it wasn’t news, because it happened so often. It was all over CNN and the other American cable stations. The thing was, I realized it was only on the news there because the girls were white. They were British kids that got on the wrong train after a field trip.”

I asked him if he was destroying the world because two white girls got raped and murdered on a train in India. He scoffed at me. “Don’t be ridiculous. Like I said, that is just a thing I remember. It sort of cemented the realization of how bad we really are. Us. Our species, I mean. All of us. Not just in the abstract, but each and every one of us. Everyone, some time, thinks and maybe even does horrible things to one another. It is our nature. It is inescapable.”

Tobias Hossler says many more things about human nature, the human capacity for evil and whether the ultimate murder is somehow justified in the complete interview on page 25. I know there are some of you, many of you probably, who don’t want to sift through his diatribe and justifications. I don’t blame you. Sitting through it when it was coming out of his mouth was almost too much to bear.

I asked Tobias Hossler why he believed the bad in humans was so bad that it outweighed the good in us. He answered with this:

“At my heart, I’m a mathematician. I do the numbers. I actively considered all the joy and love and beauty in a given life. I realized that these things were precious because they were rare. If they were routine, they would not be worth cherishing and remembering. Once I realized that, realizing the corollary, that the vast majority of life was not full of love and joy and beauty, and much of it was filled with the opposites, was easy. No matter what we did, not matter how ‘good’ we made the world, we could not make it worthwhile. I thought about that and thought about it until it was keeping me up at night and driving me crazy.”

He smiles wryly here, like he knows what I wanted to point out. I resisted the urge and let him continue.

“In the end, the math wins. There is, and always will be, more pain and anguish and ugliness than joy and beauty. The net gain would always be bad. So I decided to solve the problem.” He laughed here, a genuine amused laugh, cold and terrible given the circumstances of the interview. “I had already started work on my lunar mines. It would be a small matter to keep the world in the dark and set a huge chunk of lunar rock into an Earth crossing orbit that could extinguish most high life forms, including, very probably, every human being on the planet.”

Tobias Hossler died precisely eight minutes after that. He chose to stop talking. We shook hands and I left his cell. I watched him up until the moment they took him from his cell to the death chamber. As far as I could see, he never once broke down and cried or prayed for mercy or any of the other common behaviors exhibited by the doomed.

It was part of my job to watch Hossler die. I can not say in good conscious that a part of me, the angry part that feels robbed of not just my future but the future of the entire human race, did not enjoy watching him die. But another part of me, deep in the recesses of my mind, sort of agreed with him. Yes, we would be dead and gone, and the world would lose much for that. But at the same time, no two little girls will ever be held down and brutalized, then murdered, by a group of strangers ever again.

As I hit “send” to get this editorial in on time to meet press time, I have somewhere around 13 hours to live. My wife and kids are in the living room, just a few doors down from this study, burning through every Pixar movie ever made. My brother and his wife are gone: they committed suicide with about 200 other people a week or so back. My parents died years ago. All over the world, friends of mine — and when you are a journalist and then editor for a paper like this one, you make a lot of friends in a lot of places — are preparing themselves however they see fit to meet their End, and perhaps their Maker.

Just like you all.

In these last moments, I suppose all I ask is this: prove Tobias Hossler wrong. Be good to one another.

Good bye, and thank you.

Getting Weird: Why I Can Never Run A Grounded Campaign

It is all my players’ faults. I set up the campaign, one where magic is rare and magical creatures are alien and dangerous, where culture and technology are based strictly on a real world society at a particular time and where the primary conflicts are built around maintaining order as the larger social structure collapses. What do they do? They decide to play dragon men with a penchant for building armies of street urchins, demon bound warlocks that want to sell magical trinkets and marry into the nobility, civilization hating gnomes at war with colossal squirrel royalty and all manner of other weirdness. What’s a DM to do?

 

The answer, it turns out, is to say, “Yes.” Or, at least, “Yes, but,” with the possible inclusion of the occasional begrudging, “Fiiiiine.”

 

First of all, I can hardly blame them for grabbing on to the weird fantasy elements I myself put into the setting.

 

I only like “realism” in my fantasy insofar as it gives me firm foundation on which to build. Moreover, historical cultures, even in pastiche, provide ready resources when I do not know a thing or need to fill in details that I might not have considered. What do nobles in the court wear? I look up 15th century English noble attire on Wikipedia. What kinds of names do these people have? There’s a website for that. Is plate armor worn yet? I happen to have a book within arm’s (ha!) reach  to tell me. It isn’t that I am going for historical accuracy, just something approaching consistency or verisimilitude.

 

But all that mundane historical stuff gets very stale very quickly. I grew up on a cocktail of D&D, comic book super heroes, video games and pulp science fiction and fantasy. If there is a more incestuous family of weird fantasy influences, I’ve not had the pleasure of partaking. So once I established the lords and ladies and guilds and what not, I threw in the dimensional rifts from which monsters spring, the ancient Celtic and Norse inspired faerie races, the lost civilization of unknowable otherworldy wizards whose vaults and libraries wait to be plundered for arcane secrets and the city sized dragon that killed a king and brought about a (regional, at least) Apocalypse. This is the structure of the fun built onto that solid foundation and it should be no surprise to me (and, yet, is every time) that the players want to not only engage that stuff but expand on it leave their own weird fantasy marks on the world. That is, after all, why players show up at the table in the first place, isn’t it?

 

What I find interesting in my own process is that I always think I want to rely on my own imagination. I think I want to lay out the world and its denizens and locations and systems and then let the players move through it freely, yet constrained — as if it were a museum, all look and no touch. I do that every time, it seems, but just as inevitably I realize what my kids already know: museums aren’t actually any fun unless they are the sort in which you get to touch stuff. Maybe I think too much of my imagination, or too little of the players’, or it is simply that I cultivated a thing in my mind and I just want to share it so I am a little jealous of it in those first few outings. The reality is, though, that players improve the exhibits. Imagine how much more fun Michelangelo’s David would be if the Accademia Gallery kept a box of costume clothes and water based paints nearby and told visitors to go at it? Letting players dress up and paint the world I have created is like that.

 

This isn’t to say there aren’t pitfalls to allowing players to run amok, creatively speaking. First and most obviously, they usually do not have the whole story as it relates to setting secrets. If a player wants element X to work one way, but in the DM only notes it is actually part of situation Y it can be a little touch to navigate. Usually I can say something as simple as, “That thing is sort of off limits to players,” which has the added benefit of suddenly attracting that player’s attention to it. After all, I wouldn’t both including a secret if I did not want the player’s to uncover it, would I? Other times it is easy enough to let the player (and their character) believe a thing is X when it is actually Y. The look on their faces will be worth it in the end.

 

To be honest, either of those scenarios are relatively rare. Usually a player comes up with an idea or extrapolation I would never have considered. That’s the beauty of the cooperative nature of D&D and other RPGs. People complain about “movies made by committee” for big budget Hollywood releases, and for certain too many cooks can ruin the stew. But in D&D, I have found that generally speaking the more input, the more ideas floating around the table, the more fun everyone has and the better off the game is. Plus, it has the added benefit of taking a whole lot of work off my shoulders and, frankly, I am a Lazy DM.