Beneath Parenix Manor: My #dungeon23 Project

During the waning days of the High Regency, the ignoble but wealthy Alastairn family purchased themselves land and title and built Parenix Manor atop Mornrax Hill. There in the wilderness — the only civilization being the Bridgeroad Inn a few miles away — they set their laborers to work.

Five generations of Alastairn rules at Parenix, each one more cruel and eccentric than the last. Mornrax Hill was no natural mound, but cairn to some forgotten dynasty of pagan kings. The Alastairn delved deeper and deeper each generation, finding older and older chambers from kingdoms, civilizations and races long forgotten.

A century ago, long after the High Regency fractured into the Warring Thrones and eventually collapsed into the Seven City States, the last scion of the Alastairn succumbed to greed, perversion and blasphemy and the windows of Parenix Manor went dark but for occasional ghost light.

Only the tales told around the lonely hearth of the Bridgeroad Inn — miraculously still active even in this decrepit age — remember Parenix Manor and hint at the wealth and secrets of the Alastairn family that might lie below Mornrax Hill.

Going All In with Dungeons & Dragons, 5th Edition

The face(s) of D&D 5th Edition!

 

I am a gamer. More specifically, I am a table top role-playing game gamer. And to be precise, I am a Dungeons & Dragons gamer. That’s not to say that I have not tried, played, game mastered and/or completely geeked out over other games — I have — but my first game was D&D and D&D is where my gamer heart lies.

 

Dungeons & Dragons is on the cusp of its 40th Anniversary this year, and is launching it’s so-called 5th Edition. (I say “so called” because counting the editions, especially when you factor in Dungeons & Dragons versus Advanced Dungeons and Dragons is a little bit wonky.) I myself and nearing my 30th year with the game: I started with D&D when I was 10 years old and I recently turned 39. However, I have not really been a D&D player for some time, not since the release of the 4th Edition of the game in 2008. I played 4E for about a year and even tried to run it, but eventually realized it “was not D&D” to me and abandoned it for Pathfinder. That game, the spiritual successor to the D&D 3.5 rules, proved just too fiddly and “crunchy” for my taste and after a few attempts at serious campaigns I abandoned trying to run the game (but still play it). I won’t get into too many specifics, but the fact is that I have a “D&D sweet spot” as it relates to rules and DM control and complexity. The perfect level of that is probably found in Advanced Dungeons & Dragons 2nd Edition.

 

For some time after its announcement in 2012, I was ambivalent regarding the new 5th Edition of my favorite game. At that time, I was still enamored with Pathfinder, suppressing my misgivings and running it despite my inability to keep it all straight. Although Wizards of the Coast — D&D’s owners and publishers since the late 1990s when TSR was a burning ship and us rats were leaping into the ocean of games by other publishers — opened up the 5th Edition (or, D&D Next as it was called then) to public play test, I only lightly perused the documents and went about playing Pathfinder. I was sure for a very long time that Pathfinder *was* D&D and WotC would never be able to produce a suitable game to match the trademark again. I secretly wished Hasbro would sell the property off and Paizo, publishers of Pathfinder, or some other entity would snatch it up and treat it right. But, alas, that did not happen and as time went on I became disillusioned with the increasingly complex Pathfinder system and started drifting away from D&D, old and new, altogether.

 

A strange thing happened then, one I should have predicted but failed to see. As the actual release of D&D 5E approached, a fire kindled in my belly. I felt an anticipation, a hope, a preemptive joy that spoke one truth from inside: D&D was coming back. I did the same thing with 4th Edition, to be honest. Despite everything I had read that turned me off during the lead up to 4E, I pre-ordered the 3-book slipcase edition. Not only that, since it would not arrive until a few days after launch, I actually ran out and bought a 4E Player’s Handbook on launch day — for a game I knew I would not like, simply because it was a new edition of Dungeons & Dragons. With 5E, as soon as the Basic Rules appeared on the Wizards of the Coast website for free, I downloaded them, and as soon as the Starter Set — which I had swore not to purchase since it was not a “complete product” — was on the shelf, I purchased not one but three copies (one for myself and two for friends). The difference between 4E and 5E, though, was that upon reading 5E, I said to myself: *this* is D&D.

 

It is difficult to articulate what makes a game “D&D” for me, and I won’t bother trying in this post. Suffice it to say that something in these initial 5E offerings remind me of that favorite edition of mine, 2E, with just enough novelty to suggest something special is happening. As with every other edition of D&D since I started playing way back in 1985, I want to be in on the ground floor and embrace the game that has given me so much pleasure and allowed me to express so much creativity. More, D&D has served as an open door through which many of my closest friends have emerged. There are many reasons for that, which I will explore perhaps in a future post, but the bottom line is that D&D is an intimate sort of entertainment, and that builds friendships.

 

In any case, what this means to both of you, me dear readers (hi, mom!), is that this blog is going to be dominated by gaming in general and D&D 5E in particular for the foreseeable future. I have been sort of at a loss with this and my own creativity for a while anyway and I am hoping that a focus on gaming and 5E will re-energize my creative batteries and allow me to make some progress. Plus, the fact is this blog is mostly for fun and therefore, i should make it about what I enjoy, and D&D is one of those things.

 

I plan to, in the near future after attending GenCon, producing some regular features, including Magical Mondays (new spells, items and magical locations), Wicked Wednesdays (new monsters, villains, traps and tricks) and Setting Saturdays (fantastic peoples, places, organizations and such like) just as exercises to keep my creative juices flowing and my players on their toes. With any luck, there will also be more than a few rants and raves and opinion pieces regarding the game.

So here’s to the newest iteration of the first and greatest fantasy role-playing game ever created, and to all the gamers out there who have eagerly anticipated its release. Huzzah!

 

40 Years of Fantasists

Today is, according to Jon Peterson, the 40th anniversary of the release of the first iteration of the Dungeons and Dragons game. Much has been said of the impact of D&D on both individuals and on whole industries. One could go on forever trying to gauge the total impact of D&D on American popular culture, and some have tried, or recounting the roller-coaster ride of its rise from obscure past time to 1980s sensation/scapegoat and back again, with a few stops at both nerd obsession and geek chic. All of that history is interesting and important and many writers have recounted the power of D&D on popular culture before and will do so again.

 

What I am interested in is something a little different. As ide from inspiring a generation or two of authors, game designers, filmmakers and others, the arrival of D&D also created a whole generation of fantasists. A fantasist differs from those aforementioned types in that  a fantasist, by definition, does not necessarily make a living creating fantasies. Of the approximately 20 million people who have played D&D, every one was or is a fantasist. Every one has created a fantasy world or just a piece of it. Every one has helped craft a unique universe, populated by unique characters undertaking unique adventures. While there are of course many published worlds and even more commercial modules for the game that provide players a shared experience, each iteration of such a module, each group’s version of such a world, is still a unique creation. Even though they are clones, they are not the same.

 

What does it mean to have empowered 20 million daydreamers with the tools to create whole worlds? In some cases it has meant commercial success, but for most the rewards have been more subtle. The act of creation is one that has many benefits for the creator. Because D&D players are fantasists, and fantasists are creators, that population of gamers has enjoyed those benefits even if they don’t translate to a career as a best selling novelist or a high octane action star. And anecdotally, we know that being around creative people is fun and makes us happy, so the rest of the non-gaming world has benefited, too.

 

On a personal note, the existence of D&D gave me system by which to organize my creativity. before I discovered D&D at age 10 in 1985, my brothers and I played fantasy games we made up ourselves (usually involving hitting one another with sticks). I played by myself, having riotous adventures in the barn when I thought no one was looking (and my mother was watching via the horse foaling cameras we had installed). I wrote stores about heroes  with shining “sords” and dragons whose eyes “glew” before I had ever read a book myself (what I would not give to have a copy of that notebook today). It was D&D, though, that allowed me to take all of those fantasies and wrangle them into a way that not only were they ordered for myself, but they could be shared with others. D&D gave me a venue. It also gave me the greatest friendships I have ever had and still have, but that is another post entirely.

 

So to all the gamers out there, from the most famous to the most common, I say: happy anniversary and Game On.