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Category: Gaming

Kai Summer

[More character noodling. This is for Rob’s Starchild game.]

“Is that Summer or Strummer?”

“Eh, you know, whatever…”

Kai Summer is immensely young, and the heavy overcoat he wears — down to his ankles, collar turned up to his ears — does nothing to hide this. It accentuates his slender frame, skinny like the loosely knotted tie he sometimes wears. His ragged boots swallow his feet whole. You could drop him into a Chicago winter and he’d vanish like he was just another bad poet with too much pride to work retail and not enough time to live.

I’ve never seen him without the overcoat off stage.

On stage, though, he’s someone else. He doesn’t get any bigger, but he uses his guitar to carve electric lines through the air in minor keys that owe more to madness than to music. If you squint just a little you can see a shimmering field of music around him like an aura of sound. I’ve noticed that people playing with him don’t get too close. I can’t blame them; I’d worry about getting sliced in two by a stray power chord.

It is trivial to say that he is the best guitarist of his generation because at the ripe old age of 17, he is the first guitarist of his generation. Perhaps in the end, if Mother doesn’t have her way, he will be known merely as the man who found the possibilities. Perhaps someone else will be the man who developed them.

But I wouldn’t bet on it.

He is playing tonight at the Broken Metronome. He told me the other week that he hopes to jam with Mary Pagan someday. It’s the first personal confidence I’ve ever heard from him. Mary? Are you out there? Can you hear me? This critic thinks you should make Kai’s dream come true.

From Lester Shots’ “Beating the Minutes” column in the ChicaGO alternative wheneverwecan.

Wednesday Weird #5: Wizard

Here’s the cliche:

This week’s Wednesday Weird isn’t about just any old hedge Wizard, but the classic wize old wizard that is a staple of the fantasy genre. Although Merlin is a heck of a lot older than Gandalf, I’m not sure if he started wearing the pointy hat before Tolkein’s wizard. However, since D&D and most fantasy fiction has (for better or worse) been heavily derived from Tolkein’s work ever since, we’ve seen a lot of wizards in the Gandalf/Merlin mold. They’ve been dispensing sage advice and assisting heroes for ages. Sometimes they have the hat. Sometimes they don’t.

My wizard has the hat. Here’s why.

The PCs establish the traditional relationship with the wizard — advice, counsel, “fool of a Took!” He identifies magic items for ‘em. All that fun stuff.

Somewhere along the line, someone asks the PCs why they’re spending so much time hanging out with the guy everyone else knows as a simple farmer. “Look, he’s a nice guy, Toby, but… he’s just a farmer. Or anyway, he was before he moved into that old tower at the edge of the forest. We’ve been wondering what he’s up to now, because he’s not too bright and we’re kind of worried about him.”

It’s the hat. Toby found it; it’s a very powerful magic item which bestows both the ability to use magic and the skills to use it wisely. Anyone could benefit from it. The party wizard could benefit from it quite a bit. Just, Toby’s the guy who found it.

Jack Dandy

Jack Dandy, Gentleman About Town!

Sadly, I don’t know very much about him. Yes, it’s true: he’s just a set of powers and a vague appearance looking for a background. Perhaps I should go all Ripper and make him the Prince of Wales in a disguise. No? Well…

Right; he’s the Honorable Austin Alexander, second son of the Right Honorable Lord Islington. He does wear a mask, because his elder brother — who he adores — thinks that he’ll bring shame on the family name, blah blah blah. His father is senile and could care less. He mostly cares about having superpowered larks, and feels the mask adds to his air of mystery.

His armor is a glowing force field in a thrilling shade of hunter green. His quantum bolts are, um, quantum bolts. I was very entranced by the thought of flying whilst wearing a tailcoat, but the more I examine it the less thrilled I feel.

I am having deep trouble working up backgrounds lately. My wuxia Charnel Gods character, who doesn’t even have a name yet, is in even worse shape.

Monday Mashup #31: Lensman

I promised the Lensman series, and thus the Lensman series will be mashed. Onwards, stalwart companions!

If you haven’t read the Lensman books, you should. They are a fundamental part of science fiction history; get past the sexism and you’ll find a surprisingly liberal — even radical — set of ideals. Particularly in Children of the Lens. You’ll also find big explosions, and everyone likes big explosions.

WISHing on a web

Wish #87 asks:

What are three or more web sites you’ve used recently as a player or GM? Why do you use them? What do you get from them?

20’ by 20’ Room, of course!

But also:

  • ThePulp.Net, which is the best source for pulp info, plus links to lots of free pulp ebooks.
  • The FAS IRP, which is the Federation of American Scientists’ Intelligence Resource Program. Essential for modern-day espionage/technothriller games. And for Feng Shui.
  • Incunabula, hub site for the Ong’s Hat mythos, which I sprung on my superhero players recently.

Other tricks… if you search Google Images for “party pictures,” you’ll get a lot of candid shots. Great for pictures of NPCs who aren’t supposed to look like movie stars.

Oh, yeah, speaking of photographs: the Library of Congress put its Prints and Photographs Catalog online. For Boston-specific photos, I use this site. Yale’s Beinecke Library also has a very nice digital collection.

WISH combo

Since I’m hopelessly behind, I’m going to combine WISH 86:

What can the GM or other players do to help “midwife” the character creation process?

And WISH 85:

What inspires you to create characters? Do you have partially-developed characters in mind for use when you get into a new campaign? Do you shop characters around, or do you come up with new characters when you get into a campaign? Why? If you GM, are you bothered by receiving a solicitation for a “generic” character, or does it enthuse you to get a solid proposal even if it’s not closely tailored to your game?

And just ramble a lot.

I tend to go in cycles for my characters. I did a couple of travel-oriented characters in Reese and Cian, which I think is finished; I have a cycle of flippant competent noble Guy Gavriel Kay-esque characters which may or may not be complete. Probably not, since I think Mr. Wellstone was drawn from that model. Geoff Heortson is a recycled version of the character I came up with for the Arcana Unearthed game. And so on.

Sometimes I come up with completely new ideas, though. The PC I have in mind for the wuxia Charnel Gods game doesn’t match anything I’ve done recently. He may be the start of a new cycle, but I don’t think so — he’s too much a product of the background for the game. Stick was unique too, although he was generated for another abortive campaign a long time ago. But I won’t likely play him again.

So yeah, it really just depends. I do what catches my interest.

I tend to try and figure out where my character will find spotlight time. Competence is not necessary; hooks are. I always throw in hooks if I can. It’s OK if the GM doesn’t abuse them — if nothing else they’re a signal that I don’t mind hooks, after all.

As a GM, I could care less if someone recycles a character. I prefer to fit my world around the characters. This is my own personal style, of course; I don’t mind making a character closely tailored to someone else’s campaign. But if someone hands me a character that’s not tailored for my world, I see that as an indication of what the player wants out of the campaign, and I like trying to provide whatever’s wanted.

One player in my DoSS campaign was leery of writing up his PC’s Disadvantages, on the grounds that it would force me to put those elements into my plots. No! That’s the whole point of Disadvantages as far as I’m concerned: telling the GM what kinds of elements you want to see. But that’s me.

This is a hint as to what I think a GM (or other players) can do to midwife character creation. It’s a matter of listening to the quirks that a player puts into the characters, and building upon them. Kill Puppies For Satan has some very good material on this: during character creation, the GM goes around the room and says, to each player in turn, “OK, how do you know so-and-so?” So-and-so being the previous player’s PC, if I recall correctly. I think that’s great advice, and I think it could be adapted and made deeper. Perhaps having the players fill out a PC relationship map, in the strict Edwards style — only relatives and lovers get connections?