Monday, January 31, 2022

Something I Never Thought I'd Ever See... Ever

I opened my email this morning to find this there:


Seriously.

As a Cincinnati native, I was attending college the last time the Bengals were in the Super Bowl --yes, I'm old-- but after decades of losing and heartbreak and bizarro stuff that can only be described as "losing in the most Bengals way possible", my team has climbed the mountaintop to reach the summit.

It's as likely as me picking up Retail WoW and declaring it the best thing ever.

But here we are.

If we win, great. If we lose, that's okay. But we're back, and I'm still stunned.


Friday, January 28, 2022

An RPG from the Past: Ars Magica

Note: This is likely the first of an occasional series about RPGs and/or other games that I've either played or wanted to play in the past. Look, I get that people aren't likely to find these interesting, so I'm doing this more for my own trip down memory lane. Up first is a game that's been a lot on my mind lately, Ars Magica.

 

A long time ago, around the time my wife and I were married, she worked at the Cincinnati Museum Center* and we got to know several fellow recent college graduates on staff. This was during the first huge surge of popularity for Magic: The Gathering, and a couple of her friends on staff offered to show us how to play the game. We'd played Talisman and other board games such as Advanced Civilization**, so I figured we were ready for a new challenge. We met up at a coffee shop attached to a local bookstore, set up the cards, and started playing. 

The game was okay, I suppose, but what I remembered the most about that evening was one of my wife's friends casually mentioning role playing games. 

"Sure," I said in reply. "I played D&D back in the day, lived through the Satanic Panic, and I played MERP as well."

"MERP?"

"Middle-earth Role Playing."

Oh, Iron Crown Enterprises.
My old friend. I have waaaay too
many splatbooks from them.
(Pic from worthmore.com.)

"Ah! Have you tried Ars Magica?"

"No, I haven't," I replied after a short pause. I'd tried a couple of less well known RPGs, such as Gamma World, Top Secret, and some indie games people were developing, but Ars Magica didn't ring a bell.

"Oh! You have to try it!" he replied. "It's a game where the main characters are all Magi and it's set in Mythic Europe, where all of the myths are real."

"So like the setting for Darklands, then," I added, making the connection between the Microprose video game and his RPG.

"Yeah, but the system is really different. Magi are really the main characters in the game and are much more powerful than any other character."

"Oh." I preferred playing Clerics and healer types, so that kind of put a damper on my enthusiasm. Still, I didn't want to turn down the potential offer of playing another RPG, so I kept him talking about the setting and how it all worked out.

The next Friday that we got together to play some M:tG, he handed me the core rulebook:

From all over the internet, but
this one was from Atlas Games.

I was used to an RPG having multiple rulebooks, such as D&D or Rolemaster, so a singular rulebook of around 160 pages or so kind of threw me. I was expecting something, well, more massive than it seemed. 

But still, when I read the first words of a narrative story provided to the reader...

The wisps of mist swirled around Lucienne as she trudged the last few yards up the hill with the others. Nearing the summit, she stopped and looked up to see the goal of her journey, the tower of Mistridge Covenant thrusting heavenward through the gray fog. Perched on the parapet at the top of the tower was the ragged silhouette of a woman clawing at the air. A screech echoed over the hill as she suddenly plunged earthward. In a mad flurry of feathers, she turned into a large raven, then flew off across the valley.

Watching the bird disappear into the distance, Lucienne looked behind her. There lay the rolling countryside, lush, green, and fertile, home of the common folk, home of the life she was now leaving forever. Somewhere just beyond the horizon lay Foix, the city that had burned her father for heresy and left her mother dead in the gutter. In that city she had no future, but what lay before her now?

She glanced uneasily at the tall, gray-robed wizard beside her. Grimgroth, her future mentor: she would call him master. He had stopped beside her and was searching her face with a somber, inscrutable gaze.

Avoiding his eyes, terrified of what she might see, Lucienne peered forward to see the gate of the covenant through the mist. Once she passed through that portal, there would be no turning back. Inside awaited a whole new world.

Thoughts and memories of her former life rushed through her mind. Of her years as a forlorn waif running through the crowded streets with a gang of urchins. Of stealing bread from the market stalls beneath the disapproving gaze of the looming cathedral. She remembered her only friend, Friar Ambrose, who would sometimes gather her into his robes at night, offering her the only peaceful sleep she ever enjoyed. After the death of her parents, there had been only the cold, the hunger, and the loneliness.

Then one day he came, a tall, gray shadow, whose stare tugged at feelings of awe within Lucienne. He had followed her around the city for days, watching everything she did, scrutinizing her very soul. She had been terrified, but there was no one she could turn to. In the end he had asked her to go with him. And she had gone, compelled by a nagging curiosity, tinged with a hint of fatalism. Anything would be better than the streets.

She had heard stories of the wizards and their damnable deeds. The tales were mainly the babblings of old women and over-zealous priests, but what if there was some truth in them? As she began to realize what might lie before her, a feeling of panic clutched her heart.

"What am I doing here?" she said in a whisper barely audible above the wind that raced over the hill.

Grimgoth, who had waited patiently for her, said gently, "You, Lucienne, are becoming a magus, to learn the art of magic, and to learn of yourself. You have the Gift within you, and I will draw it forth. Come."

Her worries somehow laid aside, and her heart filled with new courage, Lucienne walked with Grimgoth the last steps through the mist to the tower, entered through the gateway, and heard the thick, oaken doors shut behind her. A new life had begun.***

There was more to the story, of course, scattered throughout the rulebook, but past that first page I was drawn into what the designers wanted. 

The game was a "troupe" style narrative system, where the players would create several characters --one mage and several others-- and who they played depended on the scenario and the GM. The GM position rotated among the players as well, so that gave everybody a chance to direct the story as well as play different characters. Since you had a stable of characters, the imbalance inherent in Ars Magica with vastly powerful Magi coupled with Grogs and Companions (both "normal people") meant that nobody felt left out in the game. 

A lot of the illustrations from the 2nd Edition
would have been at home in old style D&D books.
From Ars Magica 2nd Edition, page 102.

Magi in Ars Magica are vastly more powerful than the other characters in game, but they are limited in social interactions and by the code of the Order of Hermes, which all magi belong. The long and short of it is that The Gift makes people uneasy around magi --magi included-- and magi in general lack in social skills. On top of that, the code which all magi swear to is to avoid being pawns or meddling in mundane affairs (those without the Gift) or that of the Church or Infernal beings. If a magi breaks the code, the inquisitors of the Order investigate and can order the destruction of any mage found guilty of breaking the code. Given that the Divine can wipe the Order of Hermes off the map if it chose to do so, staying out of mundane affairs is a prudent path forward.

Of course, that doesn't mean that magi don't make problems into their own, such as Faeries attacking a nearby village becoming the magi's problem when people blame the magi for the attacks. To clear their name and possibly obtain rare resources in the process, the magi investigate to determine the truth of the matter, beginning a campaign in Ars Magica.

One last bit of the basics of Ars Magica is the Covenant, the "home base" for magi. A group of magi come together to form a Covenant that operates much like a self contained keep or manor house, complete with people who run the place (non-Gifted humans known as Grogs and their more specialized Companions). Covenants themselves have vigor and importance based on the "seasons" of their life: Covenants in their Spring are brand new, full of vigor, but hardly any influence; Summer Covenants have grown in arcane power but political power lags; Fall Covenants are at their height with political and magical power in abundance but the seeds of their decline are already planted; but Winter Covenants are those that have lost their political and magical power, and are but a shell of their former selves.

The game could be combat heavy, politically heavy, or research and development heavy. Sometimes all at once, sometimes something different entirely. It was entirely up to the players in the same way that a modern FATE or Burning Wheel game is today. And that free form magic system that was in place... That was something totally unique to the time. I can't really describe it as anything other than placing latin words to magical effects, and the mixing/matching that goes on courtesy of the naming is something else.

***

I never got the chance to actually play Ars Magica, because the person who let me borrow the rulebook for a while ended up dating someone who consumed almost all of his time, and that was that. Some years later I stumbled across a 3rd edition of Ars Magica and picked it up, but it was a slightly edgier version of the same rules than I'd experienced before.

I found out later that Mark Rein-Hagen had taken some of the basic rule design of Ars Magica, in particular the "troupe" style of play, and created Vampire: the Masquerade, which happened to become a bit of an RPG hit in the 90s. I suspect the edginess from 3rd edition came from that association with V:tM as well as another descendant of Ars Magica, Mage: the Ascension. 

The game whose popularity in the
90s eclipsed that of D&D.

For some reason, Ars Magica's edginess and association with V:tM bothered me. I wasn't a prude by any means, but I think that my dealings with the Satanic Panic back in the day made me sensitive to how games could be perceived by the religious parts of society, and the Mythic Europe of Ars Magica skirted that border so much that it made me uncomfortable. You'd think that someone well versed in Fantasy and Science Fiction wouldn't have such issues, but I did. I guess I wasn't as secular as I thought I was, because it took much longer for me to make some peace with my ghosts and move forward.

Not too long ago, I stumbled across a 5th Edition of Ars Magica --the current version-- and on impulse I bought the game. 

A better quality photo than I'm
capable of.

 

It still has its players but is nowhere near as popular as D&D, Pathfinder, or even its own descendants, the World of Darkness games. That's a real shame, because the game has an extremely well thought out design and a game world that is both immediately recognizable and familiar to players. I have made my peace with the troupe style of play, due in no small part to playing Mages in World of Warcraft and other video games, and if I had the chance I'd jump at trying my hand at an Ars Magica campaign.




*Back then she worked in the Natural History Museum as floor staff. Eventually, she transitioned off that job and into working evening events, which worked out well for her once we started having kids. I could take care of the kids in the evening, and she could go out and work an event or four per month.

**The Avalon Hill boardgame, not the one based on Sid Meier's Civilization.

***Tweet, Jonathan and Rein-Hagen, Mark; Ars Magica, 2nd Edition, 1989, pg 4. What I find most interesting is who also contributed to the book: Lisa Stevens, now the head of Paizo; Doug Shuler, artist for M:tG and plenty of RPGs; and John Nephew who went on to form Atlas Games.

Thursday, January 27, 2022

No Regerts*

When you're a Mage, you don't have to wait for Summer to enjoy some sun and relaxation.

Time to conjure up another frosty drink.

While Cardwyn has been enjoying some fun in the sun, I've been contemplating what to do with her. Originally, my plan was to see how high her leveling in the Old World could go before I run into practical limits --and I still want to see how that'll work out-- but I'd rather not just grind mobs all day for fun and (dubious) profit. Like maybe work on a mount or something.

Or at least finish some quests out there that I'd originally skipped on her while getting to L60. 

One thing about TBC Classic is that you don't gain access to new spells until you go to Outland, so my refusal to take Card through the Dark Portal means that I'm invoking "hard mode" back in the Old World. Sure, I get more mana and more health, but I don't get anything else along the way. It's more of an annoyance than anything else at this point, but every time I run into that limitation it gets me annoyed enough to say "Okay, fine. I'll do it my way, and I'm gonna like it!"**

Kind of like how every time somebody asks when I'm going to level Card in Outland, it reinforces my decision to be obstinate.

Or go play Neve more.

Speaking of whom...

I like how Melisara thinks. Very Orc-like.
But don't tell her I said that.

Having access to teleports all over the place makes Neve's questing a lot easier than Briganaa's ever was. I'd forgotten how nice it is to just pop over to wherever and then have a much shorter flight to the zone you needed to be. If anything, she leveled so quickly that I had to go back and work on leveling tailoring so I could gain access to useful patterns for her. 

I have been keeping an eye open for instances, but like the LFG channel on the Alliance side, there's not a lot out there that's not strictly for Outland. Or the occasional boost.

And yes, boosting does go on, based on the requests for SM and ZF boosts. I guess that could get me some gear, but you also must have gold to get boosted, and with Neve's perpetual poverty that's where some crafting and farming come into play.

But I'm also not in any particular hurry to get Neve to Outland, as I'm enjoying seeing the Old World quests from the Horde side for a change. It also gives me a welcome respite from having to think about anything Black Temple or Hyjal related.

Believe me, I'm not missing having to get ready for those raids. My gear is still subpar, but even if I do get into a raid this coming Monday*** I'm not planning on bidding on any gear. It should go to people who are continuing in progression, not me.

There was a request in our guild Discord for a run in Heroic Mana Tombs to get the DPS totem for a Shaman, and the people involved wondered if I wanted the totem too.

"No thanks," I replied. "It's no longer a priority for me, so go for it yourself."

And after I typed that, this was my reaction:

No, I wasn't eating sand, but...

Or maybe it was this:

"The hills are alive..."

No worries about being an example for people, or being judged for gear (or lack thereof), or getting judged for my commitment to the raid, or anyone of a half dozen things that would float through my head and just get me depressed about the situation I found myself in.

***

Stepping back now, I can see that my feelings about progression raiding actually have been haunting me for longer than I cared to admit. 

All of the farming for mats to make the consumables that went on for the entire time we spent in Naxxramas wore on me to the point where I'd not login on Card unless I absolutely had to. Since most of my farming was done on Azshandra, I could hide from people. Well, since I wasn't in Valhalla at the time, that little fact made my life easier too, but looking back on it everything was about the raid****, and nothing about what enjoyment I got out of playing WoW. Trying to keep my raiding life separate from my non-raiding life was becoming more and more difficult, and I can now see why some people left the raid back then. TBC Classic and the meta only accelerated some aspects of the turnover to where it was blatantly noticeable to even me. 

But still, despite the stress I did have some fun times.

No regrets? Nah. I have regrets. I just can't let them tie me down.



*Intentionally misspelled. It's based off of this commercial for Milky Way:


**Stubborn Midwesterners and all that.

***It's looking more likely for the Vashj kill, as one raider still needs it and another raider had already gone into SSC this week thinking that we weren't going to SSC this Monday. So I'll likely drop in for the Vashj portion of the raid, after everybody else is finished working on Kael'Thas.

****And a significant portion of that was devoted to people trying to recruit me into Valhalla.

Tuesday, January 25, 2022

Not a Bang, But....

We spent over 2 hours on Kael'Thas last night and couldn't bring him down.

Our best chance ended up being our first, where we got to 20% before enough healers went down that the rest of the raid started dropping due to attrition.

We had mind controlled people running in the raid, we had people dying early in Phase 1, we had people pulling threat in Phase 4, etc. etc. Stuff that I'd say --for a raid team that has been after K'T for 3+ weeks now-- shouldn't be happening. You can only expect healers to heal through so much, but making it worse and dealing extra damage to the raid? Well, we ran into our limit.

And that's how my progression raiding ended.

***

I was supposed to go next week, but since we decided on my replacement in the lead meeting after the raid, I said I'd sit next week out so that my replacement could get the Kael'Thas kill. I'd like to have a K'T kill myself, but with Hyjal incoming it made practical sense to let my replacement get the kill in so she could go to Hyjal with the rest of the raid.

So I moved myself to the bench for next Monday, and that's that.

I seriously doubt that I'll make it into Monday's raid, but every time in the past that I've been on the bench I did make it into the raid, so you never know. But I'm not counting on it.


Friday, January 21, 2022

"Shane!!! Shane!!!"*

I wish I'd recorded it.

That somewhat flippant comment was my takeaway from Monday's raid.

But if you'd seen what I saw, you'd understand.

Until I opened my mouth during pre-raid announcements, only four other people in raid knew I was leaving: the three other raid leads and my questing buddy**. As soon as I said*** "My job is changing, and not by choice, so I'm going to have to start over with a new position at work," the whispers began.

At that point, when I said that I'm not going to be able to raid until 3 AM while I'm trying to learn a new job, the whispers were flying by so fast I couldn't possibly read them. I finished my (semi) prepared remarks with "I'll miss you all. I'll miss progression raiding with you, and I'll always be proud to say that I raided with Team Loki and with Valhalla in Classic." I'm not sure how I managed to stay focused after that.

When the raid lead said (officially) that she was going to miss me, I finally had to step in and say that "I've been getting a ton of whispers and there's no way I could personally respond to them all, but thank you for all your kind words." I'm pretty sure my voice got pretty rough along the way.

I've quit jobs before, but this was harder. In spite of everything --and TBC's Meta-- I did look forward to raiding with friends. And I still have Friday and Saturday to work with, but I won't be in progression. And to be honest, since I'll have dropped progression, I'm not sure how much longer I'll remain in guild. That divide will grow over time, and the unintentional separation will just snowball to the point where I'm (effectively) out of the loop on a permanent basis. So while I'd hope otherwise, I think this is the beginning of the end.

Cue 'Happy Trails'....



*Surely you've seen the ending of the movie Shane, haven't you? 


**I told her first, because she deserved to know first. There were others I would have told as well, but they've all burned out and left, which hurts. Understandable, but it still hurts. I also presume the co-GMs knew as well, but they're in the hardcore raid.

***Paraphrasing. I couldn't remember exactly what I said if my life depended on it.

Tuesday, January 18, 2022

Raised Eyebrows

 Well well well.

I thought at first it was just a hoax, but since it landed on the Washington Post's and New York Times' websites, I'd say it's legit.

Microsoft is going to buy Activision Blizzard.

Alas that Bobby Kotick is going to stay as head of the new MSFT subsidiary, because if he were kicked out Microsoft could put one of their own people in charge and bring salaries in line with the rest of Microsoft. But I guess Bobby wouldn't like that, would he?

So for gamers, this is a non event. The people in charge of the Titanic are still there.


EtA: The Wall Street Journal is reporting that Bobby will be officially gone after Microsoft closes the deal. Of course, that doesn't change anything until Microsoft actually does something with ActiBlizz. So I'm not exactly waiting with baited breath for WoW's content to suddenly improve; so the old line of "Meet the new boss, same as the old boss" still applies until proven otherwise.


Monday, January 17, 2022

I Am Not Amused

I have been caught by my own nocturnal activities.

It is presently 3:22 AM local time, and I am wide awake.

I woke up around 11 PM to make sure I took my insulin*, and I haven't been able to get to bed since.

I've tried all of the usual remedies --outside of drinking milk or eating anything with excessive carbs, of course-- without any luck. And I am absolutely not going to try to use an over the counter solution for fear of accidental addiction. Besides, there's an inch of snow atop 1/3 of an inch of ice outside, and I'm not running to the 24 hour drugstore just for this.

So I got on Neve and knocked out a quest or two, then logged and spent time perusing YouTube for interesting things to watch.** 

Courtesy of a replacement piece,
she now looks less a mage and more
a "sexy pirate". Sexy Pirate Mage?

 

This is something that is going to have to get corrected soon, because I'm living on borrowed time.

***

Aside from that, seeing the prep work for Phase 3 has made me realize this is going to be harder a transition than I thought. I got twitchy about needing to get on and do things, and I had to tell myself multiple times to relax and that I won't be having to do any of that going forward. Given that a couple of weeks ago I was getting twitchy and nervous about having to do all of that Phase 3 prep, that my body did a 180 the past couple of days caused me no end of consternation. "Irony, thy name is raiding," I muttered.

Take the edge off, as well as just get back into exercising, I made a trip to a nature preserve on the east side of town and went for a hike.

Volunteers replaced the old, rickety
bridge since I was last here.

Although overcast, the weather hadn't turned yet, so that was an additional bonus. The hike gave me time to focus on just putting one foot in front of the other and enjoy the woods for what they were. No deadlines, no raids, no blood pressure, no diabetes, no min/maxing. 

No nothing.

It was fun while it lasted.

***

Now I just need to accept what's going to come on the Monday raid when I make my formal announcement.



*Still hate needles, but it has to be done.

**Such as the America's Test Kitchen posts on a good 12 inch stainless steel skillet. Or understanding just what the hell ASMR is. And to be fair, some of those ASMR videos make me more than a bit uncomfortable, given how the woman in the video sounds; it's less soothing and more... seductive. Keeping that sort of thing up for about 30 minutes or more makes me feel like every woman who's used that tone of voice with me has been pulling my leg.