All posts by sonworshiper

Critique Group Freebie

In April I participated in the annual A-to-Z Blog Challenge, with “Elements of Critique” as my theme. I wrote from A to Z (plus 3 extra posts) on everything to look for when critiquing someone’s writing, as well as a suggested method of running a critique group.

The series was well-received, and I committed to compiling the posts into one handy document.

Finally, the 64-page PDF is available, set up for easy digital viewing with hyperlinked chapters and table of contents.

It’s free for personal use, because I’d love for other writers to get the benefits and joy I received from attending a positive and helpful critique group.

Elements of Critique

If you find it useful, I’d love to know. It’s also going to remain on a permanent page at the front of my WordPress site.

Thanks for the encouragement along the way. I hope this serves you well.

Humble Pie

I am finally sitting down to compile a series of blog posts from April, on critique groups and how to give constructive criticism of other people’s writing. I’m putting all the Elements of Critique posts from the A to Z Blog Challenge into one document.

And it’s absolutely humbling to discover various spelling, grammar, and format errors sprinkled all throughout.

Maybe that reinforces the point. We all make mistakes, and an extra set of eyes (or at least an extra pass over the piece from our own pair) is essential.

Once I get this set up in a proper format, I’ll be sure to make it available here.

Restful Activity

I woke up in the middle of the night while on an alert status for the Air Force, and couldn’t get right back to (much needed) sleep. So if nothing else, you all get a poem about the frustration of waiting for a call that may or may not come:

I’m not supposed to be awake
For another four hours or so
When it’s time my boss will make
A call to let me know

I’ll spring up from within the bed
And throw my flightsuit on
I’ll gather up my gear and head
Out to our plane, then–gone

But it’s more likely that I’ll spend
The next day by the phone
Waiting, ready to be sent
Soon as the need is known

Several days of readiness
Yet still not called upon
Have turned my schedule to a mess
Once-peaceful sleep now gone

This leads to an odd condition
Ordered to stand by
Paid for work I haven’t done
Awaiting call to fly

And so, awake, my eyes go wide
And, breath caught in my chest,
I check the time–just past midnight
I still have hours to rest.

If I can just relax once more
And from this darkness wrest
Passage to that dreamful shore
The mind’s release from stress

So I shall embrace the dark
And hope to slip away
Into a land with lines less stark
Where thoughts and passions play
Where cares familiar and unknown
Are considered and released…

But still there is the telephone
Lurking within arm’s reach

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Starting an Adventure

After reading through the Rulebook and looking over the pre-made character sheets, I dug into the adventure booklet provided with the new D&D Starter Set.

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Some background info:

I recently moved overseas for my job in the military, and all my household goods are ready to be delivered to my house. I have a trunk full of all my RPG materials, including several piles of miniatures I used for 4E campaigns.

I feel like I could reach into that trunk (once it arrives) and dump the minis out on the table, because this adventure has a little bit of everything.

It’s really not that bad. There are 27 entries in the “Monsters” Appendix, and at least one of them is a guy who’s supposed to be on your side. (If you end up fighting the NPC you were sent to rescue, then something has gone horribly wrong with your players’ decision-making processes.)

I did glance through descriptions of some of the different caverns and off-shoot rooms in the major adventure areas, and I found it odd to discover that one room would have some zombies, the next a flameskull, the next ochre jellies, and then a doppelganger running around causing mayhem.

I get it. They’re sprinkling a little of everything in, because maybe that gets them a repeat customer, and maybe that tells the DM what the players at a specific table are most interested in. Still, it feels like a jumble of monsters conveniently sharing the same cave complex for no other reason than “Hey, we could toss in some of these…”

That’s the overall impression I came away with. But there were some specifics that caught my eye and made me smile.

First, the intro explains a bit about taking on the mantle of DM. Some key phrases I’m glad to see: “The rules are a tool to help you have a good time. The rules aren’t in charge.”

Suck it, rules lawyers.

In fact, here’s a pic of “Rules to Game By” from page 2:

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The adventure starts with the PCs escorting a wagon of supplies to the central town. They come upon a goblin ambush to start out with an easy combat. The last goblin attempts to flee, and the previous victims are NPCs the characters are supposed to have a connection to. So this discovery and event inevitably leads down a trail to a goblin cave hideout.

I said in a post about combat that there is no mention of squares or emphasis on miniatures and tile/grid maps. The adventure leaves the option open by providing a grid map of the hideout, while making no effort to mandate a certain style of combat or play. The map is clearly provided to give the DM an idea of where things are. If it gets blown up and printed out, or doodled onto a grid map, great. If not, that’s fine too.

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Each room is described in plenty of detail and offers interesting options other than “this room contains five bags of hit-points you can beat down for XP.” The writers assume you might be a new DM, so they provide useful tidbits and reminders along the way, such as “Check to see if any of the characters or monsters are surprised when combat starts. Do this by looking at passive perception…” with an explanation of how the rules work, or at least a reference to the applicable rulebook section.

Part 1 is intended to get the players past level 2, and there is a helpful reminder just in case.

Part 2 puts the heroes into the central town, with a host of NPCs and potential side quests as they try to learn more about the Big Bad Evil Guy. There’s a handy explanation for new DMs about role-playing NPCs (don’t try to wow your players with your acting skills, do try to get into the head of the particular NPC and think about what that person might care about, etc.).

Potential threats and locations of interest are all thoroughly explained. Part 2 should get the players to level 3.

Part 3 involves a variety of leads and inquiries to learn more about the main villain and his plan. There’s a handy explanation for rules using the overland map provided earlier in the book, along with suggested description to make the journey interesting. This section also includes everyone’s favorite, the Random Encounter Table!

There are a few locations described for the purpose of roleplaying social interaction (or as much social interaction as you get from trying to get answers from a banshee). While these can conceivably degenerate into fight scenes, the idea is for this to be more talking than punching. Again, this serves the purpose of introducing concepts, like “Perhaps the Mage with the zombies would be willing to strike a deal” instead of “Kill every living thing we encounter.”

The leads eventually bring the heroes to Cragmaw Castle, which (once explored, and once its inhabitants are defeated) will point them to the location of the Big Bad’s lair. Again, this all captures the idea of a sandbox. There are several locations available and several branching decision paths open to the players. Some areas may not be visited because they’re not necessary.

All this kind of goes without saying, because of course that’s what D&D is about. But my point for including it is to show that the writers took the time to ensure there is a robust set of options available for new players and/or DMs.

By the time the Big Bad is defeated, the players should be level 5. All the levelling information and perks are already printed out on the back of the pre-made sheets, so there’s no painful delay while everyone figures out their options and upgrades their sheet.

Besides the Monsters appendix, there is also an appendix for all the magic items the players might potentially encounter.
Finally, the back cover of the Adventure provides a Rules Index, pointing to appropriate pages in the Rulebook. Perfect for the new DM who is put on the spot to answer a player’s question, “How does it work if I want to try to Persuade?” or “What does it mean if the Ogre smashed me in the face and dropped me to 0 hit points?”

All in all, this looks pretty slick and well-prepared for a group of 4-5 players. I’m excited about the Starter, for the low cost I paid for it.

I’m not sure this gets me signed up for a $50 price tag for each of the core books once those come out later this year. When I get home and have time to give this a shot with my wife and kids, that answer will become more clear.

But for now, the set accomplishes its stated purpose. It gets me eager to gather a group, set the stage, and roll some dice. I want to get started playing some D&D (again).

I hope this post and the others help if you’re on the fence about looking at a new edition. If you get the starter, what’s your take on it? If you’re not getting the starter, do you like what you saw here? Let me know your thoughts in a comment.

Not Taking Chances

It’s appropriate that the lead character in Marvel Studios’ newest release is something of a scoundrel and con man. Chris Pratt plays (self-proclaimed) notorious outlaw Star Lord, a.k.a. Peter Jason Quill. The first time we’re introduced to his character as a grown-up, he’s nabbing the heist while leaving his partner high and dry.

For the rest of the film, he vacillates between good ideals and pragmatic self-interest. The moral grey area calls to mind Serenity captain Mal Reynolds, who often wants to do the right thing, but has to balance that with keeping a ship flying. Sometimes Quill makes sacrifices to do the right thing, but sometimes the right thing gets sacrificed.

Throughout the plot, Quill keeps a step ahead of the vast array of competing interests standing in the way of his big score. Pratt plays Quill with that casual everyman charm, someone who knows he’s got a snowball’s chance in the Sun but conveys confidence like the promised big money is already in his pocket.

Quill is a space hustler. When you think you got him on the ropes, it’s because he wants you to believe it.

And I couldn’t help thinking of the parallel to Marvel Studios as I later discussed the movie with friends.

Almost everything I read leading up to this said, “Marvel sure is taking a gamble with this. Talking raccoon? Tree person? Aliens and not-even-B-list comic heroes? We’ll see how this goes…”

Most reviews were willing to extend benefit of the doubt based on past success. This is Marvel we’re talking about. They knocked Iron Man out of the park. They made Norse gods work in Thor. They even tied their movies together into a cohesive universe leading up to The Avengers which absolutely crushed it.

Marvel figured it out and got that successful formula on lock. (Even some “bad” Marvel movies like Iron Man 2 were still fantastic as super-hero movies go.)

So I wonder if we all didn’t just get played. “This is taking a big chance.” Maybe from the outside looking in, but I’m betting Marvel execs didn’t think so. “What a risk!” No, risk implies likelihood of failure, and I don’t think that was the plan going in. “The raccoon’s a main character? Ugh. What if it’s another Howard the Duck?” Not a chance.

Seriously, looking at how they executed this, I’m willing to believe there was not even a chance in their minds that Guardians would be received as anything less than exemplary.

A gamble? No, just made to look that way.

That leads me to this image, sticking it to DC for their risk-averse comments and back-and-forth commitment to a Wonder Woman film.

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No doubt Marvel is killing it, and sticking a sharp box-office poker in DC’s eye with every release. Nolan’s Batman trilogy was well-received, especially Dark Knight. But both recent attempts at Superman came under heavy flak from the fans. And the new movie’s casting of Affleck and Eisenberg draws even more skepticism.

The fact is, DC doesn’t have the reputation for box office smash hits to rely on for a gamble. Maybe Wonder Woman shouldn’t be a risky proposition, but DC’s clearly not interested in taking more chances than they must.

And to be fair, this is a bit apples-to-oranges.

Rocket’s not the lead. Sure, he’s a draw, but it’s not like the film is The Adventures of Rocket Raccoon.

More importantly, what movies has Marvel released with a female lead? I completely forgot about Elektra, which is for the best. But sadly, it’s hard to think of Marvel movies prior to Iron Man as even belonging to their current portfolio.

Marvel has some great female characters (Black Widow, Maria Hill) on the silver screen and on TVs at home, but none of them are headlining anything. The new show with Sharon Carter may change this, but still, it’s not a film. It’s a show – easily canceled if it doesn’t meet expectations.

That said, I really wanted to type that the Sharon Carter project could be a big gamble. But we’ve seen how those work out where Marvel is concerned.

Adventuring and Spellcasting in 5E

Continuing my read-through and thoughts on the D&D Starter Set, this post covers Chapters 3 and 4 (and the appendix) of the Starter Set Rulebook.

Chapter 3: Adventuring feels to me like the Miscellaneous segment of the book. It covers important rules, of course, but they’re just a mash-up of everything not Spells, Introduction, or Combat. You get a description of special movement situations (long jump, high jump, climbing rules, that kind of thing), a break-out of short vs. long rest and how the characters benefit, a brief discussion of rewards, and then a few pages of specifics on gear the characters might need to purchase with the wealth they gather over the course of the game.

Can I just say electrum pieces and their value at 5 silver pieces annoys the crap out of me? If everything else is going to be based around a 1:10 ratio, why make an unnecessary complication? But whatever, I digress (since magically I can decide that my game world has no such thing as an electrum piece).

All the basic weapons, armor types, and adventuring gear gets listed along with some common expenses like food, drink, and lodging. Weapons give a pleasant variety of options; the keyword versatile remains, allowing a one-hand weapon to be used with two hands, improving damage slightly. Finesse is the term for a weapon a character can used based on Strength or Dexterity, so if you want that Zorro-style masked fighter hero wielding a rapier, it’s a viable option.

The entry for “Oil (flask)” kindly lays out the rules for using a flask of oil as a thrown weapon or dousing a nearby foe, since it seemed every group I’ve run with had a player who had to try that at least once.

And there is even an entry for playing cards. Yes, it assures the reader “if you are proficient with playing cards, you can add your proficiency bonus to ability checks you make to play a game with them.” Or you can just go play cards with someone else because this is Dungeons & Dragons, which is designed to be played as a group where everyone has fun, not “Chaotic Neutral Rogue With a Gambling Habit”

…because it’s always the chaotic neutral rogue…

And for the DM who loves to force players to keep track of things, there are two entries for rope: Rope, hempen (50 feet), and Rope, silk (50 feet).

“Sorry, but don’t you only have 37 feet of rope left since you tied up the goblins during the last session? You can’t climb down the 50 foot chasm. Go back to town.”

Ugh.

Chapter 4: Spellcasting got me excited again. Chapter 3 was the pile of plain steamed vegetables on the plate; necessary and good for you, but bleh! The chapter on spells is the delicious cake Mom brings out as a reward for finishing dinner.

(Disclaimer: I’m 37, and I’m married with four kids of my own. I’m so not living in my parents’ basement playing D&D with my unemployed friends. Death to stereotypes!)

The chapter starts out with a primer on everything your magic user needs to know about casting a spell. I particularly like the breakout on components needed. A spell may have a verbal component (words the character must say), a somatic component (gestures the character must make), or a material component (reagents needed for success). More likely, it’s a combination of two or all three.

So if a character’s arms are bound, somatic spellcasting is out of the question. If the wizard’s component pouch is taken, material-based spells are going to be problematic. Yes, this sort of thing is in 4th Edition, particularly for rituals. But I don’t remember it being so clearly laid out as it is here. (Maybe that’s why 4E gets ridiculed as being too much like World of Warcraft, where all my mage needs me to do to cast spells is to roll my face on the keyboard.)

Clerics have 28 spell options in this starter. Wizards have 30. There’s plenty of room for creating the desired style of magic-user instead of a cookie-cutter wizard. The level 1 wizard knows 6 spells in his/her spellbook, and can prepare 4 of them, but only has 2 “spell slots” to utilize. Clerics are similarly structured in how they can use magic.

While 5E does put restrictions on the number of spells available to the character between long rests, it also rectifies the old problem of the wizard with no spells left, trying to hit creatures with a 1d4-2 dmg dagger stab. Each class has at least one offensive cantrip, an “at-will” spell to use the 4E terminology, that the character can cast repeatedly to deal some damage.

Spells once again have spell levels which are completely separate from the level of the caster. It takes a level 5 wizard to cast level 3 spells, and he/she only gets 2 of those level 3 spell slots between long rests. There’s some strategy to spell slots, too; a level 1 spell cast from a level 3 slot gains significant power and damage, so it might be a better bet than a giant fireball.

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”I cast Magic Missile at the darkness… from a level 3 slot! Boom! What!”

The almost 60 spells give a wide variety of effects, and plenty have no combat application. “Charm Person” in particular is one I can’t wait to see crafty players employ, even though I know it will shatter any devious DM chicanery I have planned. I picture “Command” being used to great monster detriment as well.

And if your cleric leans a little Evil, there’s the 1st level necromantic spell “Inflict Wounds” to capture the idea of a touch of death. (I simply must have a dark cleric-style villainness with a kiss of death… what DM doesn’t want to slam 3d10 necrotic damage into a player’s face?)

Finally, the Appendix lists a number of mostly impairment conditions frequently encountered in D&D, like blinded, deafened, petrified, prone, stunned, and so on. It’s on the back cover of the book, so while it’s no DM screen, it’s a handy reference tool for DM and players alike to know what effects mean.

All in all, the Starter Set Rulebook does its job and gets a DM (and hopefully the players) ready for the more important part: the adventure itself!

The included adventure, Lost Mine of Phandelver, will be the focus of my next post.

The Pre-Made Starter Party

I have a post scheduled with more thoughts on the D&D 5th Edition (nowhere in the materials is it called that) Starter Set Rulebook. But yesterday as I glanced over the pre-made party character sheets, I wanted to add a post about them.

Again, keeping in mind that this is an “everything you need to start playing” set, I love what they’ve done here.

All the stats and numbers are already assigned and printed out, so there’s no hour(s) of filling in the details prior to playing. That’s to be expected from a pre-made party.

The provided characters cover the traditional races and classes well: dwarf cleric, halfling rogue, elf wizard, and two versions of the human fighter, one as a commoner setting out to become a hero, the other as a noble setting out to be a good leader of the local people.

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What catches my eye is the effort Wizards has put into giving new players a concept to role-play. Again, I’d expect they probably have done similar things for previous starters and pre-mades… but here are a few examples of what I found awesome.

Each character sheet has a few boxes on the right side for personality traits, ideals, bonds, and flaws.

The elf wizard personality trait box states: “I use polysyllabic words that convey the impression of erudition.” Compare that with the folk hero human fighter, whose traits box states: “Also, I use long words in an attempt to sound smarter.” Even the trait descriptions convey a sense of the character.

The human noble, who I shall call Rarity for no reason in particular, has this personality: “My flattery makes those I talk to feel wonderful and important. Also, I don’t like to get dirty, and I won’t be caught dead in unsuitable accommodations.” Again, you can almost see the self-important deceived state of this character right off that first line. It definitely gives a player an idea on how to act out that character.

The “bonds” box gives the player and DM a sense of what is precious to the character. This gives the DM a button to push in the story, and gives the player an idea how to respond if that precious thing is threatened. For the elf wizard, the tome that character carries contains the sum of his or her collected knowledge, and “no vault is secure enough to keep it safe.” The rogue, on the other hand, has an aunt with a farm, to whom he or she has always provided support.

Flaws give an added dimension to each of these “generic” heroes. The noble has “a hard time resisting the allure of wealth, especially gold. Wealth can help me restore my legacy.” The rogue’s “aunt must never know the deeds I did…” And the cleric secretly wonders “whether the gods care about mortal affairs at all.”

The box below these is for “Features and Traits” and fills in some important tidbits that look much like Feats might have been in 4E. One fighter has a more defensive style. The other is actually stronger as an archer. This is also the box where racial traits like Darkvision is listed for the elf and dwarf.
Each character also gets a bit of flavor in this box. Based on their background, they enjoy some perk, whether it be a connection to an organization, a rank or status enjoyed among a certain sphere of influence, or the trust of certain groups of people as shown by support that doesn’t endanger their lives (i.e. hiding you and your friends for a time, giving information or healing).

As a starter party, this group works well. For a set of players first trying out D&D, the materials work great. I think the biggest issue might be figuring out who gets to play which character in the party.

Back to the regularly scheduled posts tomorrow morning.

How to Play and Combat

I started digging into my delicious Starter Set this morning.

This has been sitting in my flight bag for a day or two. Time to get started (har har) with 5th ed!
This has been sitting in my flight bag for a day or two. Time to get started (har har) with 5th ed!

I’m reading through and noting what sticks out to me based on my 4th edition experiences. When I notice what seems like a change, someone may say, “Well in 4th edition DMG page 125 the same sort of rule is clearly written there.” If that’s the case, great, chalk it up to inattention to detail. But this is just my first-read experience and captures what catches my eye.

Chapter 1: How to Play gives you the standard explanation of “What is D&D?” It covers the basics about checks, and how abilities, skills, proficiencies, and saving throws all come into play when rolling dice to determine an outcome.

The skills seemed like a decent set. Nothing seemed missing. Some (Bluff, Diplomacy) are refined and given names and examples with wider applications (Deception, Persuasion). I like Investigation as a concept – putting together the pieces and clues, gathering intel of a sort. It seemed like that always fell under Perception in 4th ed, which is kind of dumb. Perception sees things that might be otherwise easy to miss. Investigation sees things and figures out the details that others might miss. To use examples from the book, Perception sees the orcs hiding in ambush along the road. Investigation sees the wounds dealt to the ambush victims and figures out it was probably a band of orcs.

Animal Handling always makes me chuckle. It has uses, I’m sure, but I can’t stop picturing a pink-haired Druid character named Fluttershy.

One interesting change for 5th edition is the Advantage / Disadvantage system. In either case, you roll two d20s when you make a check. If you have an advantage, you take the higher of the two. If you have a disadvantage, you take the lower. I’m curious how this will play out in a group. Maybe it does away with some of the “+5 for this, -3 for that, but I have combat advantage so +2, and this is my quarry so I have that one feat that gives me another +2…”

I have advantage. I roll two dice and take the better number. Simple. Done.

I can see some potential flaws, though. For example if you’re fighting some monsters in darkness, does it turn into a bunch of flailing around? I imagine everyone would get a lot of low rolls. Then again, if everyone shares the same disadvantage, maybe it’s prudent to eliminate that from the equation and only take other disadvantages into account. I didn’t see that stated explicitly, so I imagine that might be my first house rule to reduce rolling and wasted time.

Filed this under “We’ll see…”

Moving on.

Chapter 2: Combat contains one noteworthy difference from 4E: language involving maps and squares doesn’t appear in the rulebook. Maybe that’s an “advanced” option they’ll incorporate later (because I’m sure Wizards of the Coast wants to sell us some map packs and such), or maybe they know that describing everything in # feet gives the DM and players enough to effectively utilize maps.

But this does inherently free up groups to use things like simple description or generic drawings on whiteboards or paper to run combat without counting out squares or laying down rulers for line of sight determinations.

Could you do that in 4E? Sure, but it seemed pretty obvious that wasn’t what they were pushing for. Now tiles, maps, and minis are an available option instead of the default.

First off, the Combat chapter lists available actions you can take on your turn. Everyone can take a move and an action. I’m liking some of the updated choices: You can take a Disengage action to avoid provoking opportunity attacks when you move; you can take a Dodge action to give attackers a disadvantage against you (as well as permit Dex saving throws with advantage); you can Help another creature in completing a task, meaning you give them an advantage to do the stated thing so long as they attempt it before the start of your next turn.

Opportunity attacks count as a “reaction” – and you only get one reaction per turn. So there’s no more taking five opportunity attacks in a turn as I’ve seen sometimes argued in 4th edition.

Also, everybody gets critical hits on a roll of 20, and everyone misses on a 1. Sauce for the goose (player characters) is sauce for the gander (monsters). And crits look decidedly deadly… deadlier I suppose is the correct term.

Instead of max damage for the base attack, you roll any damage die twice and add it all together. So a rogue with Sneak Attack rolls those dice twice too.

A glance at the character sheet for the pre-made rogue tells me at level 5, they roll 3d6 for Sneak Attack. Let’s assume 1d4 for a dagger, 3d6 for a sneak attack. A successful crit sneak attack nets you 2d4 plus a whopping 6d6 damage just from dice rolls with no other modifiers? Egad.

Rogue carves the Kobold for infinity damage, exploding it like a blood sausage.

At least a fighter gets a crit on 19 or 20. But yeah… Sneak Attack crits look sick and dare I say it, broken. Another thing I look forward to seeing fleshed out when I get to play this with a group…

Next post – Chapter 3: Adventuring and Chapter 4: Spellcasting

Look What Came in the Mail

Ok, to be fair, I got this a couple days ago. I figured it might be nice reading material on my current business trip.

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I started working my way through the 120 page PDF that Wizards released a month or two ago… and free is always a nice price to pay for a new edition. But Amazon had the starter set at a ridiculously low price, so I figured $12 isn’t too rich an investment to check out 5th Ed.

This really does strike me as a “starter” – something I’d use to introduce new players to D&D or to share with some of my RPG-phobic Christian friends to show them “This isn’t really a pact with Satan, I promise.”

The premade character sheets give the player an idea of what this character is about, with a personal goal that fits with the adventure and a description of how the individual’s alignment looks in action. Since it’s a starter set, the character progression is mapped out on the back of the sheet with what perks and abilities each gains at each level. No 4th Ed scrounging through all the Player’s Handbooks for the just-right complement of powers and abilities.

The party presented is made up of some traditional fantasy faire along with the four core D&D classes: the elf wizard, the halfling rogue, two human fighters (one a noble, one a commoner), and a dwarf cleric.

Needless to say, I have some fun reading on my hands. Might be just what the DM ordered for my wife and kidlets when I get back home…

Now You Know

“Life… we were given life 8 billion years ago… what have we done with it?”

This is – more or less – the opening line of Lucy, the new action thriller directed by Luc Besson. Scarlett Johansen stars as the average girl who unlocks higher brain functions including comic book style superpowers and virtual omniscience through accidental exposure to a powerful new drug.

I’ve read that the best teachers are not those who give the right answers but rather ask the right questions. Similarly, some of the most moving stories leave us wondering and in a way unsatisfied at the end of the book. The questions take residence in our minds, and we mull over what the dramatic events all meant, why the hero or villain made such choices, and what would have happened if…

I love stories that create strong questions. I like pondering the characters and their motives long after the last page. A good story can be made more powerful if it communicates a message or moral.

But there’s a pitfall to avoid when crafting such a tale: Write stories, not sermons.

Lucy fails in this regard.

The film often juxtaposed interesting imagery to tell the story – for example, flashing between cheetahs stalking prey on the savannah and the drug cartel toughs watching vulnerable Lucy when she enters their turf. That’s one way to show, one way to give the audience something very relatable.

But the dialogue and the narration… the actors might as well turn to face the camera and address the audience directly for some of these lines, since it’s little more than preaching at some key points. Morgan Freeman and Scarlett Johansen deliver their lines with the seriousness and intensity of professionals, but it was hard not to roll my eyes and groan.

“I’m going to find a way to share everything I’ve learned,” Lucy says, as she approaches a seemingly-infinite knowledge state.

“But will mankind even deserve such a powerful gift?” Morgan’s character asks.

(These quotes are paraphrased, sorry.)

And nowhere is this attempt at message-fiction more obvious than the ending. I’ll try not to spoil too much… but as the camera pans over a scene of violence and the brutal aftermath of the killing of one of the bad guys, Lucy repeats the phrase from the beginning: “Life… we were given life 8 billion years ago…”

This time she adds, “Now you know what to do with it.”

Really? I guess I’m meant to gun down drug lords? Because that’s what you’re showing me when you give that answer.

Or maybe I’m meant to unlock my mind (with drugs?) and become a calculating and emotionless death machine that can bend time and telekinetically move objects and people at will?

(I have to admit, time travel, omniscience and telekinesis would be a pretty sweet package. Sign me up.)

Sorry, Lucy, I applaud the attempt to make something meaningful and moving. I’m glad someone wanted their story to rise above the banal status of “action flick.”

But that film was made for munching popcorn and watching Scarlett dominate her foes with awesome powers, not a moral diatribe about the state of the human race.

Don’t overthink it… ah, too late.