Showing posts with label World of Warcraft. Show all posts
Showing posts with label World of Warcraft. Show all posts

Saturday, August 11, 2018

Wolfheart by Richard A Knaak


Wolfheart
Written by Richard A. Knaak
World of Warcraft
$7.99 in Kindle Format

I'm a fan of Richard A. Knaak from way back in the 80's. I read his Legend of Huma and Kaz the Minotaur as well as his numerous Dragonrealm series. In those days Dark Horse and the Gryphon were some unique characters although the Farmboy who saves the world cliche was in full bloom.

Since then Richard A. Knaak has done work for a variety of properties including Diablo and World of Warcraft.

The last time I knew anything about Warcraft, Thrall was warchief, Night Elves were an almost unknowable immortal force and there were many stories to yet to be told.

So licensed settings change quick yeah?

Thrall is apparently dead. There's a brand new warchief in play and he isn't a fan of "can't we all get along." Instead, he's an aggressor. He leads the Horde on a mission against the Night Elves and the Alliance.

The Night Elves? No longer immortal. They are aging and susceptible to disease. One of the characters introduced in the book, Jarod Shadowsong, is brought in trying to save his lover, Shalasyr, whose once immortal frame cannot resist the lure of death anymore.

Mind you, much like many older characters, the pains and aches of these Night Elves are for storytelling purposes only. Few of them are ever hindered by these aches. There's not a "Malfurion staggered and fell to the ground clutching his chest knowing that the foe would get away this time..." No, it's purely a storytelling device used here.

The Alliance? Well, it's got members I don't recall hearing about before, including some dark dwarves whose portrayal as being paranoid of others up to the point of bringing their own food to large gatherings, such as that of the alliance, is entertaining and gives us a different take of the dwarf.

The gnomes and goblins of the Warcraft setting, always playing with technology that is resource intensive and dangerous to both user and enemy, are in full force here as well.

In terms of readability, I enjoyed Richard's work even though so much had changed. If you like the World of Warcraft and are a regular reader, the changes might be normal for you or you might already be passed these. This is a done in one book that ties into the other books and history of the setting so it's a fixed point in time in a setting that keeps moving forward.

Made me glad that I wasn't playing a game in the setting. I get mad enough when events like the Spellplague happen and give us a massive time skip in a setting to 'shake it up'. All of the changes described in this volume would make me leery of ever playing in such a setting again.

In terms of gaming, if you're looking to shake things up, this novel has enough inspiration to last for numerous campaign settings:

1. The Old Order Changes: Take your pick. The orcs have a new leader. The Night Elves are no longer immortal. The spirit of one of the ancients chooses a new champion in the modern era. The landscape itself is shaken up. Forces that were once enemies are now potential allies.

2. Sowing Dissension: Being a long-lived race, the Night Elves have had a few splits. But what happens when some of those errant children wish to return home? What happens if during those negotiations some of those elves are murdered? There are always numerous factions within the factions. Just because some Night Elves rever the druids and priests doesn't mean they all do.

3. The Enemy of My Enemy: The wolfkin in this series, worgen, werewolves who have control over their own shapeshifting, are lead by a man who once quit the alliance. In doing so, he created a rift among the human kingdoms. That rift is not easily mended but under threat of destruction by the orcs, well, giving someone another chance as opposed to being wiped out? Let's take a roll of those dice eh?

4. Competent Enemies: One of the nice changes of pace here is that the Horde are dangerous. They are cunning. They are competent warriors in the field. They have strategies in place for dealing with things like scouts and reconnaissance. In some aspects, the orcs as portrayed by Richard A. Knaak should have wiped out all resistance in this book. With their numbers and abilities, they had too much of a head start against the opposition. Divine resistance indeed. Where Thrall might have been a sympathetic hero, Garrosh is strong, cunning, and has powerful alliances and allies on his own side. His failure to take a complete victory here is a hand waved situation.

5. Relationships: In a campaign that involves characters, and there's nothing wrong with beer and pretzels Dungeons and Dragons, but in one that involves the relationships between characters, there are lovers, friends, family and rivals and frienemies. Use them all. Some will be poisoned by the actions the characters take. Will they seek to make them better? Some will be cast aside as the characters experience their own growth and their own wants and needs change.

Wolfheart is a novel that thanks to it being done in one, is an interesting look at a setting in motion that has probably already left the actions and elements of this novel in the distant past. Richard's writing allows one to see how the various conflicts of the world happen as the battle for resources and the need to redeem ancient actions shapes the modern world.



Tuesday, February 9, 2010

Arthas Rise of the Lich King by Christie Golden


Some may see a World of Warcraft title and moan at the cheese factor. Ironically enough though, many RPG elements, long standing ones, are present in the World of Warcraft. After all, it, despite the gloss and polish, is the spawn of old school RPGs no?
For example, it's a setting with a massive history, most of which is unknown to the people with vast swathes of time going by with important things seeming to happen only when important characters are about. Sounds a lot like the Forgotten Realms to me.
This is important to me for a few reasons. For example, when Arthus encounters the Nubians. These spider, insect humanoids are an unknown prior to the meeting. But right after that meeting? A valuable part of the army. So much like a role playing game. For example, who had to introduce a race of tielfings to the campaign or the dragonborn? Whole new races and cultures introduced at a snap of the fingers and in some cases, like in Blackmoor, always assumed to be there, just not known to the players.
For example, important characters abound in the fiction and setting itself, but may not always be encountered by the actual players. These characters tend to have magic items powerfully associated with them, if not more infamy. Sounds like Greyhawk, where spells and magic items are often named right after the original parties and put into many of the Player's Handbooks of long ago lore.
Anyway, enough of comparing RPGs to the WoW's setting. How can something like Arthas be useful in a role playing game?
First off, it's a compiled and brief history of Arthas from his youth to his latest actions in the north. For a role playing game, this could be something as simple as a guide to detailing out some portions of an important NPC, to giving a player some ideas on personality shaping events to crib and change for their own characters.
Or it could be used as a guide on making a reference work for the campaign's own big bad. Arthus, unlike many villains in the setting, is not some ancient legend come ten thousand years out of sleep. He's not some other worldly entity invading the land. He's a relatively young prince, corrupted and empowered by those energies. A slightly different perhaps to those fighting him, but an important one.
In your own campaign, are there any friends or allies, even friendly rivalries that may have a similar story? That they have been corrupted by power? That they may not even think themselves in the wrong but go about their own tasks with such ruthless efficiencies that those who know them best know that this is not the way to achieve progress and that the cost will be so tremendous that its best to find another way? Friends often disagree, but when those friends are at the head of an army and wielding rune blades, those disagrements may be more than mere words.
Besides the history lesson though, the book hits major points of the condensed timeline of the setting. Are there spots in your own campaign setting that the players can touch? Are there ancient cities that they could have learned at? Are there old mentors that might have taken an interest in the players? Are there rival houses that offered the players shelter during a time of need? These background elements are best used when you can bring them back into the campaign at a latter date. They can showcase the continuity of the setting.
The book also benefits from the setting. It has a list of further reading that numbers many books. Having numerous authors and various ways of interacting with the setting allows the setting to benefit, and suffer, in ways that a setting designed by a single person can't do. For example, the details. The cities. The various races and events. On the other hand, some of the writers tone and methodology is so different that the consistency of the setting may suffer. It's part of the problem of appealing to the largest crowd.
When dealing with players who want to know everything, a careful hand must be used. It's great to get players interested in the setting. Its terrible to get players who think they are the final authority of the setting. Remember, as soon as your players make characters, indeed, even before that, as soon as you decide to use that setting, it's not longer a setting of 'official' only materials. The players don't exist in those official written documents. Some of the characters, maybe all of the non-player characters you make, may not exist in those settings.
When using a setting, make it your own. For those players that insist on having the setting only use official material, you have a few options open to you. I always prefer the first, I tell that player that it's not going to work that way and if they want to play, drop the attitude. Of course others may not want to go that route. Some may want to find out the root cause of the devotion of the 'official' setting. Perhaps they have a character idea so deeply ingrained into the setting that some change invalides it. The degree to which you wish to placate your players will vary tremendously from Game Master to Game Master, and from situation to situation. Handle it in a way that leaves you as the Game Master and with a game you're willing to run.