Saturday, March 12, 2011

This Crooked Way by James Enge


Since I already own the first three books by James Enge that feature his character Morlock, I figure I'd delve right into the next one; This Crooked Way.

Unlike the first book, this one isn't told from a single viewpoint by a single character. We get several first personal views of what Morlock is like, as wel las numerous interludes and a few of the standard third person chapters. Overall it works but doesn't work as well as I've seen in other places including Usagi Yojimbo.

Below I'll be pulling some quotes out of the book and there will probably be spoilers. Read no further if you'd care to avoid that sort of thing.

"My name is Vost. I was Lord Urdhven's right-hand man. His cloest friend. You killed him. Destroyed him. And now you come here." pg. 17

When players are fighting the good fight, their foes may be more than just the ones that are immediately in front of them. In a military based battle, there are numerous chains of command and if the players are focused on one level, the highest level, those below the military commanders the players slay, could one day seek vengance.

"They called it the winterwood. The trees stood on high rocky ground; it was cold there, even in summer. the trees there, of a kind that grew nowhere else, flowered in fall and faded in spring. They resembled dark oaks, except their leaves were a dim blue and their bark had a bluish cast." pg .54

Providing the local forest with some unique color goes a long way in establishing the players need to pay attention to things going on around them. Providing unique elements to the campaign severs to provide some unique game play options to the setting. The standard of classic fantasy are that way for a reason, but that very ample soil leaves plenty of room for customization.


"Yet you wander from place to place... like some kind of magical tinker, when you might command fear and respect the way a general commands an army."
Morlock shrugged irritably. "Why?" pg. 71

One of the things that's interesting about Morlock is that his ability as a maker allows him to manufacture a wide vareity of devices. If he so choose, he could set up shop in a major city and become a world reknown power. But those things doen't interest him. He's an adventurer you see.

When you have players who are interested in the actual adventuring process, of going forward for the experience itself as opposed to the gold and glory, you're able to throw a little more into the campaign. Gold and glory are great motivators in and of themselves and can be useful carrot and stick approaches, but when the players want to adventure on their own in the first place, this makes the GM's job easier.


"That's the one law the Riders carry with them through the lawless hours: bring the bodies out. For every body left in the woods after dark became the subject and sustenance of our enemy, the Boneless One, the Whisperer in the woods." pg 109

When possible, think about the long term effects of the magical and other unnatural elements of the campaign. For example, if there are undead in the campaign, either zombies or skeletons, those that can be crafted from the dead, or ghouls or those that feast on the dead, why are there corpses?


"The crowd's horror burst into panic. I wasn't the first person to rush for the door, but i wasn't thel ast one either." pg. 131

This one is a simple one. Not everyone in the setting is hard core ready to fight to the death and ready to kill for whoever tells them to. When things from beyond creep into the game, try to recall that the players are a step above most of those they encounter and that whats normal for them, may seem especially strange to the 'normal' people in the setting.


"A shape flew between Besk and me- a darkly luminous green bird whose form would not quite come into focus as if it were wrapped in a dark mist. It flew around Besk's head three times. With the first pass his eyes closed; with the second his head slumped; after the thrid he fell to the ground. The green bird flew back to where it came from: the door of the smith. Morlock, standing there, caught it in a glass bottle and closed the bottle with a stopper.
"What is that?" I asked.
"Sleep," Morlock said. Pg. 138

One of the things I like about 4th ed is that it's all about 'reskinning'. Its all about providing your own flavor and your own description to abilities. I've seen this done in the past as well where Dragon articles would encourage you to customize your character by describing special effects that your spells had about them. For example, elves using magic missles that were living wood or frost mages using frost missles. The problem happens when players try to take the extra step and throw in some other abilities that the core ability they're reskinning doesn't have. Allow description to run free but don't allow it to provide additional game mechanics unless you're doing some stunting like found in Exalted.


Morlock shook his head. "You go on," he said. "I have to find Tyrfing." pg. 153

A character with a unique signature weapon isn't going to leave it behind unless he absolutely has to. On the other hand, as Morlock revoers his weapon less than a page latter, he shouldn't have too do that too often. It's an abuse of the character concept and if the GM is dead set against that type of character with that type of weapon, he shouldn't allow it in the first place.

There are few thing more angry than a player told he can use X, Y, and Z and watching as X, Y, and Z are nerfed to whatever the GM prefers. Take the high road and just disallow it in the first place.

"May I offer you something, my boy? A glass of wine, or perhaps something stronger?" pg. 288

One of the thigns I haven't really touched on is that Morlock is the son of Merlin. And they're not really on good friendly terms with his father trying to kill him and all. Family can provide many a useful plot hook to the campaign and is of far greater use to the GM than some loner with no family and a mysterious past.

In this case though, the father is pushing the envelope by offering Morlock wine. One thing I may not have mentioned is that Morlock is an alcoholic. While it doesn't feature prominently in this book and didn't overall effect the previous book in the series, it's part of Morlock's character. Unless you're using a point system that has the characters roll to resist vices or be rewarded for falling into them, in games like Dungeons and Dragons and Rolemaster, this should be trapping or surface flavor.


"Morlock walled away quickly. He had the feeling that Trannon was intent on doing something that would wreck everything Morlock had done." pg. 352

One of the things about the real world is that you can't save everyone. Some people don't want to be saved. Depending on how the GM introduces such concepts to the game, this could involve alcohol like Morlock himself, drug use, or enuii. People may struggle to overcome their base instincts but cannot do so. In some instances, if the players are heroes higher than Morlock whose involvement is almost more of an honor thing, such as good friends of such a character down in the dark, they may be able to acheive a true intervention. But as Hollywood celeberties prove time and time again, having all the money, wealth, and adoration of millions might not be enough and the dark roads may be calling.

This Crooked Way continues the adventurers of Morlock with James Enge providing some solid humor and a stoic character that is at once heroic and self contained. His unique weapon and James take on the magic of that setting provide solid twist and turns along with a unique bestiary.

Those looking for fantasy entertainment that's not too high strung and isn't thousands of pages long with dozens of carefully created NPCs will enjoy it.

Tuesday, March 8, 2011

Blood Of Ambrose by James Enge

In between working like a slave for a company currently under sale, I also game, paint, and read numerous forums and blogs.

On one of ye old blogs, I stumbled across a book called This Crooked Way by James Enge.  Sounded right up my alley but didnt' sound like the first book in the series. After a trip to Half Priced books, as well as a visit to Borders with a 40% off coupon and Amazon, I was the proud owner of Blood of Ambrose, This Crooked Way and The Wolf Age by James Enge.

Good enough and time to start on the series.

Blood of Ambrose isn't as gritty as any of The First Law series or the books that come after it. It is not a ground breaking series like the Wheel of Time was thought at one point or A Game of Thrones currently is (thank you HBO).

However, that doesn't stop it from being a fun read. Taking some cues form Arthurian mythos and bits of fantasy, James Enge provides some interesting characters in interesting enough situations that Blood of Ambrose is well worth a read.

Below I'll be talking about some of the bits that I found interesting. If you wish to avoid spoilers, read no further.

"In all his life he had one friend, and now that friend was dead. What was an empire compared to that?" pg. 136.

Okay, a cheap start I know, but perhaps I'm reading too many blogs and forums where the basic question of why do characters fight and die for each other. It's not a question I gave much thought to when I first started gaming. My first role playing experiences were with Marvel Super Heroes. It was pretty much the standard that you'd rather die than abandon your friends in the middle of combat with the Red Skull or Thanos.

As I moved into fantasy games, that wasn't always the case. As I played with more and more people though, it seemed to fall into the category of 'dick players'. If everyone in the game but you dies, you're not a hero, you're a dick.

Sorry, but whose going to travel with you once its known that you've left other player's characters die, especially if the new characters are made by those same player's? Sure, you can say its the players being dicks in and of themselves, daring to use that foul meta-knowledge that your character values his own life so much that he'd abandoned them but hey, the other players are going to make their decisions based on what you've already done and meta-knowledge be damned.

I'm not saying that if you as a player had your character say, "Hey, this is crazy. We can't go in there and expect to live." and then stayed behind and didn't do everything in your power to help others out. But if you're the mage or other high level caster and your combat spells consist mainly of those which get you and you alone out of a tight situation? Yeah, good luck with that next group of adventurers wanting to travel with you.


"But no one knows him as well as I do. And I know not only that he's breakable, but that he's broken." pg. 145.

In making characters, one of the standards seems to be that everyone has feet of clay. Morlock ,one of the main characters of the novel, and the hero in many ways, has a lot of faults. But those days of being inactive and doing nothing are behind him. When players are designing their characters, I encourage the GM not only to point out the obvious faults with them, but to note how those might come back into the came to haunt her. If the player is dead set on making a drunk whose will is so weak that even in a game with no penalties for doing so, that they fall to alcoholism when drink is merely mentioned, they might be taking it too far. The clay should be something that the characters are working against as they start the game, not something that they are so rigidly defined by that any NPC with a roll of 15 or less on 3d6 knows that weakness.

"The sunkillers had taken an interest in our world and intended to conquer it." pg. 149

The whole thing here of another race deciding to take over the world is one that bears some mentioning not necessarily because you want to start the players off against such seemingly epic foes, but rather because it indicates that the width of the campaign is larger than the pond they're currently in. They should want to fight their own Sunkillers some day and to take their own steps "beyond their world" so to speak.



"When was the last time any of you guys heard any news from Invarna?" pg. 156

One of the hardest things for me to remember as a GM, and something I have to enforce with that same authority, is how little modern communications played in the settings we're often playing in. In order to enforce some of that feeling, it's good to have news come in from outside via caravans and other travelers. But sometimes, especially when the players are seeking to stir up trouble, they might ask, "Hey, when was the last time anyone heard anything about X." and because modern communication standards aren't in effect, they should get the benefit of the doubt. The opposite is also true of course...


"All that is left of that once was Urdhven is a slender thread of ego trapped inside that slab of meat." pg. 181.

The main villain at this point is the Protector to the king. He's a man obsessed with taking over the lands and ruling. He appears normal enough at first until his head is cut from his body and he still lives. When such things happen, well, there has to be something else behind it no? It's a good way to set up the otherness behind some of the villains in the campaign and to hint at things to come down the road.

In the same vein,

"He says there is a danger we aren't facing-"
"Yes, I know: the Protector's Shadow, Urdhven's magical patron." pg. 208.

When the players do manage to take out one villain, they may discover that he was just a puppet of a stronger villain. When you face cultist, their leader is a necromancer, who gains strength from demons, who gain strength from their patron Orcus, and in between the cultist and Orcus are numerous encounters and challenges ranging from champions and servants to unique monsters and environmental issues that require more than just brawn and power to overcome.


"...among the crystalline shards was one_ long, swordlike, and dark_ which fell into Morlock's outstretched hand. It was tyrfing, the accursed sword, its blade like dark basaltic glass glimmering in the fitful light of the stormy evening." pg. 182

Not every game models every genre or even every weapon within a particular genre well. The first thing I thought of when I read about the "veins of glowing white crystal within the dark blade" wasn't D&D, it was Rolemaster. The blade has more of a magical nature than a mere bonus and that made me think of an essence multiplier or addition to the power points a character would gain from holding it. Keep the game you're playing in mind as you read, but don't be afraid to let bits you read find their appropriate place among other game you might enjoy.


"this time I got there in time," pg. 190.

Players fail. It happens in almost every game and every genre. In fiction, the writer has the ability to give the characters a second chance at doing what they failed to do. When possible, take a nod from this and allow the players to enjoy success at something they failed at before.


"that satisfied some of the Protector's Men; others, who knew or had heard a truer version of the fight in the Great Market, quietly deserted." pg. 206.

You've got this awesome villain but he's such a scum bag that if people truly knew what a vile source of scum he is, they would quickly leave him but yet the players have found him out and proven his vileness! What to do. Depending on the nature of the outing, have some loss of power occur. If you don't you're taking away from the player's victory. Why bother exposing the villain if there's no effect of doing so?


"You don't sign peace treaties with your friends, Wyrth; you sing them with your enemies." pg. 212

Wow. What a piece of advice for a game that may have too many foes for a typical party to overcome. when dealing with things like war, as I mentioned in my ramblings of the Heroes, there may be too many foes for the players to overcome. In order to cut back on sheer bloodthirst and rampage, hinting that the players may want to capture enemies and resources so that they may barter with their foes for terms of peace may be a way around the death toil that could otherwise come around.


"It looks as if you're going to have to continue those lessons in the Sight." pg. 249

One of the things that always brings out my Internet fighting form, is talking about game design versus game play. I've seen Champions characters built with 350 points that look nothing like Champions characters that were played from 250 to that 350 point total. Game play in and of itself indicates a LOT of what will happen in the game. Worried that wizards and clerics and druids are just too damn powerful? Allow them in the campaign and see what happens through, you know, actual game play. Sure, they may want spell X, Y, and Z, but the campaign may call for them to use A, B, and C. The theory of game design and optimal choices may be vastly different that what's useful for your own campaign.

I'm not saying ignore advice and bits of wisdom you come across when seeing how people deal with a particular issue, but understand what your own campaign issues are prior to adapting someone else's solution. It may not be a problem in your campaign if Clerics are the most powerful class in your campaign and they don't need nerfing at all.


"Suppose that the magical adept is not, in fact, Urdhven's patron. Suppose that Urdhven is merely the dupe or pawn of this adept, who uses him to distract us from some under taking of the adept's own." pg. 250

There may be times when the foes of today's game are the allies of tomorrow's game. There may be times when the depth of the characters you've developed to interact with the players go beyond merely killing them. The motivations of some of the cast may clash against the motivations of others of the cast. In those times, allow the characters to grow through the actions of the player's characters and the world they inhabit.

There are a few others bits within Blood of Ambrose that are worth quoting and thinking about, but the Patron is flowing  strongly and it's well past the old sleepy time form me.

Monday, March 7, 2011

The Heroes: Bayaz, First of the Magi

If you're a fan of fantasy fiction, and of Dungeons and Dragons, chances are, you've stumbled upon Elminster. He is often used as a reason to actively dislike the Forgotten Realms setting. He is pointed at as being one of the root causes of the setting having issues.

Elminster, in terms of raw power, is probably more powerful than the person I'm about to talk about here, Bayaz, First of the Magi.

In Heroes, Bayaz is out field testing some canons on the bad guys. Pretty much whatever the canons hit, they destroy. He is in full love of technology and progress wishing it to continue its advancement so that he can use it to pound his mortal enemies back into the dirt.

In 4e, the canons would be too powerful to use against characters directly, but in The Heroes, there is a scene where one of the stones is struck and it sends shards of rock flying everywhere. You could use this as a hazard in 4e where if the characters occupy a space where a shard is lodged, they loss a healing surge. Sure, no obvious fatal damage, but the use of resources is still felt.

But back to Bayaz. Not only does he work the Union, the people fighting the Northmen, he's using the 'Celt' analog further north of the Northmen, he's using elements within the Northmen. In short, he's backing every player and his goals and plans will simply not be stopped. They may no proceed as he wishes them to. They may not be over as quick as he wishes them to. But he is going to get his way.

In a role playing game, if you're the player and you've go the Bayaz thing going on, awesome job. You've managed to showcase a lot of social skills, pure power, and the ability to manipulate. If you're the GM and you run a charaacter like Bayaz is run here, you're doing a terrible job if the players know that they are being manipulated by Bayaz.

As terrible as Elminster is as a all powerful NPC, he's not the complete and utter vile scum that Bayaz is. Letting the players know exactly up front that whatever they do and seek out that they are doomed to only stay within your pet NPC's maze? Not good.

This isn't to say such a character can't work. He just can't work as someone who lets others know that they're under his thumb and when his actions are discovered, the players, unlike the characters in a novel, better damn well be able to do something about it.

Sunday, March 6, 2011

The Heroes: Bremer Dan Gorst

I'll be talking about Joe Abercrombie's new book, The Heroes below so if you would wish to avoid spoilers, read no further.

On the insdie flap, we're introduced to several view point characters. Bremer Dan Gorst, disgraced master swordsman, has sworn to reclaim his stolen honor on the battlefield. Obsessed with redemption and addicted to violence, he's far past caring how much blood gets spilled in the attempt. Even if it's his own.

Wow. If several bits of that don't described most dungeon delving warriors eh?

The thing about Joe's writing though, is much like the writers of Futurama, he likes to occassionally stick the knife in and twist. In this instance, Gorst is out there in the field as only an observer. His hunger to reclaim his faded glory though, keeps him going into the front lines and getting into the deep ends of combat regardless of the ods.

As the book goes on though, towards the end, he receives a letter from the King. It's a letter telling him that he needs to return home immediately. It's dated before the conflict has started. It puts all of his mental doubts and death seeking look foolish in contrast to what was actually happening around him.

As a GM, you'll have information that the players will not have. Occassionally, you might be able to have an Abercrombie moment. A time when you can allow the players to go forward with some plans they have when you already know that there are better, easier, and more sure proof ways of taking care of the issues that plague them. When the players are headstrong and willing to charge forth into that mouth of death without exploring all of their options, enjoy your moment.

Saturday, March 5, 2011

The Heroes by Joe abercrombie


I've read the previous books written by Joe Abercrombie with much enjoyment. There is a lot of character building going on with a lot of emphasis on people as people as opposed to heroes or high morals. In some ways, much like the Black Company in its gritty take of standard high fantasy elements.

I'll be discussing some of the material below, so if you want to avoid spoilers, read no further.

Names: One of the characters in the book has a weapon called the Father of All Swords. Now this isn't the first time Joe's come up with some great naming conventions. His term for Death? The Great Leveller. I snagged that right away from my old character's fullblade as it fit him. Weapons don't have to be magical or unique one of a kind for it to have a name.

In addition, when you see the name of the book, The Heroes, it makes you think that its going to be about heroes right? Well, that's another nice trick. The name is the reference point for the actual circle/ring of stones that is called The Heroes because its supposed to have famous heroes buried under it. Another great use of the 'gotcha' by Joe.

History: The Father of All Swords had several names before it was the Father of all Swords. While the history isn't a significant part of the book nor does it take up much space in telling, the same is true for role playing games. Giving weapons a history gives them depth. Even if it's just another NPC telling the player that he heard of the Dreaded Black Wand of Agnash when it was called simply the Death Kiss of Korrus, before the dread lich Agnash had it.

Hoarding Resources: One of the things that gets a lot of talk on the internet is the '15 minute adventuring day' that is supposed to have been I guess, an everyday thing in older editions of Dungeons and Dragons. You know, go into the first few fights while expending all of your spells and abilities and some how finding your way back to territory safe enough that you can just rest and recover your abilities while the bad guys sit around wondering who just broke into their home and killed uncle Bob?

Since the Heroes is set during war time, there's no such thing really as 'break off' the engagement. You beat the first wave of soldiers? The next wave is up. You have a paladin in the party with super high AC? The archers are targeting dexterity. You have that great fire and poison resistance? Its force damage. The point being not that war is a great excuse to punish your players for their hoarding of resorces, but to get them to engage the system, to push them to the limits, to give them the Die-Hard experience.

It also helps break up the standard if that's what your players are actually like. Perhaps its just a reduction of wandering monsters in later editions. Perhaps its the GM not being forceful enough with the players to get more done in the alloted time. Perhaps its the diseased thinking that D&D is a online game where you can just retreat to the town at any time.

But its easy to break players out of the habbit by forcing them to actually fight beyond what they think they can handle. Minions and specialized forces in 4e with roles appropriate to test those defenses the party is lacking in can push the party. Forces that have a lot of hit points and ability to soak up damage to keep the party pinned up until the party finds that their enemies have reinforcements.

But this is only useful advice if you're not out to murder the characters. Don't get me wrong. My expectation as a GM is that if your character does something stupid, that's not a kid glove, it's a boxing glove with a horseshoe that I'm going to punch your character in the jaw with and as Drago said in Rock IV, "If he dies, he dies."

Part of this, for me, goes into building a world that's bigger than the character. If the party of first level adventurers thinks they can take out a family of hill giants and their cave bears because I mention the hills are thick with such monsters, then the party needs to adjust their thinking and try to focus on what their characters can and more importantly, cannot do with innate abilities. Some clever thinking, hiring of mass groups of henchemen, and control of the land could make it possible for a low level group to perhaps survive such an encounter, but the thinking that just because its there means its level appropriate? Out the window with that thinking.

The internet is full of great builds. Its full of useful advice for Max-Min play. It is sadly lacking in talking common sense as that seems to often fall under the umbrella "The GM's job is to take it." so to speak. To allow the players utter freedom to act without consequence. Perhaps I'm too old school in my GMing mentallity but if you charge a group of orcs thinking that they're all minions because if they were anything else they'd be too powerful, well, it's a good think that the DDI has a great online character generator cause chances are you'll need it.

Well, I seemed to have wandered off the deep end there away from the idea of using war as a method of mixing what players expect a standard encounter and resource measurement to be to a rant against some modern thinking in D&D I've seen.

Hang in for next post where I'll talk some more about the actual book!

Friday, March 4, 2011

Legion: The End is The Begining of the Begining of the End?


Spoilers abound so if you don't want to know anything about the post-apocalyptic movie Legion, read no further.

So you want to put together a one shot campaign that ends the world? Legion covers it. God is tired of man and decides that its time to send the angels on down to take care of business again. Pretty simple right? In this instance, its like a zombie plague for the most part. Those of 'weak will' are taken over by angels are go after the stronger willed individuals. And hey, just like with zombies, if you're resolve weakens, you can now be taken over.

But what about a longer term campaign?

The first step, is determine what you want to do with this set up and where you want it to go.

Are the players low level individuals that may be making up some of the militia? Are they the epic level heroes that will lead the resistance into the future with the promised ones show up?

If its the end of the campaign, and you're playing a game where there are users of magic, of almost all sorts, you need to determine, how boned are these individuals? In the movie Legion, the main 'hero' if you will, not only has his superior physical abilities of being an angel himself, but has a hell of a lot of firepower. In older editions of Dungeons and Dragons specifically, clerics and mages tend to suffer a little at lower levels because their spell power at higher levels makes them very potent and powerful against a wide range of characters and obstacles.

But if the astral plane is sealed, and essence dries up, and the gods no longer hear the pleas of mortals... well, that pretty much takes care of psionic power, arcane power, and divine power. It leaves those lowly fighters and rogues at the forefront of things.

But in my experience, high level characters tend to have a lot of magic items as well. What if this new alignment of the planes or this new passing of an era, takes care of those too?

Mind you, these are huge and drastic steps that will have massive impacts on the campaign and the ability of the characters. In older editions of Dungeons and Dragons for example, its often impossible to effect certain monsters without magic items and a high level wizard without his magic is well, a sorry sack of some odd thirty hit points. But if your going for an end of the universe style campaign...

To counter that, perhaps there are some items that not only work, but they allow the cast to draw upon his own pools of inner energy or allow others to provide some type of siphon for him to draw on his power. It could almost be like how Middle Earth Role Playing handled Magic in that it attracts all the wrong sorts of attention to the user. In games like GURPS and Hero, this isn't necessarily the end all be all it is in games like Rolemaster or D&D so remember those long term ramifications.

In addition to providing huge changes to the world, if its more than a one shot, think of the larger consequences. In a setting lik the Forgotten Realms, its been through so much that even the death of the goddess of magic and massive spell plagues didn't do that much to change its overall nature and scope. As a matter of fact, the setting had more magic with Sword Mages introduced along the way. Think not only of the negative, but also the positive.

In the movie Legion for example, while the world is in a new 'Terminator' state, there is still hope and there is still resistance. If the players have absolutely no chance to effect real change or provide that hope themselves, break out the old Call of Cthulhu game and tell them you're running a very special episode of "In The Mouth of Madness."

Jimmy the Hand by Raymond E. Feist and S.M. Stirling

Below I'll be talking about Jimmy the Hand, Legendso f the Riftware Book III. It's not going to include any quotes and is more of a review/rant with a few thoughts on gaming at the end of it, so beware of spoilers if you're not inclined to know more.

The book has a great villain. A noble whose motivation is to save the love of his life, his wife who 'died' during childbirth. There was a visitor to the noble that night though, a powerful wizard, who was able to keep the wife alive in a state between life and death and uses the life force energy of children to keep her in that state between life and death.

While the noble considers himself to have the most noble of intentions, it gets back to the motivation of things. When the players have an idea of what motivates the villains of the game, they may have a greater understanding and appreciation of them. In some instances, they may even be able to provide alternative solutions.

For players, there are a few things to ponder. For example, when Jimmy the Hand meets Coe, its obvious the two are on a different playing level than those around them. In looking at it game wise, they'd be the PCs. To keep things simple, thankfully the author has both of them expalin their motivations to each other quickly and the two become allies. In some instances, with the right GM and the right group, having all sorts of inter party conflict, secrets, alliances, backstabbing and other bits can be entertaining.

In others, when doing dungeon crawls are more casual game play, the players may want to focus on the killing of bad guys and not each other and coming out right up front and in character putting their motivations out there for all to see can work wonders for the moving of the game forward.

In terms of the book itself, its not my favorite of the series. When I read the old Raymond E. Feist books, I'm generally in the mood for what I call popcorn but of a certain flavor. To me, taking Jimmy the Hand out of Kronodor, while going into the details of his 14 year old sex life with various whores, is not getting what Jimmy the Hand is about. Especially when your not doing anything interesting with the character. As the title character, Jimmy doesn't actually DO much except explore Land's End, get sea sick, learn he doesn't ride horses well, and meets a few rubes.

This is something that may be tied into S.M. Stirling's hand. It's not that S.M. Stirling is a bad writer as I've blogged of several of that authors books. It's that when co-writing, there may be a difference of style that is perceptible to the reader.

In terms of multiple GMs running a campaign, in some instances, it just doesn't work. In my experience, I've seen it work best when GMs are running in the same setting and perhaps have some splashes of 'crossover' material. The power levels need to be similiar, the default styles need to be similiar. The default assumptions need to be similiar. For a good example, I look to comics; JLA/Avenger. Sure, the default styles of the core comic companies have similiariest but there are general differences as well but in the greater scheme of the setting, they're not that different. Hawkeye even jokes that the JLA is the Squadron Supreme which considering the Squadron's own origins as homage characters for the JLA, is entertaining.

When thinking of letting another GM run a game you've run, set the boundries at the start of the bit to avoid heartache later on down the road.