Okay, I covered the stuff in Baldur’s Gate 3 is mixed and complicated. Let’s talk about an objectively well executed character and visually designed – Minthara.
From a general writing perspective, she’s exactly what I mean when I say it’s not enough to support, women’s rights – we need to support their wrongs. She is complicated, ruthless and villainous in a way we rarely get to see female characters – and every aspect of her design supports and conveys it.
So in the recent Slovenly Trulls episode,1 Lyssa & Shardae Slovenly Trulls # 39: The Devil’s in the Details (1 June 2024, Podcast) <slovenlytrulls.com> Shardae asks (screams really) “3.5 E why you gotta be like this!?” in regards to its strange love of adding terrible content that barely qualifies as “edgy” and just pushing it out there like it’s cool.
So, after 29 years of growth, why did Dungeons & Dragons (“D&D”) slip back into being a socially awkward, edgy teenager for 5 years in the way that only product owned by a mega corporation can? Why did Dungeons & Dragons 3.5 Edition (“3.5E“) seem to do a complete 180 from its previous approach of trying to be horny yet accessible to everyone? What was Wizards of the Coast thinking?
Despite the mind-breaking, eldritch incomprehensibility of it we can solve this, we can make it make sense – but to do that we need to go on a journey. So, strap on your Armour of Protection from Evil and grab your Vomit Bag of Holding. It’s history time.
It’s a great time to be an old school Dungeons & Dragons player, you get to smugly observe millions of people realizing the game is good actually… or at least that the game can facilitate heart touching romances with imaginary, terrible people.
As one of the biggest AAA games of 2023, it’s unsurprising that it’s big and complicated – and there’s a lot that can be talked about with many aspects of it – including female armour and costumes. Indeed, there’s already a lot of commentary on it and community activity, from the confusing, to the life affirming.
And of course, both Dungeons & Dragons and Larian Studios have histories that we’ve touched on before – and I can confidently say it represents a huge improvement in quality, style and attitudes. Plus sometimes their advertising is just gay.
Published by Wizards of the Coast as part of their 3.5 Edition Dungeons & Dragons (“3.5E“) promotion materials, Confessions of a Part-Time Sorceress (2007)1 Shelly Mazzanoble Confessions of Part-Time Sorceress: A Girl’s Guide to the Dungeons & Dragons Game (September 2007, Wizards of the Coast, Seattle WA) (“Confessions“) by Shelly Mazzanoble is a modestly sized book which enjoyed limited success following a very odd release by Wizards of the Coast. It hasn’t generated enough nerd buzz to get it’s own Wikipedia page, and my “new” copy has stickers indicating it has been sold and resold among distributors at least three times.
I vividly remember being on the official Dungeons & Dragons (“D&D“) forums at the time and a thread being created in this book’s honour, with the bold declaration “This thread is a safe space for women.”
Naturally the thread was immediately hijacked by weird Mens Rights Activists (“MRAs”) types who wanted to fight over the whether women were allowed to have a safe space, spewing the theorized projections from The Myth of Male Power (1993)2 Warren Farrell The Myth of Male Power: Why Men are the Disposable Sex (1993, Simon and Schuster, USA) as though they were long established facts. Moderators dealt with this by periodically reposting “This thread is a safe space for women.”
Largely though, the release was overshadowed by other issues relating to the changes to the Forgotten Realms, such as the thread on The Orc King (2007)3 R. A. Salvatore The Orc King (25 September 2007, Wizards of the Coast, Seattle WA) which was released at roughly the same time and raised the issue of impact of both the Spellplague, and how would kill off the protagonist Drizzt Do’Urden’swoman-as-rewardwife Catti-brie (until she comes back). Oh and it seemed to reinvent orcs as Emancipation Era African Americans right down to marrying above their race and having their own version of the Ku Klux Klan, the “Casin Cu Calas“.
It’s different because it’s in elven so let’s not think too hard about the implications.
2007 was a wild time for people who played D&D and had any sense of social sensitivity or awareness at all. Weird none of the nerds writing the Wikipedia articles want to talk about that. What’s up with that? Anyway.
So, I never read it during that time but recently decided I should do so to see if it could purge those memories from my memory and my conclusion is – I understand the reason for it less than I did when my only knowledge of it was a bad thread. Only time will tell if scrutinizing and externalizing my observations changes that.
So recently the Slovenly Trulls (who I love) did an episode where they tried to puzzle out the purpose of and general role of prestige classes in 3E/3.5E, and why they might have some caveats like “only if your DM approves” and “must stay in x region”.1 Lyssa & Shardae Episode 36: Rashemen Gynarchy & Other False Promises (Slovenly Trulls, Podcast, 2 March 2024)
As an old white man who spent too much of his youth reading shit for nerds, I naturally had to rush in and write way too many words. But hey, they like sources and explanations… I hope.
Gary Gygax was famous for his love of filling books with tables, specifically tables where you would roll a dice (or two) to find an outcome or a prompt.
Tables for random encounters, tables for treasure hoards of the recently slain monsters, tables for magic items in the treasure hoards and even tables for sex workers to spend the treasure on. Indeed, long before procedurally generated video games were a trend, Dungeons & Dragons was a game where you could leave huge parts of the story in the hands of the RNG gods through dice rolls.
They’re an inescapable part of the hobby, and many people spend no small amount of time making their own tables for their own campaigns. Now, that includes me, so I’m not about to tell you that they’re inherently bad – but rather that a classic mistake is to rely on them – up there with relying on “a rare roll must always have an extraordinary result”.
Both are symptoms of assigning too much authority to dice, usually out of insecurity about one’s ability to perform their role – so instead outsourcing it to an inanimate object or two.
D&D has always had an odd approach to languages. While J. R. R. Tolkien can probably be blamed for the normalizing of racial languages in the fantasy setting, D&D never limited itself to that approach – taken as a whole, the classic D&D approach to language was…
…it was weird.
There were specifically nations, separate cultures with separate histories… but no languages associated with those – instead we had:
Racial Languages: Elf, Dwarf, Orcish, etc Profession Languages: Druidic Sub Languages: Thieves Cant was a form of coded language that required speaking a base language Alignment Languages: Yeah, you could speak Lawful Good. The premise was that alignments were real cosmic forces, their were cults built around them, and hence their were cults who had their own languages to communicate in secret (which every adventurer knows one and only one). Default language: Common, Trade Tongue… like there’s just a language made to be lingua franca, the Esperanto of these fantasy worlds… only it actually is wide spread.
I’m not going to touch on the Sub Languages or Alignment Tongues, but I did want to address what I consider the weirdest parts: Common tongue and racial tongues.
Between universal languages and cross compatible currencies – the distinctions between nations were usually alignment, and aesthetic. That kind of functioned for simply dungeon crawls, but didn’t lend itself well to world building or lore creation – because these don’t hold up to how language works in any shape or form – I mean, when was the last time you spoke “Human”?
These days there’s an effort to mix in cultural languages etc, but it always seems to fall back on depending on Common… the weirdest language. This is a real shame since it essentially locks the value of languages behind specialist scenarios, and eliminates opportunities like needing translators, confusion or ambiguity in translations, culture shock in language, etc.
Perhaps one of the greatest bane’s of the mid-level Dungeons & Dragon party is trying to sort out and determine all the money they have so they can determine how much they need to spend on provisions for the next adventure, whether they can afford that hot pink magical backpack and how much they will have for amnesia inducing carousing afterwards.
Without a doubt, the problems magnify exponentially if you limit yourself to the traditional currencies and then use encumbrance rules – creating scenarios where parties are actively spending all their coins before going out on adventure again so that they can have capacity to carry loot out of the next dungeon that they visit.
The default system has many drawbacks, one being that it makes actual estimations of value and pricing a nightmare to track – which has invariably led to bizarre economic situations where parties crash local economies due to insisting on carrying only the most valuable coins in the vast hoards they keep in interdimensional pockets, or spend staggering fortunes before going out on another adventure purely so they can have capacity to carry out treasure after their next victory but are never sure how much anything costs without looking up a book out of character.
So, a whole bunch of people are congratulating themselves for having helped Paizo increase their market influence through a new open license ORC (it’s… just a catchier term for OGL).
Most people who commented and campaigned on this, didn’t understand how any of the following work:
Copyright
Licenses & Contracts
What the OGL is
What the OGL isn’t
What motivates corporations
What is not a victory
What they didn’t see in the OGL because they were too busy screaming about royalties and repealing OGL 1.0a
So… it would take… forever, like college level text book length to explain all of that… so I’m making a primer from a law student who is not your lawyer and so definitely not giving you legal advice and my advice regarding firm statements on law is the same as my advice for rodeo riding: If you don’t know exactly what you’re doing, leave it well enough alone.
If you haven’t set, but you want to read the document for yourself, Stephen Glicker, aka Roll for Combat, made a sanitized copy available in the description of his video. One thing you’ll notice is there’s a lot of signs its an early draft (there are placeholders, definitions aren’t clearly spelled out, etc). So keep that in mind.
Now, I tried to explain this before and people… pretty much ignored it, and it’s heavy stuff so I don’t expect anyone to come out of it thinking they understand perfectly now. If nothing else, what I want people to understand is that it is more complicated than what people have been saying, and if someone tells you that they definitely understand it and it clearly means x… they’re probably wrong on both points.
The reason this is frustrating is when people get into the mob mentality they make decisions they later regret, both things like burning bridges or signing up for inferior deals, and in actively spreading misinformation and social pressure that leads to other people doing that.
I’m not here to tell you what to do, but I do want you do whatever you do for your own reasons and with good information.
What is the OGL?
This seems to be the biggest point of confusion since a lot of people seem to think the OGL 1.0a was useful for making all kinds of games – including games completely unrelated to Dungeons & Dragons like sci-fi adventure games etc.
What it actually is a kind of license to fan-wank provided that you don’t use particular terms and don’t impinge on Wizards of the Coast’s market share or use some terms they’d rather you didn’t for… strategic reasons I could get into later.
Things covered under the OGL include the basic character races, classes, class abilities, feats, spells, magic items and some monsters. These are all laid out in the Standard Reference Document 5.1 (or “SRD5” as it is officially known because… that was a really weird decision by the people who drafted it and the OGL).
It’s very convenient if you want to skip over a lot of work, but it is also very specifically for promoting D&D – and that’s why it’s there. If there is a bunch of stuff that is 100% compatible with D&D available – that’s more incentive to play D&D, even if you never use any of it. It seems cool and like they care about the fandom and that there’ll never be a shortage of material if you start to get bored or want a change of pace.