A Modern Paladin

The random musings of a modern warrior geared for service to the King.

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Location: Sweet Home, Oregon, United States

Author, Consultant, and Entrepreneur. I also play a few games in the off hours.

Monday, January 23, 2006

Purple Vagabond Cows

For years this was posted on pongo.com, originally written by Brash Endeavors. It best sums up for me about what what playing Asheron's Call is all about.

The original link is gone, and I was able to get the text from googles cache. I am publishing it here without permission as I have been unable to contact the original author. I do hope Brash doesn't mind, this article is just too well written to be allowed to disappear.

Again, I take no credit for the beloved prose you are about to read.

Fear And Loathing in Dereth or, Exploding Purple Vagabond Cows With Hats
by Brash Endeavors

It always amazes me how absolutely polarized some people get about differences in game strategy.
I follow archer forums a lot. On some other archer forums, flame wars often break out between the mage archer and tank archer contingents, each being convinced the other side is cruelly deluding an entire new and innocent generation of young players, to the eternal damnation of a forever 'broken" template. Any time someone posts 'forget arcane - just take creature' or 'don't EVER take alchemy on your main,' or repeats something they once read elsewhere, 'total waste to spec bow, trained hits anything in the game', its like throwing up a red flag -- the offended portion of the populace grabs their grenades, and World War XVII breaks out. Both sides argue that their only underlying motivation, is a sincere humanitarian wish to spare the innocent from the lies of the opposition. They only want to save someone from having to reroll later ... from wasting their time.
It goes beyond archery forums -- warriors rant about how perchers and drain-skimmers 'ruin the game', old-schoolers find their blood-pressure skyrocketing at the newest 'uber-extreme' template proposal, macroers and anti-macroers have ballastic fallouts in the mana pools, 'uber' powerlevelers and 'proud-to-be-a-gimp' roleplayers are at each others throat. Even during times of relative calm and quiet, each side stands ready to leap to the defense when a brave fearless champion, steps forward to strip the lies and damn the heresies of the other -- they might not agree with 'how' it was said, but by golly, 'its about time someone told the simple truth and put a stop to this nonsense!'
Asheron's Call is a lot different from the previous MMORPG I played, Everquest, in one core way -- you have almost complete control over the destiny of your character.. In EQ, warriors could never train magic, mages could not equip bow or metal armor, and no class could even adjust the attribute stats of their character at creation, beyond an extremely tight range of a few meaningless points here and there. Once you made your choice from a somewhat limited selection, what you were, and who you were, was decided by the gods .. er, the devs ... and what happened to you in the course of the game, was largely determined by those behind-the-scenes omnipotent ones. You were not responsible for who you became thirty-five levels later, only whether you got there. If you became a gimp -- it would not be your fault. But there actually were no 'gimps' in EQ -- to a nearly total degree, you were prevented from making completely fatal flaws in your character. There are no Vagabonds in Everquest.
AC is absolutely different -- people are given almost complete and utter freedom to design, plot and control the destiny of their characters. They are allowed to make the most amazingly and incredibly stupid asinine blunders, experiment with bizarre and heretical ideas, and basically gimp themselves into utter oblivion, if they so choose. They can spec Jump and Thrown Weapons, train War on their Spear fighter, and declare the perfect starting template is 10/100/10/100/10/100. They are free to set up the most spectacular 'crash-and-burn' strategies possible.
And they do crash and burn, over and over.
And most of us have too, in an earlier reroll, when we decided maybe a template of 55/55/55/55/55/55 was the secret undiscovered key to survival. Or that maybe no one else ever stumbled before on some unique eccentric combination that occured to us while fiddling with Split Pea.
The vast majority of character creations, get trashed and rerolled. And rerolled again, and again and again ... by nearly all of us. There actually ARE a few people still playing the template they first designed in beta, but they are a rare breed. I'll talk about them too in a minute -- but first, I'll talk about me.
I don't know how many characters you've created, but for me -- if you include all the ones that never got beyond level three -- there are oodles and skadoodles, cluttering up the slots of every server on the world selection page. In some ways, they are like the crayon scribblings of a four-year-old that one day ran amuck with an obsession for the green crayon, and on another, discovered the secret holy power of circles. Page after page after page ... of experiments, doodles, and bizarre fantasies.
In time, I learned to color within the lines. There was a right and efficient way to do things. A good deal of the actual time I had previously spent with mucking about with my dozens of creative follies were actually unnecessary, if I had only listened -- other things could have been prevented, if I had only NOT listened. I might have been level 83 by now, if I had only known how to tell the two apart. But now I can prevent others from making the mistakes I did. I can save them, from ever having to reroll again. As others, once upon a time, had tried to save me. I can prevent them from wasting their time.
One interesting factor of an online MMORPG game such as Asheron's Call, is that there is no end to the game when you complete the final quest, destroy the final 'Boss' monster, and solve the final riddle. There is no true goal, that guides all players. We can make track of progress through our levels, and whether we've successfully designed characters that can survive the Cit, OHN, BSD, Aerlinthe. We can eventually explore all the lands and dungeons and defeat all monsters (at least till new ones are patched in), we can watch two level 94 warriors race to see who will be the first player in Dereth, to reach level 100. But there's no real point to any of that -- we're all here for one simple reason -- to 'waste time'. To amuse ourselves, distract ourselves, as ever we like. To powerlevel up to level 90 in four days, or to learn every cooking recipe possible. To make friends or to shun the company of others. To be brave, heroic and true, and help our alliance Defend The Crystal And Save The World ... or to try to figure how to scam someone out of a hoary mattekar robe.
We come here and immerse ourselves, some for a few hours a week, some for ungodly hours everyday. The time we spend here, is neither of greater nor lesser value, higher nor lower use, than the time a four-year-old spends at the kitchen table, scribbling on a stack of typing paper, drawing purple cows with hats. Exploring her creativity, learning about her world ... and just generally passing the time. We call it a game, but for some of us, it metamorphised at some point, into a life.
We hold these truths, to be self-evident:
Meleers must spec their weapon.
Mages must start with maxxed focus & self.
Archers must start with 100 coordination.
Someplace out there, are a very naughty trio -- a warrior, a wizard and a bowman who reached level 80 while ignoring the rules ... well, they don't count, we know some things work better than others. Some things work that shouldn't, and some things don't work, that should. We are delighted when we make sense of a vast array of confusing data -- and deeply disturbed when someone tries to go against our conclusions; even worse, when they nonetheless survive or even flourish. The universe cracks, ever so slightly, by a hairline, and we must repair it. We must tell them to knock it off. Else lies could one day become truths, and truths become lies. And we would need to ask ourselves -- not for the first time -- if we need to reroll, and again rearrange the truths of our universe into a new configuration.
Yesterday, someone posted to the barracks asking for advice on the next skill to train for his new level 12 character. Several people scanned his post -- and immediately recoiled in horror. This ... this ... monstrosity, had no item or arcane, had instead trained Assess Item and Thrown Weapons. It had 55 endurance, and not a single stat maxxed. In fact, though the poster never mentioned it .. it looked suspiciously like the stock Vagabond template. All of the posters immediately urged him -- REROLL! Now, immediately, before wasting any more time! If he didn't, well ... something terrible would happen. He would be wasting his time, otherwise.
Wasting time -- isn't that what we do best here? Are we not all Vagabonds?
My four daughters all like to color, and while they work on their projects, often pepper me for advice. I am happy to comply and to help. Cows sometimes have gas, yes, but no, they never explode. Yes, I am quite sure about that. Well, yes, they probably are best when colored brown, rather than purple. They may wear horns if you desire, but should never be drawn with hats, yes, you are quite correct on that. One of my children, is always very good, and listens to her mother. Another does as she pleases, and the result is Exploding Purple Cows With Hats. This is extremely disturbing to the first child, and often results in the most screeching, unpleasant exchanges imagineable. I think she fears the other children, might copy her sister's folly, and likewise waste their time. In the end however, the results are all the same. The kitchen floor is littered with papers, and the universe has rotated by a few hours more, and no cracks seem to appear despite the many heresies committed.
We all come here for one central reason -- to change the way we feel. To either accomplish something, or to avoid something, matters only as a means to change the way we feel. To try to make sense of a small world, when a larger one makes no sense at all. Some are called through the portals of Dereth ... some are pushed. All of us, no matter how lividly we deny it, are Vagabonds. We vary only in how efficiently we are able to waste our time. In the end, it is only a game, and its only purpose, is to change the way we feel. One player doggedly stays with the same character over the course of 13 months. Another skitterishly rolls three new characters each month. Both are online for 35 hours a week, and during that time, both succeed in their goal ... of passing another 35 hours a week.
Now, if this were true -- that the only real goal, is to change how we feel, while immersing ourself in the game -- it would seem to make the most sense to help each other feel good. As long as we are all vagabonds, we might as well be Happy Vagabonds, yes?
But, it doesn't work that way. One person's vagabond, becomes a threat to the other person's vagabond. One person macroed their vagabond, and another perched his. One vagabond can solo the acid vault at level 17, and another is a 'lameass loser' vagabond still meandering through the Citadel at level 47, interferring with the younger vagabonds there. Some are recommending stupid advice, from our vagabond's perspective. Some of us are wasting our time more properly than others.
Some of us end up rerolling, after discovering that we wasted our time in the way we selected to waste our time. And by golly if we're going to let someone else make that same mistake.
So, we eyeball the boards with an uncompromising eye, looking for slipshod vagabonds who are not wasting their time efficiently. Every so often, we launch a nuclear attack when we discover someone giving blatantly bad advice on how to waste one's time. We yearn for the day when the meleeD-less uber extreme finally realizes his fatal error, when the 10-strength fighter is crushed under the sheer weight of his own folly, when the character who spec'd nothing, ends up with exactly that -- nothing, except ... more wasted time. We are outraged when they not only survive through some odd whim of fate ... but start leading others down that same misguided path. We make sure they are not allowed to taint the young, beguile the innocent, or lead astray the newer player. We do this from the most sincere and humanitarian of motives. We are going to make sure all are allowed to enjoy the game, by immediately unmasking those who are playing the game wrong.
I am myself, of course, the greatest hypocrite of them all, when I shrilly criticize others for shrilly criticizing others. If you've gotten this far, I can only apologize, for having wasted so much of your time.
Time to go make Level 42. Stay safe, and good journeys to you.

Wednesday, January 11, 2006

Meiun, Anun'in and the 7 Paths

One of the things I do is write. Hopefully I'll be able to share that passion and some of the stories through this blog. I've held back putting anything out there simply because it is incomplete and not perfect in my mind. That can be a problem and has hindered many authors from achieving their goals. I don't want that to hold me back any longer, so you may see some of my stuff here.

Meiun is Japanese (I believe) for Doom or ill-fate. Haza means light and Shi means town, and of course Ken means blade or sword. I apologize to any Japanese that may visit and see that I have destroyed your beautiful language in one fell swoop. I spell that out to let you know where the name comes from for this page.

Meiun Hazashi-Ken is the name that I have chosen to go by on many forums and across the web in general. If you'll read the first post here you'll see that it ties into the legacy of Prophet Doom, my character on Asheron's Call. But it has a deeper and more profound meaning to me because within the name is the genesis of a wonderful tale that has been taking form in me for many years now.

Meiun, or Doom as some call him, is a boy on a journey, a boy set to a task. Destiny calls him, and hope sets him free. The story involves a boy and his crow friend as they make their way to the great hall of mages and open the doors of their realm to connected worlds. It's a classical fantasy epic with two books to follow behind the first. (yep, a trilogy, go figure)

Meiun has a very special sword that becomes his at the end of the first book called Anun'in. Meiun is given the sword and he does not wield it on his own. That would take some explanation and I choose to not do that at this time :)

Within the tale, however, there are seven paths of magic that are discovered. Seven different forms of elemental and spiritual control. This I can put out there for your perusal. If you'd like to comment on the seven paths I would love to hear your feedback:

1.) Time
2.) Earth (dirt/rock/clay)
3.) Fire
4.) Weather (water)
5.) Creature (animal control/bidding)
6.) Spirit (can be necromantic)
7.) Love

Love is the seventh path, and we'll leave it at that.

Essence

It is the eve of a wet wintery day on the western slopes of the great Cascade mountains. The traffic is subtle and the wind is calm. Alone with my coffee mug, I sit before the open window and ponder this and that.

I was made an offer today to join with a developer in sharing some office space. There are lots of points to be made about a move like this, but the most important is essence.

I have come to learn that there are two portions to any relationship. One part is essence and the other part is form. Essence is the mingling of spirit, the "we're on the same page" attitude. Essence is the non-physical stuff that makes a relationship right or wrong. Form, however, is the physical stuff, the action stuff; it is the guts of the reason why the relationship exists.

When I say that moving into a larger office with a developer is a question of essence I mean that I wonder whether or not we will "get" each other. Due to my status in the community I cannot go into further detail, but I would be shocked if I ended up saying yes, or was compelled by my superiors to say yes.

If essence is wrong, then you will spend 90% of your time together arguing about form. Essence must be right or the relationship will fail. Sometimes you can look at a resume and tell, "wow, this is exactly the kind of person I am looking for" and then you meet them and it just is wrong, the two of you won't jive.

I did get offered some additional business today, and I pursued a current client for additional funding and the day in general had good promise. Now, to make it pay off...

Tuesday, January 10, 2006

Motivation

Ever get to the end of a day and just sit at your computer wondering, "should I log in or not?" I mean, if I log in then I have to answer /tells from everyone, say hi and take on the persona of a noble warrior ready to leap into the fire to assist anyone that may need me.

I enjoy the character, I enjoy the game, I certainly enjoy the friends, but sometimes you just need a break. AC has had a long and storied history with quite a few people, like me, who unsubscribe and then return to the game a short or long time later and continue on their journey. Addictions are like that... you flirt with them and they give you that little bit of a high. Problem is that your new experience is never like the first time. You just never reach that same high you once had.

I miss the old AC. I miss the times I had with friends and enemies. I miss the first walk through a new dungeon, or the first time through a quest... it's all old now. Nothing is new. Even the new content is a re-work of the same old stuff just with different rewards. I ran some folks through Focus Stone the other week, and I can't believe how easy that quest turned out to be. I went through all of my characters on all of the servers and looked for a matty coat, an old-school olthoi helm, and a pair of yoroi leggings so that I could tool around the server and pretend it was 2001 (portal year 20ish) How sad is that?

So, what motivates me to stay with AC given the old worn out horse feel the game has? Legacy and Destiny. I have a long history with the game. I was there at the beginning, even before, and I will be there at the end. I keep my account open and log in to chat with friends when I can. Something holds me here... something calls to me, as corny as that may sound. I don't care about leveling. I don't care about getting newer or better items/weapons/armor. The real reason I am here is to see the end... sad as that may be.

A Warrior Named Doom

Prophet Doom’s Legacy

(ooc: I’m posting this because I’m bored at work, and I thought it would be nice to have a bit of EG’s history laid out for all to see.)

The day was bright, clear and full of fresh air. The portal energy began to fade and for the first time Doom looked around this new land. He greeted the young warrior who stood with a magical shield. The advocate informed Doom of his choices and welcomed him to Dereth. The name roles off the tongue like sweet honey from the comb.

Doom chose the ways of magic as his first exploit in Dereth. He strolled into town passing the occasional rabbit, drudge and something called a monouga. As he arrived in town he noticed a commotion about this large red, winged statue. He inquired, “What’s this for?” “Touch it and see,” was the reply and the young Doom fell for it. Using the statue he quickly learned he had been unveiled from the protection of this realm’s master, Asheron. He was engulfed in flame bolts and arrows and suffered a fate he would learn from quickly.

Finding himself at the lifestone, and incurring a penalty to his skills at this early stage of his life, he sought to clear his headache by decimating the local rabbit population and even taking on a few of these drudges and monougas. Through a long hard fought battle he made it to his 8th cycle of experience in the realm and had accordingly mastered some new skills. The gain in knowledge came at a cost of many trips to the lifestone, but it was worth it because he could now travel more freely through the land.

Holtburg, that’s the name of the town! That’s where he had been utterly destroyed upon entering this world. Doom stayed far away from that town for a long time. He sought out fellow Shoyans in the city of Yanshi and Shoushi. Doom would go by his Sho name when in those towns, Meiun, and would be revered by those who knew his story in the Isparian realm.

He encountered a number of teachers in this realm. He learned of Asheron, the different creatures he encountered, and he learned the history of the three representative nations now here on Dereth. After much thought, and acquiring his 12th level of experience as a mage, Doom decided to practice the ways of his father and picked up a sword and even mastered the martial arts as they were known in this land.

Doom Lightblade reached his 18th belt at a time while this world was still new. Doom would wonder the land and upon finding a master swordsman of the same level they forged an alliance. Alas, this warriors name is not recalled, however, his other vassal was of some renown in Dereth at the time. Gargamel was a wizard of great fame. Gargamel and Doom ventured across the land for many levels and through many adventures. Gargamel had other mages under him and together, along with Doom’s blade, they struggled to unravel the mystery of portal space. Gargamel would eventually discover how to use portal magic and even to bind oneself to a lifestone. Gargamel and Doom would spend the remainder of their days acquiring ever increased skills in the land just north of Qalabar.

There came a time of choice. The world was at an end and the era came to a close with a massive party in Dereth. The gods granted us a discotheque outside of Shoushi. We were invaded by fire elementals and the world was destroyed. This destruction was much anticipated. Information began to come from scholars who had foretold of the demise of this dimension and the rebirth of several in like form.

As the end came, Gargamel and Doom plotted their over-taking of new realms. Doom had many friends across the lands prior to the collapse of the dimension, and he would call upon these friends for advice and council as to the direction our souls would take. To the chagrin of Doom, Gargamel decided that he would depart. He would venture with his mages to the dimension of Frostfell. Doom and his friends would discover Leafcull.

With the rebirth of his soul, Doom chose a new title. Prophet Doom was born, and with his great mastery of life magic and mana conversion he brought down the mighty Lugians outside of Qalabar with a fury unmatched by any other in the realm. Doom had found his home, and his friends, and together they would claim the land as their own.

Ghede was new to the ways of Prophet Doom. Ghede was a natural leader yet lacked the knowledge of how to lead in this realm. Prophet Doom entrusted much to Ghede in the hopes of inspiring the growth of his young vassal. The prophet foresaw the rise of Ghede and welcomed it.

Wrathgar, Quidlor, and Prophet Doom strode out into the Direlands in their early 20th levels. Quidlor had mastered his 4th level of war magic, and understood a great deal more about how damage types and aim of the spell would affect the embattled creatures differently. Prophet Doom watched and learned in amazement at Quidlor would time and again win the kills. Prophet Doom decided to devote more time to research to attain the same skills. Wrathgar, in the mean time would spend hours with Quidlor in the hopes of stealing his kills.

With the trade route opened to the great Fort Tethana, Doom began to focus on an issue within his spirit. Although he had learned the great art of portalling, he had failed on many occasions to cast the portal recall spell. In a last effort he contacted the gods and asked them for help in correcting the issue within his soul. Several interactions occurred. Doom once found himself at the lifestone near Shoushi. A voice called out to him, “Hang on. We’re going to try something.” In a moment Doom was gone. The life that was had been destroyed by the gods in their attempts to correct an error in the re-assimilation of his soul.

Through 28 levels of mastery, Prophet Doom had realized his ambition and had brought together a true team of friends who built strong relationships and forged a monarchy rich with history and passion for honor, integrity, and service to all. The soul of Prophet Doom grieved the loss of his experience on Leafcull. As he would discover while meeting with his friends on Frostfell, the error to his re-assimilation had indeed been fixed, but at a cost that was unbearable.

Prophet Doom returned to Leafcull a couple of weeks after the incident that brought about his first demise. He would never pick up the wand as a mage again. For the remainder of his days on Leafcull until now, Prophet Doom is a legend as a swordsman. Having contacted Ghede upon his return, Doom was graciously given seat under Axen and the prophet flourished. His deeds are recounted well in the Tale of Anun’in.

One can never return to former glory, and it is fleeting as the wind. One’s best hope is to live for today and to do the things today that matter most for your fellow man. The prophet’s legacy is seeded across all of Dereth in the realm of Leafcull. Names like Skystreak Cloudrider, Quidlor, and Ghede, as well as future kings like Thase Skotoso and Gekkonidae would remember the beginning, and recall the exploits of the young prophet.

(ooc: The destruction of Prophet Doom weighed on me heavily. It’s so strange how deep friendships and experiences in an alternate world can affect you. I know each of you know exactly what I mean J I left Prophet Doom and his legacy at level 41 as a swordsman. He held Anun’in at his side when we announced that I would be deleting him. We had a funeral and everything. It was very sad. I’m sure there’s a thread about it somewhere, because there was a large assembly for that funeral in the Zaikhal meeting hall.
I moved on to found the Council of Doom on Solclaim only to face an even worse scenario. Doom Lightblade was HACKED about 4 weeks after the server opened. I had to get another account because I couldn’t get Turbine to agree the account and the name was mine!
So, again, we started to build up. By this time I had met a good man who I was proud to serve under, Jaafar al Saladin of the Paladins of Asheron. Jaafar was an awesome leader, and VERY knowledgeable. I don’t think there was a quest invented that that man couldn’t master in a week. Solclaim was shaped by the Paladins of Asheron, and I am proud to be a part of that legacy.
I could go on and on, as I’m sure many of you could with your tales and exploits, but I won’t. Thanks for taking the time to read this. I hope you enjoyed the read and that you find me worthy of your attention.

-- Ever in service to the Empyrean Guard,
Yours Truly,
Doom Lightblade, aka Prophet Doom