What We Hope Dragonflight Learns from Shadowlands

In less than a week we will say farewell to Shadowlands and move on to the next World of Warcraft expansion: Dragonflight. In anticipation, the two of us reflect on what we hope the new expansion learns from the successes and missteps of the old.

Erik: The biggest thing I hope Dragonlifght builds on from Shadowlands is Torghast, specifically the great flexibility the Torghast dungeons had in how many characters they were for and how difficult they were. Torghast was great for us to play together just the two of us or to do solo when we felt like it. The biggest weakness of Torghast was that it had no rewards beyond materials for legendary crafting. My dream is an expansion where every dungeon adjusts to any size group, from one to five (or even more) and scales its difficulty appropriately. What about you?

Eppu: Agreed! (This is literally the first thing I wrote down, too, when drafting my thoughts for this post.) While it’s fantastic to play through a dungeon that’s adapted to your gear level, getting no proper loot sucks.

The other big thing I hope for is convenient and comfortable flight. You had a few more thoughts about that, didn’t you?

Erik: Yeah, I’m excited that we get flying early in Dragonflight. While I haven’t minded the way Blizzard has handled flying in the past few expansions—starting out on the ground and earning flight by playing through the game on one character—I like the idea of flight being unlocked right out of the gate.

At the same time, I’m a little worried that we’re going to see a classic Blizzard overcorrection and they’re going to turn flight from a convenient method of getting around into some overdesigned, unfun “gameplay” like what happened to mission tables in Shadowlands. Are there any features from Shadowlands you’re hoping won’t make a return next expansion?

Eppu: One, and they already took care of that in the new crafting interfaces. I seriously hated the info box for the marks that you can add onto other crafted items. It was so fecking clunky; I’m really glad it’s gone!

I’d also love to see professions improved. These days whenever you have the mats to make something, your character has already leveled past it. You could always craft items for auctioning, of course, but I find additional management like that annoying. It’s not what I come to WoW for. The crafting orders sound like those who want to dink around with auctioning now will have that opportunity. It will remain to be seen whether the rest of us will have anything useful to craft. How about you?

Erik: I’m interested to see what’s going to happen with crafting, too. I’m right with you on that infernal info box on the crafting interface!

As for things I hope don’t come back, the scarcity of anima was a theme in the lore of Shadowlands, but it also affected the gameplay of the expansion too much. I never explored even half of what the covenant sanctums had to offer just because I never had enough anima to do anything. World quests felt unrewarding for the level of time and effort they required. I hope we don’t have the same scarcity-based design in the next expansion.

But enough about the negative. What are you looking forward to the most in Dragonflight? Blizzard keeps blowing me away with the art design of their zones, and Shadowlands was the best yet. I can’t wait to see the art and design in an expansion focused on dragons and elemental powers.

Eppu: You’re right, the anima scarcity wasn’t satisfying at all—haven’t we done the grind for, what, 18 years now? It’s also true that the art has improved a lot since Draenor (if not Pandaria). But I’m not quite sure what you mean by best art design yet. Would you elaborate?

Erik: I think what I’m trying to get at is this: Each of the main zones of Shadowlands has a clear aesthetic that looks pretty simple at first: Bastion is peaceful fields and clear skies, Maldraxxus is carnage and gore; Ardenweald is a dreamy fairy forest; and Revendreth is crumbling gothic ruins. But the longer you spend in each zone, the more you discover. Bastion is less peaceful than it appears, but the dangers are hidden from sight like the forgotten memories of the Kyrian. The very land in Maldraxxus is made of skin and bone and hair, like the corpse of some gigantic creature. Ardenweald is full of swirls and circles, hinting at the cycle of death and rebirth that it serves. In Revendreth different stories about a corrupt elite and the gnawing discontent from below play out at the higher and lower levels of the of the zone. There is a tighter connection between story and design in Shadowlands than we have seen in most previous expansions. (I’d cite Drustvar from Battle for Azeroth as another excellent example.) I hope we see more of that in Dragonflight, zones that are not only beautiful to play through but where the art and the story inform one another so deeply.

Eppu: Yes! It would be great if the story and art supported each other. So far it’s impossible to say, but I’m cautiously optimistic. The expansions certainly have gotten better and better over the years. Incidentally, my all-time favorite is Battle for Azeroth. Do you have a favorite expansion?

Erik: Hard to say, but I think Legion. I enjoyed the class storylines, and we got a whole new kind of Tauren to play! But there are things I’ve loved in every expansion, and I look forward to finding out what those will be in Dragonflight.

Image: Screenshot from World of Warcraft

Of Dice and Dragons talks about games and gaming.

A Mage of the Black Dragonflight

Rounding out my transmogs for the five dragonflights, here’s a mage set for the earthy, fiery black dragonflight.

If you like this one, you can check out my previous efforts for the blue, red, bronze, and green flights.

Image: World of Warcraft screencap

Of Dice and Dragons talks about games and gaming.

Random Thoughts on Black Panther: Wakanda Forever

Thoughts in no particular order but grouped thematically. Spoiler warnings in effect!

IMDB Wakanda Forever Wright Huerta Underwater

Characters

Erik’s thoughts:

  • Angela Basset as Queen Ramonda gives a devastatingly powerful performance. She conveys so much grief, love, and determination with very spare acting choices. She commands the scene every time she is on screen.
  • One of the things I have always appreciated about the world of Black Panther is how much room it makes for characters to listen, learn, and grow. We saw it with T’Challa and Nakia in the first movie; here Shuri and M’Baku show it best.
  • Another wonderful thing about Black Panther has been how much room the movies make for women to have stories that aren’t about relationships—romantic or familial—with men. T’Challa’s death naturally hangs heavily over Wakanda Forever, but the movie also balances that with incredibly important relationships among women.

Eppu’s thoughts:

  • Tenoch Huerta was great as an all-powerful, unhinged Namor. He rotated through cracked, creepy, companionable, and perhaps even a little lonely. (After all, we didn’t see him connect with anyone else other than Shuri.) The way he tried to physically intimidate Ramonda by leaning way, way, WAY too close during their beach conversation still gives me the chills.
  • LOVED the amount of women again: women with real agency, and lives and goals of their own. Like real people, imagine that! (Well, perhaps not Director de Fontaine—she smells like a future baddie, and a hammy one at that like Rumlow / Crossbones was—but to be fair we didn’t see much of her yet.)
  • I knew to expect tributes to Chadwick Boseman, but wouldn’t have guessed how much there was. And the opening credit where the letters spelling Marvel Studios were all filled with images of T’Challa—that was perfect. The usual Marvel theme would’ve sounded garish, too. RIP.

Story

Eppu’s thoughts:

  • I found that the pacing worked for me; I didn’t feel bored nor overwhelmed. It was really nice that the characters were given time to process, to just sit for a bit instead of rushing headlong at a breakneck speed. (I’ve long loathed the old rule of there-must-be-an-action-scene-every-7-minutes or whatever; that means you don’t have a story strong enough to hold the audience’s attention.)
  • It was really nice that Ramonda and Shuri had a moment when they left their high tech behind and just sat in the bush at a campfire, talking. It felt true—we Finns certainly detach from the city life and go enjoy nature from time to time.

Erik’s thoughts:

  • The movie felt like it was pulled in too may different directions. It was strongest when it stayed focused on Shuri and her relationships with her mother and the memory of her brother. Riri Williams was fun, but felt like a distraction from Shuri’s story and didn’t have enough time or focus to develop on her own. Nakia’s story was underdeveloped. Everett Ross and Director De Fontaine felt like they had wandered onto the wrong set while filming something else.
  • There is a beautiful echoing of T’Challa’s story in Civil War. Like T’Challa before her, Shuri’s early days as Black Panther are driven by grief and anger as she turns outward the rage and self-hatred that she feels for failing to save the life of someone she loved. T’Challa ultimately learned that revenge is self-destructive by watching Tony Stark and Steve Rogers fight. Shuri arrives at the same point after seeing the spirit of Killmonger, fighting Namor, and hearing her mother’s voice one last time.

Visuals

Erik’s thoughts:

  • Talokan is beautifully designed. It doesn’t look like a surface city built underwater but like a place built by and for people who live and think in three dimensions.
  • I love getting to go back to Wakanda and see more of the visual design. From clothing to technology to architecture, there is so much to see, so many layers and textures.

Eppu’s thoughts:

  • Superhero movies have a tendency for really flashy environments, so I was surprised how, well, watery they made the Talokan design. It felt more realistic (like The Abyss) instead of ostentatious (like Aquaman).
  • I loved seeing so much of Mesoamerican designs and colors! Granted, it’s not my strong suit, but it looked authentic enough.

Concepts

Eppu’s thoughts:

  • Shuri’s bucking against the traditions felt completely in character, and her coming round didn’t feel rushed. (For once—in my experience, mainstream movies and tv series have a tendency to rush the reversal, while artsy movies wallow in it.)
  • It was fantastic to have so many languages on screen! I don’t care that I don’t know them all—although it is very neat when I do, don’t get me wrong—because the main thing is it’s showing an international world, not just telling us the characters live in one. (Captain America: The First Avenger, I’m looking at you and the horrible fake German accent you gave poor Hugo Weaving and Toby Jones to do.)
  • The ship battle at the end was a disappointment, given how awesomely it started (the Dora Milaje jumping over the side supported by Jabari). You could argue that the sloppy Wakandan preparation is due to not having had fair fights in a long time, but Shuri at least used to care about the lives of her fellow citizens. It’s like she dragged people off to a suicide mission. Then, when the Wakandans decided to leave, no-one though to look down the sides of the Sea Leopard, or to safeguard their sonic weapon pointing underwater? Smacks of more arrogance.

Erik’s thoughts:

  • There is a long history in pseudoarchaeology circles of using the idea of a lost civilization as a way of denying the creativity of indigenous peoples. In particular, claims that Mesoamerican cultures were founded or taught by visitors from Atlantis are part of a narrative that feeds into white supremacism. I was worried about what we would see in this movie, but I’m happy that they turned that narrative around: Talokan was not a lost civilization from which the Maya drew their culture but a new civilization created by Mayan people themselves in response to the horror of colonization. I’m also glad that the name “Atlantis” was never even mentioned.
  • I wish we had gotten a standalone Talokan movie before this one. If this movie didn’t have to do the work of introducing us to Talokan and Namor, it would have had more time to develop its other elements and characters.
  • We’ve been rewatching some older Marvel movies lately. It’s interesting to see how the end credits scene has evolved from an Easter egg to a marketing ploy for upcoming movies to a chance for comic relief to an integral part of the storytelling.

Nitpicks

Erik’s thoughts:

  • Talokan was really dark. Realistic for a deep underwater city, but frustrating in a visual medium.
  • Ms. CIA bugged Shuri’s kimoyo beads? Really? Where did she get the technology to do that?
  • Why did we never see the Wakandans trying to rip off the Talokanis’ water breathing masks when fighting in air? That seems like such an obvious vulnerability to attack, especially when they’ve already talked about trying to dry out Namor.

Eppu’s thoughts:

  • Just the one stinger? Come on!
  • It seriously rubs me the wrong way how many people mispronounced Namor’s name. Even Shuri did it right after he told her the name’s origins and she had the chance to hear it. Nay, it’s not NAY-more. Na-MOR. (You don’t even have to speak Spanish to get it right; compare to the first vowel and stress in a-LIVE.)
  • Everett Ross and the CIA infighting felt disconnected, yes, but I did appreciate knowing what’s happened to him. Clearly Marvel is laying the groundwork for something here. (Reminds me of that random stinger with one of Zeus’ sons being given a mission of some kind at the end of Thor: Love and Thunder.)

Image via IMDB

In Seen on Screen, we discuss movies and television shows of interest.

Random Tavern Generator

Want to add some color to your tabletop role-playing games? Here’s a quick method to roll up a random tavern, complete with name, atmosphere, staff, and even the potential for some side stories to shake up your ongoing plot.

First, to name your tavern, roll a d20 twice to get two numbers between 1 and 20. Apply the following adjustment for the quality of the establishment to each number to get two final results between -2 and 23.

QualityAdjustment
Squalid-3
Poor-2
Common-1
Average0
Nice+1
Fine+2
Exquisite+3

Find the result of your two rolls on the table below. You can either name your tavern “The Adjective Noun” or “The Noun and Noun.”

Let’s say you’re making a poor tavern and you roll a 9 and a 2. You subtract 2 from the results to get 7 and 0. That gives you The Grim Snake, The Dead Sailor, or The Snake and Sailor (or Sailor and Snake), whichever one sounds best for your setting. If you’re making a fine tavern and you roll a 6 and a 15, those become 8 and 17, giving you The Lost Hero, The Cheerful Hare, or The Hare and Hero / Hero and Hare. (Of course, reroll or adjust if you’re not happy with any of the results.)

RollAdjectiveNoun
-2HangedRat
-1DrownedThief
0DeadSnake
1DrunkOutlaw
2DizzyBadger
3TipsyShepherd
4LazyDog
5ThirstyDrover
6HungryCat
7GrimSailor
8LostHare
9LonelyTailor
10WanderingLamb
11QuietRider
12StoutBull
13DrowsyKnight
14MerryDeer
15LuckyCurate
16CozyStag
17CheerfulHero
18DancingLion
19WinsomePrince / Princess
20FlyingPeacock
21BlessedSovereign
22GloriousUnicorn
23RegalDragon

Now that you have a name, the next thing to do is roll up the atmosphere and staff. For this roll a d6 and apply the same adjustments for quality.

RollAtmosphere and staff
-2A rickety old hovel, half falling down, with rotten floorboards and vermin scuttling just out of sight. The staff is surly and suspicious of outsiders.
-1A dilapidated shanty with broken windows. The wind whistles through chinks in the walls and rain soaks through the uneven thatch of the roof. The staff is gloomy and unhelpful.
0A ramshackle place knocked together from an old barn and its outbuildings. The staff is tired and rude.
1A worn-out house that’s seen better days; the furniture is unsteady, and the curtains are faded. The staff is harried and disagreeable; they respond to the needs of their guests, but slowly and with lots of grumbling.
2A modest establishment with good ale and decent food, but the furnishings are old and threadbare, the beds are uncomfortable, and the walls are thin. The staff is capable but does not take initiative and is hard to get moving.
3An old but tidy farmhouse adapted to hosting travelers; everything inside is worn but well cared for. The staff is polite and proud of their inn, but they have limited resources to work with.
4A plain but cozy little inn; most of the guests are regulars from the local countryside who come here to see old friends and enjoy familiar comforts after a hard day’s work. The staff is cheerful and helpful, but often distracted by conversations with regulars.
5A comfortable and well-kept place; the furnishings are new and pleasant, but not expensive. The staff is proud of their tavern; they are gracious to guests who appear well-to-do, but brusque with any visitors who seem poor or unkempt.
6A charming old-fashioned tavern that has been run by the same family for generations; many of the furnishings are heirlooms passed down from the original owners. The staff knows the full history of the inn and will share interesting historical tidbits at the drop of a hat, but doesn’t know much else.
7A new establishment, recently built with all the modern conveniences, comfortable rooms, and excellent food. The staff is eager to advertise and encourages guests to spread the word.
8A luxurious retreat, built in the style of distant lands and filled with imported luxuries; exotic spices flavor the food and vintage wines fill the cellars. The staff performs elaborate courtesies with an affected air, but are also expert at discreetly fulfilling guests’ wishes, even the more unusual ones.
9A palatial lodging built with cut and polished stone, gilded everywhere; the furnishings are immaculate antiques, and the serving wares are the finest porcelain and silver. The staff is highly competent, discreet and unflappable, accustomed to both accommodating the whims of wealthy clients and being handsomely rewarded for their service.

If you want to add a little extra drama to your characters’ stay at the tavern, you can also roll up a little side story with a d6, applying the same modifier for the quality of the place. How your players deal with this added drama is up to them.

RollDrama
-2A gang of brigands is dividing up the loot from their latest raid in a corner of the common room. They suspect the player characters may be hunting them, so they try to look innocent, which only makes them look more suspicious. They are likely to react with violence if challenged.
-1A young traveler spots the player characters and thinks they recognize the person who killed their parents and against whom they swore vengeance. (They may or may not be correct, depending on your party’s backstories and adventuring habits.)
0The kitchen catches fire in a cooking accident, and the guests are called upon to help evacuate the inn and fight the blaze.
1A very large, very drunk patron spills their drink on one of the player characters and gets belligerent demanding the character buy them a new drink.
2The innkeeper accuses the player characters of trying to pay with counterfeit coins. Depending on the setting, local law enforcement may or may not get involved before everything can be sorted out.
3A smuggler, on the run from the law, attempts to slip some of their contraband into the player characters’ baggage.
4A spy in the service of the player characters’ enemies is staying at the same inn. In their haste to get away before the party notices them, they accidentally leave behind some evidence that helps the party on their current quest.
5Two young nobles from rival houses are staying at the inn under false names, having run away from their families together. They fear that the player characters may recognize them, so they take steps to evade, eliminate, or ingratiate themselves with the party.
6One of the player characters recognizes a familiar taste in the cooking and discovers that someone from their past is working in the kitchen. Whether the reunion is a happy or tense one is up to you and the player.
7One of the staff falls into hero worship of one of the player characters and hangs around making starry eyes at them and being generally awkward but harmless. They may be persuaded to do something to help out their newfound hero.
8The player characters are mistaken for visiting dignitaries from an important neighboring power and find themselves besieged by petitioners and sycophants.
9A wandering prophet recognizes the player characters and offers to share valuable information about their current quest in exchange for picking up the prophet’s rather hefty bar tab.

Image: Interior of a Tavern, with Cardplayers and a Violin Player, via Wikimedia (currently Royal Collection, UK; c. 1695; oil on canvas; by Jan Steen)

Of Dice and Dragons talks about games and gaming.

A Paladin of the Blue Dragonflight

With Dragonflight on the horizon, I’ve been messing around with some dragon-themed transmogs. Hopefully the next expansion will give us some great new dragony appearances, but in the meantime, here’s my set for a paladin of the blue dragonflight.

The shield even breathes fire! Here’s the Wowhead dressing room link if you want to look up any of the pieces.

Image: World of Warcraft screencap

Of Dice and Dragons is an occasional feature about games and gaming.

Thoughts on Rewatching Buffy the Vampire Slayer

We recently rewatched the series Buffy the Vampire Slayer. It’s been a fair few years since we last saw it, which is long enough to forget a lot of details, so there was pleasure in rediscovering some of what made the show so good. A few random thoughts inspired by our rewatch.

To begin with, we can’t avoid the fact that Joss Whedon has now been exposed as an entitled sex pest who created a hostile and unsafe working environment on his shows. This knowledge casts a pall over our enjoyment of the show and gives an ugly tint to some of the character interactions. Xander’s puerile lusting after Buffy or Buffy’s teen crush on a two-century-old vampire are harder to stomach knowing what Whedon was up to behind the scenes. It’s not impossible to enjoy the show now, but we have more than the usual amount of disbelief to suspend.

There are other things that require a little indulgence as well. The series is twenty years old, and it shows. The special effects don’t hold up particularly well, the stunts are a bit obvious, and the pop culture references have not all aged gracefully. Still, that’s par for the course when going back to something older, and we can’t hold it against the show.

Other things date the series, too. It is a clear product of third-wave feminism, with its insistence that girly girls can be strong and don’t need boyish boys to protect them, but the series still can’t fathom the idea that girls don’t need to be girly or boys boyish at all. The overwhelming whiteness of the cast is also hard to ignore—it takes seven seasons before we get a person of color as even a side member of the cast. The show was notable at the time for showing a happy, loving queer relationship; it is notable now for crushing that relationship for the sake of drama.

Those things being said, though, Buffy is much better than I remember. The early seasons hold up quite well. The characters are well developed, the dialogue snaps, and the jokes mostly land. The central conceit of taking the challenges and frustrations of young adulthood and turning them into literal demons is just as much fun to watch now as it was then. The idea of a young woman who needs no saving but can kick monster butt all on her own is not as revolutionary now as when the series first aired, but it’s still satisfying to see a woman whose heroism is not the product of overcoming weakness but of embracing strength.

I find it hard to remember how good the first few seasons are because my memory of the show is tainted by the failings of the last few seasons. The show lost something when it turned away from the monster-of-the-week-as-coming-of-age-metaphor formula in season five and went hard into dramatic arc territory with the mystery of Dawn, Glory, and Ben. Season six has its good and bad points: the good point is the musical episode “Once More With Feeling;” the bad points are everything else. The early episodes of season seven recover some of the magic of the early series by focusing on the friendships of the main cast, but those are soon sacrificed to the First Evil arc that drags on for most of the season.

Many fans have their own personal cutoff points where they choose to mentally end the series. The end of season three is a popular one and makes sense; there is great satisfaction in watching the senior class of Sunnydale High School pull together to slay a powerful demon, and the end of high school makes a natural end point for the show. The end of season five is also a popular contender, with Buffy sacrificing herself to save her sister and the world. For myself, I choose the end of season four. The season has its weaknesses, but I enjoy the early episodes that take the monster-of-the-week approach to adjusting to college life. The ending that sees Buffy and the Scoobies tap into the primal power of the slayer brings a nice conclusion to the themes of friendship, courage in the face of life’s horrors, and Buffy’s ambivalence about her calling that animated the early seasons. In fact, I now wish that the geek trio of season six had been the villains of season four instead of Adam and the Initiative. The trio’s overt goofiness was always an odd fit in the bleak season six, and their refusal to grow up could have made for an interesting counterpoint to Buffy and the gang’s rocky but earnest transition into adulthood. Ah well—these are such things as fanfic is made of.

When we were packing up our house for our big transatlantic move last year, I was considering getting rid of our Buffy DVDs. Now I’m glad we didn’t. It was a pleasure to rediscover the joys of the early seasons, despite all the show’s other problems.

Image: Buffy cast photo via IMDb

In the Seen on Screen occasional feature, we discuss movies and television shows of interest.

Quotes: The Things We Have Had on Our Minds During the Day

People have long been fascinated by dreams and seen them as potential sources of meaning and insight. While today we focus on dreams as potential windows into our unconscious minds, ancient peoples often thought of dreams as a potential channel to the supernatural. Ancient Greeks produced complex manuals for interpreting the symbolism of dream images as a way of understanding the gods and predicting the future.

In that context, it is interesting to see evidence for a more rational, grounded approach to dreams. This passage comes from Herodotus’ account of how King Xerxes of Persia decided to invade Greece. After debating the merits of the proposed campaign with his court and deciding against it, Xerxes repeatedly dreamt of a shadowy figure that demanded he carry on with the attack. When Xerxes brought up this dream to his uncle Artabanus, Artabanus offered a level-headed interpretation:

Now when you have come around to a better way of thinking, you say that although you have decided to abandon the expedition against Greece, you are visited by a dream from some god forbidding you from giving up on the plan. But there is nothing divine in this, my boy. I have many years on you, so I’ll teach you what recurring dreams like this are about: the things we see in our dreams are usually the things we have had on our minds during the day, and in recent days we have been concentrating on this campaign.

Herodotus, Histories 7.16b

(My own translation)

Now, in Herodotus’ narrative, it turns out that Artabanus was wrong and Xerxes really was being visited by some divine force prompting him to carry on with the invasion plan, but the fact that Herodotus could put that argument into Artabanus’ voice tells us that the idea was part of the contemporary conversation in the Greek world. Indeed, Artabanus generally figures in Herodotus’ work as a wise and perceptive counselor whose advice Xerxes would have done well to heed. Giving this argument to Artabanus gives it a significant weight as an idea, even in a cultural context where people were inclined to see dreams as messages from the gods.

Serving exactly what it sounds like, the Quotes feature excerpts other people’s thoughts.