Harmon Quest

dooley's picture
Dan Harmon ladies and gentlemen

So in addition to Star Trek Discovery, The Orville, Red Letter Media's weekly releases, my own stream and The Grand Tour, I've recently consumed Dan Harmon and Spencer Crittenden's creation, Harmon Quest.

So what can I say about Harmon Quest that hasn't already been said? I dunno because I haven't read or watched a lot of content ABOUT Harmon Quest.

The first episode where it seems like Harmon Quest is a real success is season 2's episode 7. It's the first episode where it seems like Dan wrote his introduction prior to the show starting (instead of uncomfortably attempting to adlib and fail) and where Spencer seems to have a boosted sense of self and confidence in his role as not just dungeon master, but producer of the show.

It's neat seeing the growth and advancement, and to see the 'formula' of the show evolving, providing interesting story without worrying about killing off the guest each week, not to mention, actually knocking out (killing off?) two of the regulars (Erin and Dan).

I just want to take a moment to give Dan Harmon some credit for being as professional as he has been despite his situation. I cannot begin to fathom what it'd be like to PLAY next to your exwife (who incidentally is now in a relationship with Paul F. Tompkins [aka the voice of Mr. Peanutbutter from BoJack Horseman], or so I saw on her instagram while trawling for details about Harmon Quest's origin and evolution). Although the first few episodes of the season are awkward in his intro, describing her as his ex better half (he never introduced her as his wife in the first season, so it's telling that he feels the need to describe her as his ex in the second season), he has dropped this intro by episode 5ish (I think) and now they are a group of players in Spencers game (as opposed to an experiment in entertainment).

So where am I going with all this?

In these last few episodes of Harmon Quest, we see a real game being played. It's less formulaic and more open to player interpretation. It's less about making sure the guest is dead by the end of the session and more about everyone having fun (including the audience).

However, the fun is not facetious. It's real. It's real game, real characters, and some real character development, which may or may not be adlibbed, but is a pleasure all the same.

Reflectance

Does my game need to be more like Harmon Quest? That is the question that was raised in the back of my mind. The short answer is obviously no. My Friday D&D game is a long format story driven piece of entertainment and with 6 players, each of which have very robust characters, it'd be a bit of a challenge for me to manage everyone's math and dice rolls; more to the point, the breadth of the story and range of options doesn't lend well to fast paced politics.

That said, what can I take away from Harmon Quest? Well for starters, there's the looseness of it. Spencer doesn't cling to the puzzles he generates, allowing nearly any ridiculous action to quickly move the characters forward.

An example that stood out to me was when Davis bit a stone marker as Boneweevil, resulting in the marker sinking into the floor and a portal opening up. This makes no sense, but who fucking cares, they're moving on. That sort of thing is necessary when you're trying to stay under a half an hour, and hard to swallow in my position, although the players, at the end of the day, don't give two shits one way or the other.

Another Stream

Earlier this year, when I was running the three separate streams, something I strived to achieve in each session was an encapsulated experience. While the storylines arced across multiple sessions, my goal was to provide a scope per session that the players could easily wrap their minds around. My primary issue during those months, was providing plot lines that interested the players in the way that the current plots of my Friday games do. My Friday games involve the players in a fashion that none of my previous games have, and I've had a lot of fun developing that world and those stories. Now, having learned as much as I have, and having absorbed some of Crittenden's methods, I want to start a new stream and provide an hour long game that moves at such the pace.

Animation

Let's be honest, this isn't going to happen. Animating anything is a very involved affair. Drawing the characters, even with modern tools, is a time consuming task in and of itself, never mind animating the characters which is a herculean task that requires hours upon hours. How many hours? How many you got?

As much as I appreciate the idea that I could animate the Friday games, or even just animate some points that stand out, the end truth is that I don't have the time. Maybe one day.

Player Attitudes

A dungeon masters job is to provide players with a game that is fun and entertaining, however a great deal of the responsibility rests with the players and their ability to maintain themselves as players.I find that players who complain about X are the most guilty of X. I've also found that I don't have the patience for players who need constant propping and prodding. I expect players to be self starters, self motivators, and in general, be at my table because they want to play regularly (as opposed to showing up because they have nothing better to do).

When I get the sense that a player is not having fun, I start paying more attention to things that that player is saying or doing. I, as the story teller, referee and tie that binds, want to, nay, need to know if there's an issue I can address.

If I find that a player isn't having fun, but it's because of their own actions, that's another thing. If I find that a player is unable to maintain a game driven demeanor (remember, we're here to have fun) and is becoming mired in anger or depression due to their lot at the table, then suddenly I'm not running a fun fantasy game about politics, and infighting in the northern Cloud Spires. Now I'm providing a therapy group for someone with a deeper issue. Also, bad apples and all that.

I can't imagine how Spencer Crittenden felt when Dan Harmon would get all fucking gauche ("I run away.. tears streaming down my face.."). I hope to christ that that was prescripted and expected, because otherwise, that was bloody unreasonable. Especially given that an episode or two later, I guess he has a girlfriend so now he's okay and Fondue is a hero. Man alive. Maybe I'm just reading into it too heavily, or maybe as a public DM for nearly a decade, I've learned to recognize peoples emotions and tells.

Getting back to my point; it's one thing to provide someone the sort of game that interests them. It's largely another to pander to a player because otherwise they're gonna have a bad time (and by extension, make everyone else uncomfortable).

The Flow Chart

If you're not aware of 'The Flow Chart', in short it states that if you have a problem, talk to the player about it. Don't mince words, just address it. If they want to keep playing, you'll work through the issue together and the game will improve as a result. Clearly I have no qualms in this, but I also believe in giving people a bit of quarter. Wait to see if an issue is an issue that needs addressing before addressing it.

Fair do

D&D is not about being fair. My game is not about 'being fair.' My game is about 'having fun' within the story line. The players entering the game are given immense opportunities to be equal players, or outright overpowered (not about being fair). What they choose to be, or do with that, is their call.

If a player enters my game stating that they're an orphan, they're gonna have a shitty time of it as they'll have zero say in anything, they'll have zero political power, and they'll subsequently have zero interest in the game.

This is something that I sometimes worry about with Paul, however, Paul has demonstrated that he makes his own fun and so as a self starter he alleviates me the standard needs of a player. Blessed be.

Due Course

Attitude issues aside, the game thus is running well enough, but in watching through Harmon Quest, I feel the need to make it quicker. More streamlined. Celeste would disagree, saying that my game is fine the way it is. It could just be me wanting to make the game more marketable. In reality, I am very jealous of Spencer Crittenden's position but I do recognize the qualities of my own game and position and I take pleasure in what I produce.

In the future, if I have the opportunity to start another stream, I'll aim to keep it smaller scope and maybe even take on doing the dice rolls.

All in due course.