Ignore.

At Mr. Zero: All you need to know about Order of the Stick is you come for the jokes and you stay for the story.

For the time being, they still have the trump card… destroy the gate so it does not fall into the wrong hands. That is a desperate move since destroying the gate apparently also weakens the fabric of resistance, but it would let the run off and try to prepare to save the last gate. Actually, it seems like they almost have to destroy it. You don’t write a story with 5 MacGuffins and leave the one in the kitchen.

Still, I think the next plausible event is Team Evil showing up. Tarquin and Nale have already fled, so really its jut Malack and Durkon against Roy, Haley, and Elan. V and Belkar may or may not join the fight, but I think Roy and Haley could take both down, especially considering Malack’s expended spells. As always with DnD, it depends on the levels.

Elan’s an idiot. Thinks he’s naked while not wearing clothes. His music is obnoxious.

Actually, I think he’s right on the money if he thinks that.

We all know he meant to say “invisible” :-).

“Also, use your inside voice.”

Heh. I too am surprised that Belkar is still among the living. And as an observation, I love the fact that Rich used an ever-so-slightly paler shade of peach for the halfling after the Durkpire drained him.

sslirp! sslirp! sslirp!

Don’t forget that the whole Snarl story may well just be a fabrication to set people after the gates. When V’s raven looked through the gate above Azure City he saw a beautiful planet, not a world-chomping snarl.

Dude. Burlew amazes again.

Wasn’t one of the very few Durkon background details we ever got a prophecy saying that he wouldn’t return home “alive”?

“Posthumously” was the exact wording.

Apologies for the length.

Handling Downtime

So the adventurers return from the dungeon and hang out in town for awhile. At this point the narrative lulls. We learn about Elan’s sensitivity (#128), get more proof of Haley’s deceitful greed (#129), and watch as the loot is divvied up (#130).

The question is: is it okay for the narrative to lull? If so, how does one lull well? Dungeon crawlers handle these moments very well. Beating a dungeon is fun, but it’s probably more fun to go back to town and play around with new gear loadouts. You sell some stuff, equip the new goodies, etc.

Since I can’t control any of the PCs in OOTS, that excitement of min-maxing isn’t there. Burlew tries to sidestep this problem by doing a string of gags between the character and the shopkeeps. Roy tries to buy a polearm from a guy who has no inventory, Durkon tries out an increasingly bizarre series of armor options. As of strip 300, Burlew still hasn’t made me laugh, but I’m not too irritated by the humor. Easy enough to just click next.

Besides some jokes, Burlew uses a technique that I quite like: finding the cloud in every silver lining. By which I mean that some ominous stuff happens, even in the midst of the triumph. For instance, I think V’s ring will harm him, so there’s some tension between my reaction to it and his. (Burlew already did this “not so fast” move with #120.)

Another trick Burlew uses to hold our interest when nothing is really happening: revelations. Popular writing advice makes way too big a deal out of conflict, which is too narrow a term. “Disturbance” is what you’re looking for. Conflict connotes competition between characters. A disturbance can take any shape – even a letter.

In #131 we learn that Haley’s greed is actually altruism – she’s trying to scrounge up ransom for her imprisoned father. A clever move for three reasons: one, Haley was kind of a bummer, because she belonged to a regressive class of female character, the minx; two, it introduces a new plot thread and character; three, it is action without being an action. So while nobody has done anything – Ian Starshine was imprisoned whether or not we knew it – the letter reveal disturbs the story. Information can change characters (in our eyes) as much as, say, a vampiric transformation.

Video Game Storytelling

Burlew seems to have internalized the quest model of storytelling. In #134, Roy chats with a blacksmith about reforging his sword. He’s told he needs starmetal to do it, and receives helpful instructions to the “exact center o’ Wooden Forest.” Roy is skeptical. “So you, a complete stranger, are telling me that I need to go into dangerous territory and bring back some of this ‘starmetal’ for you, and then you can fix my sword.”

I haven’t liked the meta elements of the story, since they’ve so far just been a channel for easy jokes. But here’s a definite advantage to metafiction. When Roy then says, “Goddamn it, I hate side quests,” Burlew can comment on just how contrived the set up is. That maintains the reader’s confidence in him – so long as we know that he knows this is contrived, then we’re willing to take the ride.

So: is the quest good storytelling? It’s certainly been around forever. Hercules’ twelve labors could be ported directly to World of Warcraft. Do these 12 things, get immortality. The challenge and rewards are clear. What’s the upside of this, and why’s it so prevalent in stories? It sets up two levels of expectation. By outlining the forthcoming challenge, the reader can anticipate, and anticipation/surprise are the active ingredients in any page turner. The predictable stuff – they’ll go into the forest and fight some mobs – gives the reader a sense of where we’re going, and therefore makes the surprising stuff more surprising.

Then there is the reward, or incentive. Narratives prioritize motivations, even if neuroscience suggests we don’t really understand our own motivations for doing things. Another oddity: the only incentive that really matters is the one that appeals to me. If it only appeals to the character, the author must somehow make me feel that appeal vicariously – otherwise I’ll stop reading. Right now I have no interest in the status of Roy’s ancestral sword. What would make me care about it? If it, reforged, can have an effect on the world. In traditional stories like Burlew’s, the things that matter are those that are instrumental. The precise quality of a Macguffin is not important: just its potential impact.

But it turns out we’re actually doing the starmetal quest. Kind of surprising, since as of #134, the sword’s value is only sentimental, so the sword doesn’t matter to me either way – Roy isn’t Martin the Warrior, or anything. Roy has to convince each character to come along. Once more Burlew has an opportunity to highlight the character’s motivations, and some characters have better motivations than others. Haley needs cash for a good reason, so that’s fine. Vaarsuvius could make some magical stuff with starmetal, though we don’t know what those items could be. Belkar joins for the opportunity to kill giants and assuage his little man complex. Elan joins because he’s needy. Durkon joins for the hell of it. (Durkon continues to be the flattest character, just ahead of Vaarsuvius.)

Moving on

They get horses, and realize that nobody knows how to ride – except for Elan (#141). Haley is impressed: “Gotta love a man on a noble steed.” I’m really dubious that this comic can pull off a credible romance. More likely, they get together and then something really dreadful happens to one of the two.

Ah! Interesting! In #142, it turns out that the starmetal thing is a wild goose chase orchestrated by Nale, who’s trying to distract the Order. (Again, Burlew is scoring points as a plotter. Having your reader’s trust is huge.) Nale’s got his own plans, like restocking his roster and… other evil stuff. I have some issues with the supervillain routine of Nale and Xykon, but… eh. In the world of D&D true blue villains exist. They shake things up, so they are instrumental (in a way the sword of Roy isn’t).

By #160 we’re into the woods, Elan’s been captured, and he’s trying to sleep his way out of it. Haley is predictably jealous – I hope Burlew jukes this storyline somehow – and Elan’s lady friend gets into it with Haley. (It’s at this point that I notice the misogynistic streak in the storytelling. See below for citations.) The Elan/Haley thing continues in #184. Still not interested in it. I think Elan’s too dull so far. In #200 he says “I like you in one big Haley-shaped piece, so try to come back that way.” I feel like I’m watching The Princess Bride, but not in the good way.

Running in parallel to the Order’s forest hijinks is a bit about Xykon reclaiming his power and stumbling into an army of hobgoblins. We learn about Xykon’s big plot in #196.

The blue cloaked figure turns out to be a lady named Miko – a potential love interest for Roy, whom he turns out to hate. The story is really lagging as of 211. The starmetal thing is a bust, now the Order is headed off to the Asian-inspired town. Not too much grabbed my attention here. There’s a farce at an inn, inspired by “Who’s on First?” That leads to some mistaken identities and gender-bending, which is a little intriguing. (I’m mostly impressed at how dutiful Burlew is in tying up plot threads. He loves his Chekhov’s guns – the gender-bending belt was discovered in #009.)

In Azure Town, they get brought up on charges of threatening existence, or something. It’s all a ruse by Lord Shojo to retain their services in a very standard D&D quest. There are these gates, and if they aren’t protected chaos itself will destroy the world. The Order is exonerated, they agree to stay together, and they get outfitted for their next attack on Xykon.

Predictions

Since this is the kind of story that invites it, here are some predictions I made as I was reading.

#130: That ring V has is cursed, I think. Maybe it’s another phylactery of Xykon’s. Either way, V’s going to be corrupted somehow.

#130: Need to have a debrief with Roy’s ghost dad, and set up his next personal quest. Result: Subverted. Yes, Roy goes off on a personal quest to fix the sword, but ghost dad doesn’t bother showing up for the debrief, leading to a soliloquy for Roy in #162

#131: Haley’s dad, Ian, is a rakish deadbeat. They’ll bust him out of prison.

#141: Elan and Haley will hook up in 200 strips or less.

#171: The sorceress Samantha returns at some point to make Haley jealous again. Result: Nope! #189 – Samantha is chopped in half.

#195: Let’s see… I think the halfling has something to do with Elan’s warlord father. Result: bummer, it has to do with Dorukan.

#204: Miko Miyazaki is somebody’s daughter – they cut off the explanation of her parentage. Hm… maybe Ghost Dad’s master? I kind of think there’s some family history between Miko and Roy. Luke and Leia stuff.

#237: Random prediction – Vaarsuvius is gay. Result: Oh, so Vaarsuvius is actually gender-ambiguous. That’s kind of fun.

Misogyny

I cannot believe how frequently women call other women whores (or some other gendered insult) in this thing. #053, #062, #160, #161, #166, #168, #171, #243, #250 (probably the nastiest one – Burlew takes advantage of Haley’s “hysterical aphasia” to have her call Miko a cunt.), #269, #285 (once again, aphasic Haley is mean – “frigid bitch” this time)

The men get into it, too: #202, #206, #221, #222, #237 (doesn’t technically count, since it’s actually Roy), #240, #246, #250, #281, #291.

Roy talks to his father differently than he talks to Miko. Dad’s a “self-absorbed arrogant jerk”. Miko is an “overbearing self-righteous bitch”.

Oof – instead of writing dialogue for Julia Greenhilt and her friends, Burlew gives them three panels of “blah blah blah,” interspersed with the words ‘clothes’, ‘wands’, and ‘seriously.’

None of this reflects very well on Burlew. By #300, I feel like I’ve got a pretty good handle on the strip. It’s intricately plotted, but the individual components – the comedy, characterization, dialogue, and politics – are not particularly good (to my eye, I should stress. Again, not trying to bait anybody). Count it as a major victory for emergence, though. Even average parts can sum up to a greater whole.

Random Notes

[ul]
[li]This is typeset in Comic Sans MS. Bananas.[/li][li]Roy’s mismatched feet bother the hell out of me.[/li][li]Are the Aesir really part of the D&D lore? That’s bizarre, isn’t it?[/li][/ul]

Dude, it’s a stick figure comic.

http://www.giantitp.com/comics/oots0229.html

Second to last panel.

Just wanted to mention that this is not the interpretation I have seen anywhere else. “Liar” is the generally accepted cryptogram in my experience. It’s only four non-repeating letters, and therefore unable to be definitively deciphered. You’re spot on for 285, however.

[ul][li]Are the Aesir really part of the D&D lore? That’s bizarre, isn’t it?[/li]> [/ul]
No, not really - D&D has essentially absorbed various mythoi of cultures everywhere. Deities & Demigods was published back in 1980, afterall (still have my first edition sitting on my shelf, lol).

edit - oh, and what Zeitgeist said.

Wow, I am pretty surprised at this. I found the strip to be pretty hilarious in the early going. I guess it’s just not the type of humour you enjoy.

I would love to know how a comment like that isn’t bait.

As strategy mentioned, it drummed up 1.2 million dollars in Kickstarter funding. It’s the single largest thread in this subforum, ahead of GoT, Walking Dead, Penny Arcade, Community, and Doctor Who – I wanted to come correct.

Ah, didn’t notice that there were no other bits of dialogue to cross-reference that against. I was reading these strips, not doing my own translations.

No, not really - D&D has essentially absorbed various mythoi of cultures everywhere. Deities & Demigods was published back in 1980, afterall (still have my first edition sitting on my shelf, lol).

That would have driven me nuts if I was a D&D player back then. Reading Fall from Heaven’s civpedia did the same thing… all those distinct fictions being thrown into the hopper.

Yeah, I was a little disappointed myself – that would have really greased the wheels on my reading.

Understood, which is why I edited in that parenthetical. My intention is that it’s just bait for discussion, at worst. Please ignore any hook you might find within – I’ve had my fill of Qt3 arguments, for sure. I get the feeling that this thread is mostly for fans to talk about the latest developments, so I was a little hesitant to post my reactions to it. If the critique’s unwelcome or uninteresting, my bad, and carry on. (Though hopefully Dave gets a kick out of reading the second installment.)

I did enjoy your recap, yes–it’s always fun to see new reactions to works I cherish, although Burlew’s humor totally works for me and I’ve never noticed the misogyny that you find in the strip. As official translations for all of Haley’s aphasic dialogue have been published, I can at least confirm that “liar” is indeed what she said in that one panel.

Meh, I stop reading after one too many “have to work to make me laugh” type comments.

I like the series. I’m not trying my best to not be impressed by it when I read it either, which may be part of why I like it.

It was absolutely marvelous for the rest of us. One of the strengths of D&D back in those days was how even decent dungeonmasters could adapt material - even non fantasy material - into an adventure on the fly. When doing the silly stuff, yes it meant “and you find a lightsaber” or “and now you’re dual wielding Black Razor and Stormbringer because fuck it why not”. OTOH, it made for all sorts of fun adventures. It wasn’t just about blending mythologies. It was fun to take favorite [books/shows/movies], adapt them, and then change them around. The next campaign could easily leave out sets of monsters/gods/etc just to give it a certain amount of flavor. D&D’s good side is with the hodgepodge showing a little bit.