Tuesday, December 24, 2024
In this Holiday Time...
Merry Christmas to all.
Found the above roaster in a second-hand shop five months ago and I am so looking forward to cooking a turkey in it tomorrow. The cost was $5. Canadian. It will be the first time I've had a roasting pan of my own; used a few in various restaurants of the year, but oh, won't it be lovely not to rely upon a flimsy aluminum foil pan, or pick tin foil wrapping from the meat and bones when every bit of turkey is gleaned after the "easy meat" is cut away.
I know I've gone quiet these last four weeks. I've been here, I haven't been especially busy. I'm not stuck on the story surrounding getting the children into Qitai and I'm not injured or otherwise distressed. I think, honestly, sometimes... a creative person just has to step back from the work and take a sabbatical. Christmas was a good time to do it, but I didn't plan to do it. Just happened. Merely a matter of my head coming back around to these things, while in the meantime I rest, relax, pursue some vanity projects and enjoy life.
So at this time of Saturnalia, when the sun hits bottom and starts to climb its way out, when the winter is half gone, on the verge of all the work and unbalance that the holidays bring before the holidays begin, let me wish you all a happy, merry, memorable holiday. I wish for your fortunes to change if they need to do so, for your ills to subside, for reconciliations to be made well, and for you to give of yourself, to others AND yourself, that you may have the strength, the well-being and the inner joy to face 2025 as a person who needs only life to be happy.
Merry Christmas.
Friday, December 6, 2024
Sea of Azov
A much larger part of the Sea of Azov, skirting along the southern coast. The right hand margin is the intended map edge for the time being, but I'll be adding to the bottom edge. That, too, will largely be water, specifically the Black Sea, as the Timan and Kerch peninsulas meet as two narrow hands, cutting off the Azov. As any map shows.
The swamp on the east is more than just soggy ground, it is a mixture of shallow lagoons and estuaries affected by tides, with reed beds and marshes. The tides are only 1 to 8 inches (2 to 20 cm). The reed beds are tall, 6 to 10 feet (2-3 meters), while the marshes are waterlogged the year round. Spots have quagmires that can trap and sink a person attempting to cross them. The water is brackish, the ground water affected by the saltiness of the sea.
Usually, a boat or skiff is necessary to cross or move about in these places. The Ottoman Turks have authority here, governing through the Emir of Kubanistan. Emirs are typically military leaders; unlike other parts of the empire that are mastered by Beys, which act as governors who take their orders from Constantinople, Emirs tend to rule as independents, often with an army that does not take orders from the Sultan or the Vizier... though the latter would be responsible for granting monies to the Emir. The political organisation of the Ottoman Empire is interesting, but I won't go into now.
Kubanistan is beset by many tribal enemies, though not by any large organised force. The land itself consists of a harsh steppe that is flat and subject to extreme weather conditions, particularly dry summers that make agriculture difficult. The large swampy areas on the north resisted trade, while the better routes followed the Don River to where it was practical to cross over to the Volga, thus avoiding the northern Caucasus plains altogether (those between the Black and Caspian seas). Flocks were raised, moving from grassland to grassland, but with raiders to the north, east and south, even this was made difficult. It just wasn't a great part of the world, though we'll only skirt the edge of the large province, we'll show enough to demonstrate a poor infrastructure.
Tuesday, December 3, 2024
Books, End of November
Backlash: The Undeclared War Against American Women, Susan Faludi — never
First, I decided I wasn't enjoying the children's books... Little Women pretty much killed my appetite for it, so I adjusted this slot to "non-fiction." I've been hearing people say for 30 years that I ought to read the book by Faludi, so I did.
Hm... can't imagine that many people here will care, but the book is the usual monsterous stack of anecdotal evidence, like most feminist works, pretending that a lot of examples equals "facts," which is obviously not true. The book is very old and has nothing to say post 1989... and even at that, it's arguments did not reflect the experiences of my wife at the time, nor those of any other woman I knew then, or have known since. But as a man, I offer that insight hesitantly.
Riders of the Purple Sage was recommended as a first book to read from Grey; published in 1912, it unquestionably holds up as a work, unaffected by time. It's a bit writers-of-the-purple-prose, what with sunsets and vast panoramas, but then it does successfully capture the sense of space and immensity that ought to reflect a desert old west story. I'd have enjoyed it better as a younger man; as it was, I would have preferred if there had been a single plot point that escaped my predictions, as the story offered no surprises for me. I'd recommend it, though, for those with an interest for a grounded adventure.
I'm just working through my favourite Heinlein books with this process. I only have two left, other than those I've read. Neither is Stranger in a Strange Land, for the record.
I feared before I started that it would be absurdist. I saw that it was going to be almost at once, within the first few pages. There's just a way about these works. I finished it. I did not like it. I'm damned if I can see any value in it. It bears that stamp that some meaning is going to be gleaned from it, but this never emerges, as near as I could tell. I went hunting on the internet and could find nothing there, either. The book's Wikipedia page is just a few utterly insipid sentences. The book, apparently, exists. And the English prof I knew once who urged me to read it is dead now, so I have no one to ever discuss it with. Unlike the aforementioned displeasure with which I read Little Women, I can certainly see why that book has endured and found a set of humans who can love it. But Chesterton's book is just trash. I doubt I'll ever read anything by him again.
I had been watching the series of lectures posted on youtube from the writer Brandon Sanderson, which lately I commented on obscurely in this blog. I searched youtube for a free audio of one of his many "award-winning, best-selling" books, stumbling upon Elantris. I'm well aware that many consider this to be not one of his better books, but I don't see a book in terms of how it provides me a sense of escapism. I look for other things, reading books for other purposes.
I listened to an hour of the book, about one tenth. In that time, in the first 20 minutes in fact, it presented characters who were unquestionably victims of circumstances not of their own making, enabling them to suffer dearly while being in no way responsible for their actions or anything that happened to them. After establishing this premise, Sanderson then doubled down on it, then double downed on it again, being absolutely certain to dredge up as much suffering as he could possibly squeeze into their lives, while repeatedly, often using three paragraphs in a row, stressing the innocent victimhood of these characters.
It was insufferable. Gosh golly gee, let me see, what group of extraordarily well-off, university attending, aggrieved white children are there in the world who angst just so damn hard about how they didn't make the world and how tremendously unfair it is, since they didn't do anything to deserve their poor, pampered lots in life.
No wonder Sanderson is popular.
Wednesday, November 27, 2024
Tonight at the Sentry Box
I would be posting the next segment of Finding D&D in the Dark, except that I'm gearing up today to sell my menu and book at The Sentry Box.
This shop has been in business the whole time that I've been playing D&D, though in this interation I'm guessing about the last 25 years. The upper deck will be full of players tonight, while I'll have a table somewhere on the lower deck, I suppose. Gordon, the owner and I, have been acquaintances since I was 15, so he was graciously considerate in giving this opportunity.I know it means little to anyone not actually in Calgary, which is why I haven't been harping about this for weeks, but if anyone reading this is in the area, drop in and see me.
Tuesday, November 26, 2024
Daði
I want to tentatively recommend a youtube D&D content producer, Mystic Arts, specifically yesterday's misnamed video. I resist giving any outright praise; the presenter's attitude contains that sort of performative smugness that I fucking hate, specifically because it's designed to make the listener feel the speaker really believes what's being said... and because, in this case, as the speaker, Daði, has revealed himself to be of this school, it's the shitty voice that film arts school teaches graduates to adopt. Some graduates buy in very hard on this. The video doesn't quite reach the level of ire-inducing face-breaking that I reserve for guys like Colville, but I would rather this fellow just talk like a human fucking being.
Frustratingly, Daði has identified this as "the DM hasn't presented them with a game." In this instance, the word "game" is terrifically non-distinctive, which greatly weakens the value of his argument. It is a little bit like saying that the two teams are standing around because the referee, or the umpire, hasn't yet given them a "game" to play. This is true, but it's not the parlance we'd expect.
"The rhythm of play is as follows: the dungeon master describes a scene; the players describe what their characters do; the DM narrates the results of the adventurer's actions... the dungeon master tells the players where their adventures are and what's around them, how many doors lead out of a room, what's on a table..." [and so on]
This is a reflection of an old, old habit, and not the result of a badly made game (though it is one). Description is not an adequate motivation to play. Players cannot be soothed with "easily digestible chunks of information" alone, though Daði makes a game attempt at arguing as much. Asking my party mate to read a scroll I cannot read does not make for "exploration," nor is it "problem solving," any more so than my shorter daughter asking me to reach to the top shelf to get down a pot that gets used twice a year. Rolling a die to see if a term is remembered isn't "exploration" either, it's a totally random, tiresome old-school game feature that continues to rely on the argument, "not knowing" is scarier than "knowing."
I'll take a moment and explain this one. Two characters don't know the meaning of "the screaming mass." Suie the druid has a chance of knowing what this is and makes an intelligence check. In game, if Suie succeeds, the party learns what this term means. If Suie fails, they don't... and must withstand the agony over not knowing, which supposedly gives the die roll meaning.
It doesn't. It never has. Why wouldn't you want your players to know what this is? You could provide them with a deeply disturbing terrifying description of the mass, which is far, far more engaging and immersing than the teaser of two words... and you're using a game mechanic that has, as it's "feature," the ability to muzzle the DM's capacity for creating immersion. This is idiocy. It is based on a cinematic premise (Daði is a self-described filmmaker) that ALSO assumes that every answer in a film will be answered within 20 minutes of it being mentioned.
D&D does not move at anything like that pace... and it shouldn't. It's not a movie. Therefore, we should discard "movie rules" about information giving, which trusts to keeping the viewers locked in because, in reality, this concept won't take more than three episodes of binge watching to reveal. If it takes more than three episodes, then the watcher's going to get tired of waiting and turn off. There are rules to these damn things; you can't apply those to D&D because unlike three episodes of a streamed show, which last just over 2 hours, a session goes twice that just to resolve a combat (in 5th, that is).
But this is a quibble. Daði has the right idea... it's only that he suffers from the miscomprehension that these tiny, incredibly dull details are sufficient to drive actions, regardless of how they're presented. If your players are jumping at the description of a rolling staff, as though this is the best thing that's ever happened to them, then we're presenting the level of interesting that can only be found in reality television shows. You know, the sort where the premise is that every episode will show a different iteration of more or less the same discoveries and responses, such as watching the enormous face of a sleasy asshole who purchases crap, only to sell said crap to other sleasy people. In every episode. All episode.
Fundamentally, Daði is arguing for the gamefication of a game that is already a game... only all the parts of the game that used to be there in earlier versions has been gutted and removed for the sake of new "game" concepts. This isn't good, but it's a logical result.
Gamification is the practice of incorporating game-like elements into non-game activities to make them more engaging and motivating. It involves using features such as rewards, challenges, and competition to encourage participation and enhance the user experience. By tapping into people's natural desire for achievement and "fun," it's hoped that something that's really dull and boring, like the workplace, or education for children, can be made engaging.
However, gamification is a bad thing. Ian Bogost has referred to it as "exploitationware" that exploits psychological triggers for profit. Heather Chaplin, writing for Slate, describes gamification as "an allegedly populist idea that actually benefits corporate interests over those of ordinary people," suggesting it serves more as a tool for corporate manipulation than genuine user engagement. Kevin Slavin of MIT has criticised gamification as flawed and misleading, particularly for those unfamiliar with gaming. Natasha Dow Schüll, an anthropologist, has studied how gamification techniques, initially designed for immersive game experiences, are now pervasive on smartphones, affecting various apps from social media to investment platforms, often leading to detrimental consequences like fostering addiction and promoting unproductive behaviors. It's not accidental that this kind of thinking has drifted into modern D&D, which is more concerned with making the new version feel like a game rather than it actually being one.
On the whole, gamification reduces the context of rewards and achievement to shallow, supposedly reward-based systems, such posing a group of doors for players to open, or like Balder's gate, a set of premade things to click on, to provide "something," to use Daði's word. This is barely above the level of encouraging monkeys to press a lever to get a mango, then calling it a game suitable for humans.
Overall, it treats players as though this alone will be enough to satisfy their interest level. It's short-term engagement, unlike the longer lasting adventure-driven model where players are unsure for a long time if they'll survive the quest. If, on the other hand, we remove survival as a concern, and make the success at the quest a certainty, it removes the overall stress that's related to long-term goals. Short-term goals, on the other hand, those associated with gamification, employ the same psychological principles that drive gambling. Suie isn't really learning what "the screaming mass" is, she's learning whether or not her die roll is successful, without the knowledge or reward being given having any real meaning.
This short-term engagement is expected to take the place of long-term growth, which 5th edition has done everything in its power to kill. Judging from the content, 5.5 is not taking another direction. Daði's video pretends that providing these "rewards" for "problem solving" have meaning... but, in fact, his particular version of this only works if the game itself is irretreivably dull and broken. Which it is. Since the goal has long since ceased to be, "become great." This has been replaced with, "Enjoy being great. Leap at a rolling staff."
Sunday, November 24, 2024
Finding D&D - 8
For a time the party discusses the danger the lion offers, establishing beyond a doubt that no, the children cannot all fit within the tiny farmhouse. They learn that as the sun sets, the sky is going to be clear... but that there'll be no moon. Starlight, I tell them, won't be helpful in reacting to the lion's speed. It's just enough light to make the shadows seem alive, but not enough to provide comfort. If possible, the lion will rush the smallest target exposed target it can, which need not be more than a foot or two from the farmhouse. The players are tense; their helplessness shows in their frustration.
Then Jason asks me, "Can we set a trap?"
It is a player's sort of question, as though he is asking for permission from me to innovate as a player. I answer, "Yes, of course," but inwardly I marvel at the resistance players have towards making proactive, definite statements about their will to actions. This hesitancy is so hard-bred into many, so that even after years of play they continue to ask permission like this. Fear of overstepping the DM's authority, worrying about making mistakes... even the lingering perception that the DM holds all the answers. Some players will always frame their ideas as questions, seeking validation before acting.
I have heard tales of DMs who elicit this hesitancy themselves — who are unable to assert authority, or have the answers, and that they fall into seeking permission when running. When players sense this, they step into the vacuum and take control. They push boundaries, test limits and try to manipulate the game world to their advantage. This reaction is understandable; it's not an effort to break the DM, nor to ruin the game, but rather for the players to simply get what they can. It puts the would-be DM in a hazardous position, trying to give the players what they want while scrambling to assert any authority as individual personalities and expectations cause the delicate campaign to come apart.
Continued on The Higher Path
Saturday, November 23, 2024
Creative Writing
Of course, when I was a young fool, I adored many books that I cannot imagine cracking the spine of today. These books made millions for their authors; they appeared on best seller's lists, they were all the rage in the 1960s and 70s... yet today many are bland and forgotten, the author's names lost to all who are not old enough to remember when they were so important. For some, the names are remembered... but how few are those I meet who have actually read the book, who know it well enough that I can make a reference to a plot point and they can answer at once, "Oh yes, that's the point upon which the whole book turns." More often than not the answer is, though I am told they have read the book, "Hm. I don't remember that part."
This view of creativity isn't "contemporary." It has established itself in every age since the beginning of prose. Every popular book spawns ten thousand cooks with the recipe in their hands, so that editors find themselves awash in whatever is popular right now. If we, as writers, cannot innovate, we can at least use a competent understanding of language to repeat a formula that's been proven by others. After all, some mimics succeed also; when the odour of sweet magnolia blows from a given quarter, often, for a brief span of time, one can never smell enough of it. Let there be more and more, cries the mob, until the odour of magnolia becomes so rich and cloying that none can stand to ever sniff or even see a magnolia ever again. One innovative artist ignites a flame; replication fuels the bonfire... and in time, any pleasantness the original had is obliterated beneath the scorched, charred earth that effort has produced.
How frustrating it is when their words so obviously indicate how little they know of anything except the most popular of cultural touchstones... when obvious references to Gilbert and Sullivan are not made, when philosophies of Ibsen or Chekhov are reworded and presented — in badly worded idiom — as though the author has thought up this paradigm and no one else. How frustrating it is when Swift's, Dickens' or Fitzgerald's names are mentioned in passing — and never Hemingway's — but their works are never discussed or deconstructed... and yet we are granted twenty minute dissections of Star Wars and Dune. How odd it is that nothing before this particular Aristotle reached the age of 12 seems to have any resonance. It is as though the vast inheritance of literature and thought — it's complexities, it's challenges, it's rewards — are too heavy to carry into the modern classroom... so instead we are handed scraps of the familiar, reheated and served as though they are timeless.
There is a safety in this approach, of course. To dissect Star Wars or Dune requires far less intellectual rigour than it would be to review the centuries of literature that Lucas robbed from to build his tale, or the myths, philosophies or social contrivances that shaped Herbert's thinking. A class of 20-somethings are unlikely to appreciate Swift's biting satire, Chekhov's tragic subtlety or Fitzgerald’s lyrical disillusionment. Forced to read and then listen to long discussions of such unfamiliar and alien works would engender far less fascinating listening as the nostalgic you tube fodder that drives millions of views from those recapturing something lost in the face of a rigorous, unrelenting, unsatisfying daily grind.
I do not know how I would teach such a class. Certainly not like this.
Tuesday, November 19, 2024
Finding D&D - 7
One pig won't go far among the party and 56 children, but it's a mouthful for each; the party learns that Qitai is just seven miles away, perhaps too far for the children to travel, but not for half the party should they choose to go on their own. It's agreed that Zhan should go — he knows the road better than any of them, having trod on it more than once, and Einrugg too, as he has the party's formerly best charisma, now superseded by Zhan's. As the sun passes the zenith both head off, with neither player noting that they automatically trust one another, both being party members, though they met only that morning. I've had parties and played in games where these meetings need to be role-played and deeply examined, but on the whole it merely wastes game time and arrives at the same conclusion as skipping over it all. I consider it a good sign that Jason forgoes the temptation, as it helps me understand what sort of player he'll be.
Galatea laments that the trained hunter, Zhan, isn't around to scare up more meat; Olivia suggests that Lisandro's owl should be able to find game, if it's nearby, and sure enough the die indicates this is true. Together, leaving Piotr with the children, these two hike in the direction of the goats that Pacheco has seen; another die is rolled to see how long this takes and it happens that the goats are luckily moving towards the two. Once they are spotted, hundreds of yards away, Olivia has Lisandro tell Galatea to sweep round while the mage shelters in a small crevice; seeing through the owl's eyes, Lisandro and Galatea drive the goats towards the mage. The die says this works and when the first goat comes in range, Lisandro drops it with a magic missile. "No hunting skills needed," Olivia says proudly, though the characters must rely on the pig farmer, name still unknown because it isn't necessary, to skin and clean the animal.
Monday, November 18, 2024
Finding D&D - 6
Tamara was behind her time as the next session began, so that there were dice and papers laid out before she got her coat zipped up. "Have fun killing everything," she said, receiving grunts of assent and promises that nothing would be left alive. I wrested myself from the table to walk her to the door for a last kiss; we had a private moment to ourselves in the front hall, so I asked her if she was doing okay. She'd was to see the doctor on Tuesday, to learn if our efforts to maintain her diet had succeeded in staving off any further damage to her kidneys; neither her nor I wanted to hear that after Tuesday, she'd have to start dialysis.
She said she was bearing up and not much else; she didn't want to think or talk about it, though I knew she needed support. This had become the routine every four months for the last year. The doctor would tell her everything was fine and there again would be a grace period, until she'd see the doctor again.
We hugged and I closed the door. As ever, she was off to look after her grandson, so my daughter and her husband could have a night out.
I shook it off and put on my game face, returning to the living room. I had five players tonight; the fifth was Jason, Susan's friend. On meeting, he'd seemed well enough, a bit stiff — which was reasonable, given that he was in a strange house surrounded by four strange people. The other players greeted him positively, saying they were glad to have them there, for which I was grateful.
I'd been a noob at a game table, though not for a long time, and remembered the cold, disinterested feeling that a lot of them gave, like a company of soldiers meeting a green recruit in a war zone. The expectation that I wouldn't come more than one session was palpable... and usually self-perpetuating, as I would feel no desire whatsoever to become familiar with such unfriendly, standoffish people. I was proud that my party weren't like this — though of course, this wasn't my doing. They were simply the sort of people I wished to have around me.
Continued on The Higher Path
Friday, November 15, 2024
Zen and D&D
Zen and the Art of Motorcycle Maintenance, by Robert M. Persig, is a semi-autobiographical description of a trip taken between Minnesota and Montana. Using the motorcycle itself and the trip vs. the author's perspectives upon artistic and intuitive philosophy, the book draws a distinction between the analytical vs. the romantic worldview. The trip itself is romantic; the author reconnects with his son, he is travelling to Bozeman where he previously lived and taught at university (and had a breakdown). Keeping the motorcycle in working order, the forced experience of travelling on a motorcycle and dealing with the real world, these force values of logic, precision and understanding of how systems work.
I was told to read this book by many of my friends when I was in high school, as well as several older persons with whom I had a continuous, intellectual relationship. They felt the book would give my 17 and 18 year old self insights that they felt I needed... but when they would describe the nature of the book to me, in my mind it fell into the category that included The Teachings of Don Juan by Carlos Castenada, which I considered a load of self-reflective junk thinking (and still do) and Hermann Hesse's Steppenwolf, which predates the same themes as Catcher in the Rye and which I consider to be Hesse's worst book. I did not, as a young man, consider the world to be "superficial" and "unfulfilling." I considered the problem to be those rigorous systems interposed between me and the world, namely school and family, which fought me at every turn as I struggled to free myself, embrace and fall in love with the world. Thankfully, I succeeded.
I don't think Zen and the Art of Motorcycle Maintenance is a good book. I think it has the idea of being a good book, but the author's ultimate attempts to reflect Phaedrus from Socrates wallows in neo-romantic counter-culturalism, exactly the culture that I intellectually grew up in with the late 70s and which I rejected out of hand because I felt it was going — accurately — absolutely nowhere. As masturbation always does.
But, about seven years ago, with little else to do, I finally read the book; I did not find a regret that I hadn't read it at 18. If I had, I would have infuriated my friends by refusing to find in it anything of value. What I did find at the age of 53, however, was a framework for positioning two worlds within a narrative, which struck me as brilliantly intuitive for something that, publishing his book in 1974, Persig wouldn't know about.
Dungeons and Dragons is usually viewed as a separation from reality, just as we normally do with most forms of media intended to entertain us. Less than an art film or an art book, like Zen et al..., D&D is not seen as particularly expressive of anything. It's for "fun." Just as most movies are, particularly those of the stripe that feature a lot of noise and arm swinging. There is a fixed sentiment in the minds of most players that D&D is escapist, and that it ought to be, and that in fact any attempt to veer away from that escapism is viewed as ruining the game and further, making it some version of either squick or player abusive.
I have long argued that any performance-based activity is, necessarily, not only creative but ultimately informative. Though we may resist the idea that D&D is making us better as people through teaching us how to manage others, even our friends, or work collaboratively together, or gain insight into history, physics and, most of all, ethics (my gawd, no!), the truth is that we are affected by our game play. Granted, for those who are encouraged or empowered in some campaigns to act out, abuse others, self-aggrandise or otherwise behave like poopy-heads, the effect isn't necessarily positive. Comparing D&D to film, we might rank such game experiences on a par with abusive forms of pornography or episodes of the Angry Video Game Nerd. Nonetheless, the argument made here is that we're affected positively or negatively, but that we're affected. To pretend otherwise is to turn a blind eye to one's motives.
One assumes that those with sight prefer a positive effect. Which, logically, provokes a discussion and interpretation of how this is done... which brings us back to Zen and the Art of Motorcycle Maintenance.
Both sides of Persig's book — the technological and the romantic — evolve essentially from the same deeper truth — that the actions we take are based in our desire to obtain things, whether material or not. We seek peace, we seek stability, we seek a better car, we seek a chance to visit a distant land... a process that is rooted in our biological need to sustain ourselves and survive. If I do it now, sitting at this computer, or some other place, churning out food in a restaurant for clientele, the gifts I use for solving problems and meeting obstacles do not change when I am playing a game of D&D. I am still me, seeking, acting in accordance with my ethical framework and striving to overcome. D&D is not an escape from life... it is life in a different form.
Conversely, arguably, life itself is D&D. My fighter character and an NPC decide to have a baby; I and my partner decide to have a baby. My fighter has to find his way out of a dungeon; I have to find a job. My fighter has decided to journey 500 miles to get the thing he wants. I want to drive 500 miles to get to a D&D game.
There is no difference. Out here, in the "real" world, the difficulties are more complex, the NPCs more difficult to predict, the choices more varied, the consequences of my actions more concerned and ultimately more final, but the principles by which I think my way through these difficulties are the same as I display when I'm playing.
This is the purpose of my novel. It is auto-biographical, though I lie where I want to make the story work. It is a philosophical investigation of life, but primarily in relating how the strategies employed here also apply there. It does discuss my manner of DMing; but in exactly the same way, it describes my manner of being a friend and a co-partner with my other half.
It's funny. When I posted the first 6,000 words into ChatGPT and asked the program, "What is the book trying to say?" I nailed the answer right off. I suppose, because it's not hung up on literary rhetoric.
Incidentally, "Zen" refers to a state of mindfulness and awareness, such as we might have about ourselves when we are in the world, thinking about how a D&D character might handle this problem, and while we are playing D&D, thinking about how a real world person might do so.
Thursday, November 14, 2024
Finding D&D - 5
"We're good," says John. "Monday, we drive to Red Deer to have turkey with Olivia's parents; usually get back around midnight. But we have no plans for Friday."
"Me either," shrugs Rick. He has no family nearby, I know; his people live in Ontario and he has little contact with them.
I ask him, "Has anyone invited you to Thanksgiving? Tamara and I are having the kids and grandkids around; if you want —"
"No, I'll pass. I might have to go out of town anyway... this winter I'll be out of town a lot. I landed that position I wanted, troubleshooting at oil and gas stations up north. It's solid work, but it means weeks away at a time. I'm not sure when I start, but it's supposed to be around Thanksgiving."
"Oh," I say. "Are you going to be back for games?"
Wednesday, November 13, 2024
Finding D&D - 4
Olivia tells me that they're ready to start against the pass and the others agree. John puts Piotr at the front. Consenting, I briefly describe the rugged, barrenness of the mountains... the long, streaked cliffs, dark with traces of ochre and rust; the rock jutting out at abrupt angles; the path growing steeper and the appearance of snow and ice upon the stony surfaces around them. I remind the party of how I had described the mountains as "rugged" when they first came over them, and how little description I had given then. "It was no bother for you, alone, to come down the narrow paths from above; it didn't bother you that the sheer stone walls pressed close around you, except that you feared some beast would attack you."
"I remember," says John.
"It's different now, with the children. Their hands are cold, their footing unsure. They have to use their hands, and the rock surfaces are cold and sharp. Within the first hour, two have received cuts on their palms from climbing."
"Do I have my cure spells from last night?" asks Rick.
I begin to say 'Yes,' but John cuts me off.
"Don't use them even if you've got them. We've got a ways to go; someone's going to fall or something; we'll need healing then. In the meantime, getting cut and bruised will have to be something they just endure." The others agree. I assure Rick that Einrugg has his spells. Susan reminds me to keep going.

