Thursday, August 13, 2015

Yossarian

"As a new DM who had his first session last night even I can tell a lot of this advice is shit. Last night playing 5e a fucking bug-bear got 2 fucking nat 20s in a row and rolled max dmg on both. I'm playing a the first session of a campaign and I'll be damned if im going to let 2 of my players take 36 dmg each before the can even make a dent for the third player. So hell yeah I fudged the fuck out of it. Both attacks still hit but instead of being one-shot they were brought close to death and had an intense encounter that had them sweating."



I feel a warm glow - and at the same time such a deep sense of loss that I crumble.  It is such a terrible shame that I cannot play in the campaign described above.  For the record, however, reversing the words, "fudged the fuck," precisely describes how I feel about Reddit.

Once upon a time I tried posting blog links to Reddit as a way of building up readership.  Then I found that everyone who found me through Reddit was . . . challenged.  So I stopped.  But now and then, if I write something truly heinous, someone does the linking for me.

Yesterday's post was fairly harsh and was a cold stab at humour, but I do feel all the advice given was accurate and useful.  It does not surprise me that many people would feel that getting rid of the screen or not changing the campaign weekly are meaningless adjustments to their weekly gaming session - I can assure the reader most wholeheartedly that would-be homebuyers do not research their target suburb, they don't check access to public transportation and shopping, they don't consider surrounding neighborhoods and they don't talk to experts.  People don't follow advice.  That's what makes advice columns such a mainstay in virtually any trade magazine/webpage in existence.  It doesn't matter how many times we tell the reader the advice . . . they didn't hear it last time and, like a goldfish, they will think it's new.

[I have no idea what the poor author of the realestate page thinks, this being the second time I've linked to her; Vanessa's woopra is probably having a fit]

Nor does it surprise me when people think I've made grand assumptions or gone off the handle without, apparently, realizing it.  This is something true about the internet.  When your close friend in the state department makes a huge, grandiose joke about the idiocy of the government in a fit of frustration, you're pretty sure he's staging his remarks with plenty of irony.  Put it on the web, however, and that shit is real.  "Jeez, the writer must have escaped his straight jacket, jimmied the door, beaten a guard with his own nightstick and locked himself in the ward's office to write this fucking post.  He doesn't know anything about D&D!"

Blogs famously having exactly one post.  No others.

I could probably repost something I put up a month ago and 90% of the readers wouldn't notice.  I am reminded of Yossarian challenging his comrades that he could show up at formation naked and no one would notice.

As it happens, they do notice.  They just don't care.

For example, the response to this proposal (sorry, Michael, but this post was just full of goodies):

"My rule of thumb is geared towards something that Jeff Berry/Chrine said during GaryCon this past April 2015... that the EPT campaign he'd been in didn't revolve just around the concept of advancement based only on monsters killed and treasure kept, but also revolved around how the players worked themselves into various organizations and power structures within the world. If someone has been affecting things for their chosen religion, or for their city, or is known throughout a region, they're not "2nd level" anymore, no matter what the spreadsheets say."

A sentiment supported by Carl Nash in the comments:

"At the end of every session I tell the players what I see as the accomplishments they made and write them down in the session log in decimal format (so if the players just turned level five last session and had three accomplishments I would notate it thusly "5.1 defeated the were-unicorn, 5.2 negotiated with the toad demon to keep the unicorn horn, 5.3 found a buyer for the unicorn horn and sold it). I let the players have a chance to talk it over with me, sometimes I overlook a significant accomplishment and if they can convince me they did something that I missed I will include it. It usually works out to level up every 2-3 sessions. A bunch of high level PCs killing goblins wouldn't count as a significant accomplishment - I use common sense and have an open dialog with the players and I have never ran into problems."

Sometimes I'm not sure if, like some people, they're not seeing the issue here because they can't see that Yossarian is naked . . . or if they're well aware that Yossarian is naked and they just don't care.

I'm committed to change in habit, so I don't want to go after either of these guys - they used to both be regular readers.  Hell, I've had Michael in my online campaign and he's a damn good player.  That said, however, I am just baffled.

If I take Carl's last words as absolutely true - and I have no reason to doubt that they are - then I truly wonder why it is that any table, anywhere, ever argues about anything.  Because all I can see from both statements above is the question,

"What if I, as the player, think I've done something noteworthy and you, as the DM, do not?"

Presumably, as Carl says, it is talked over and negotiated.  I am wondering how.  I am wondering how that looks.  I am cracking my brain trying to figure out how defeating the were-unicorn and selling the were-unicorn horn are both equal to 10% of my way to 5th level.

Still, my incomprehension over that is nothing compared to the relative stupefaction I feel over a whole audience of readers who feel no reason to scream that Yossarian is naked.

But that was Heller's point, wasn't it?  People don't point it out.  They ignore it.  It's too out there.  Too far gone.  Too nuts.  On some strange whacked out level, like an RPG-22, it sounds reasonable, there's precedent, the rules are written down and that is just how it is.  The only problem with Yossarian's lack of clothes is the lack of anywhere to pin the medal.

". . . it was even possible that none of what he thought had taken place, really had taken place, that he was dealing with an aberration of memory rather than of perception, that he never really had thought he had seen what he now thought he once did think he had seen, that his impression now that he once had thought so was merely the illusion of an illusion, and that he was only now imagining that he had ever once imagined seeing a naked man sitting in a tree at the cemetery."
Joseph Heller, Catch-22 


8 Tips That Will Let Any Idiot Improve Their D&D Game

You want to play D&D?  You want DM Immunity?
You want players to come see?  You better work bitch.

-  Britney Spear +2


All right, fair enough.  I do preach this refrain consistently and no, it doesn't help those craving lazy DM tips.

Okay, okay, okay.  I used to write for real estate magazines, dragging together articles that more or less translated into 8 Tips Even a Fucking Moron Can Remember When Buying a House [yep; once you've got those, real estate is easy!].  I can do this.


1)  Get rid of the damned screen

Seriously.  I've said this before on the blog and I included it in How to Run.  Ditch it.  Have a summer ceremony in the back yard and burn it.  Don't tell me about how convenient it is for looking up to hit tables and such, the thing is a barrier between you and your players, a wall, a great big 'fuck you' that screams, "I am the privileged class and you are DIRT!  Acknowledge my greatness!"  It promotes fudging, better known as cheating, it soothes the DM's need to be subversive while at the same time succoring the inner chickenshit coward.  Get out from behind that thing, lower yourself to being one with the great unwashed at the table and stop putting on airs.  Your players will appreciate it and - when you get over yourself and your fear of being held accountable - you'll appreciate it too.

2)  Get out of your chair

Yep, that's right, lift your fat, lazy ass out of that chair and try moving around a little when giving advice, watching the players roll dice, delivering descriptive speeches and so on, to give yourself a little character and presence.  Nothing screams "I can't be bothered to run this shit" like a fat oaf wallowing in a chair.  Try it.  Your legs will support your weight and it will inject energy into your campaign when it turns out you're not actually a slug.  At the same time, a little blood circulation might kick a few of the cobwebs out of your brain and start your creative process on a level well above your numb ass.

3)  Roll the damn dice where everyone can see

That's right, in front of people.  Proving that you're not a fudging, manipulative, supercilious asshole.  Roll the dice so that the players can have proof that you're subject to the rules of the game just as they are.  Oh, yes, I know, it means you'll actually have to be subject to the rules and I know that for a lot of you that is a hell of a long way out of your comfort level.  But you see, if you obey the rules, you'll have to get more innovative in your storytelling.  Nope, no more making sure the monster knocks out the paladin when it suits the narrative!  You'll have to figure out a plan B for when you can't roll above a 4.

4)  Stop acting

Get a hold of something - you can't act.  No, really, you can't.  Yes, I know you think you can, and I know the players suck up to you, but the fact is, you can't.  You suck at it.  Just tell the players what the NPC says.  For the love of gawd, paraphrase.  Make everyone happy.  It's been long enough.  It's time to let it rest.  Believe me . . . the sigh of relief that arrives when you take this advice will hurt your feelings, but in the long run it will save your energy for other things and the players will just . . . they'll just be glad.

5)  Please take off the baseball cap

And anything else that reminds us that were not actually adventuring in a fantasy world.  It really is hard enough to find a little immersion without looking into a BlueJays Logo while you describe the slime monster's steady passage along the hallway towards us.  And while we're at it, could you leave the Jack Daniel's Tennessee Whiskey shirt in your closet on D&D nights?  I'm not looking for more reminders that I'd rather be drinking.

6)  Let's just play D&D, all right?

No, I don't want to change editions.  No, I don't want to play Pathfinder.  No, I don't want to play your D&D-meshed-with-RIFTS game.  Or the Champion variant, either.  Seriously.  I don't have anything against those other games, its just that when you keep changing the game from night to night, you just stay, well . . . shitty at all of them.  Sorry.  But since you suck at remembering which rules apply to which games and since we have to spend half of each night reminding the slower players at the table again that No, that's 5e, not 4e, it gets pretty fucking tiresome.  See, if we just played the same game every time, we'd actually get comfortable with the rules and learn how to play the fucking game.  More precisely, you, the DM, would learn how to RUN the fucking game.  So let's not change it up, okay?

7)  Stop talking

Please, honest . . . just hear me out here.  Shut up.  You've described the room, you've told us what's in the next room, you've given us all the details we need . . . just give us five minutes to talk about it without your contribution.  We already know what you want us to do - oh, no, really, we do.  It's the same thing every time.  This time around, we'd really like to just figure it out for ourselves, all right?  Do something else, keep yourself busy, roll up some hit points or something.

8)  Just leave

Okay, I'm not talking as a player this time.  This time, it's DM to DM.  Trust me on this.  Take a break from the game.  Do it as soon as you notice the players are less concerned with asking questions and more concerned with making a plan.  Get up, excuse yourself, don't say where you're going and just go.  Why?  Because sometimes you have to let the players play without you looking over their shoulder or making notes on their every word.  Sure, maybe you don't do that, but the players are plenty sure that you are, so give them a break.  Let them have a little personal time, a little time without monitoring.  Don't worry.  Your absence will be noticed.  And when you come back after a five minute constitutional out to the end of your front walk and back, you'll be amazed at how easy it is to get the players to fall in line and come to attention.  Yes, they will say things about you behind your back.  They do that anyway.  Only now, they'll be able to do it during the game and get it out of their system.

What, you're not comfortable with that?

Hey, all of these things are easy.  None of them require any planning, worldbuilding, game design or clever detail.  All they ask is that you stop being you.

Tuesday, August 11, 2015

What Makes Me . . . Me

As ever, I'm seeing another well-respected, popular online presence eschewing the complex role-playing game . . . and blaming me for it.

Oh, it's very kindly worded and complimentary - but the message remains a very common indictment: designing a 'realism'-based world is too much work, requires too much time, is really not what we want from the game and simply isn't any FUN.  Ah that word again.

To wit: It may be very well for Alexis, he's craaaazy.  But it sucked for me.

It's taken me nearly two weeks to respond since reading the linked post from ChicagoWiz, during which time I've examined why it is that I'm so crazy.  Some have posited that I am autistic and others that I possess an obsessive disorder . . . but these are simply theories posed by people who haven't met me in person, who cannot see through the internet lens what I'm really like.  According to the Diagnostic and Statistical Manual for Mental Disorders, I lack the necessary symptoms for either ailment.

What, the reader hasn't read it?

Then what is it?  I'm not definitively crazy.  There must be something that makes me enjoy the work on my game world.  Hm.  Enjoy the work I do . . . enjoy . . . no, nope, can't quite put my finger on it.

I suppose, if anything, I have a capacity for envisioning the end of any project I start.  I think that's important . . . that when starting a task, we must have the wherewithal to see ourselves eventually coming to its end, however long that may take and however difficult it may be to get there.

Take a simple issue that used to come up in my world back in the those first five years that I ran my world, back in the early '80s: spells.  In those days, being teenagers and not having much respect for authority - and fancying ourselves experts in physics, chemistry, medicine and so on - there were many arguments that began around the game table about the effects of fireballs, lightning bolts, charm person, how quickly a person could be roused from a sleep spell, what actually could be ordered to others under the influence of suggestion, how hot armor got under heat metal and so on.  It seemed that every week we were arguing about something having to do with how the spells worked - and each of those things required a ruling from me, the DM, as to how it would be played in the future.

By '83, there were so many precedents that had been established around spells and their application that the Player's Handbook was becoming difficult to depend on to sort out these arguments.  So I decided that the only solution would be to rewrite the spells to ensure that the precedent changes we had made were accounted for, hopefully ending arguments.  In making that decision, I was following in the footsteps of every legal clerk in every judicial system in the world facing the exact same problem.  I was proposing a 6th century solution.

I don't know if the reader has noticed, but there are a lot of f'ing spells in the Player's Handbook; and more in the Unearthed Arcana, which was also part of my world.  There are 40 first level spells belonging to the mage alone.  All together (counting duplicates), there are 588 spells. And 72 cantrips.  I count duplicates because each one of those had to be accounted for and perhaps nuanced for the specific class.

This is an incredible job - for a time when I was working with nothing more than an electric typewriter.  Yet I jumped in and began, diligently working my way through about half the spells in the space of two years (mostly just accounting for changes we'd agreed upon and changes I chose to make after reading the spell and recognizing there were issues the Player's Handbook hadn't accounted for).  We're talking at least 30 minutes a spell, or about 140-160 hours of steady work.

I know what most DMs would do - they would conceive of the project, see the rationale in starting it . . . . and then quit sometime after the 10th hour.  On the whole, they would, at each attempt, work an hour or two - so it would take six or seven different tries at starting, getting through a few spells, stopping and encouraging themselves to start again just to get as far as 10 hours of work.

I'm different.  Once I recognized the need for the project - the end of arguments around my gaming table, which would smooth out my game and allow for more actual playing time - I dug in and stayed dug in.  I remember I started one weekend in the summer when I was stuck at the family cabin, where my parents steadfastly refused to keep a television, where music was something that was restricted to what my mother would tolerate - so I had nothing on anyway.  As such, I would work as many as five to nine hours at a go, every day, actually looking forward in the morning after breakfast and doing dishes and finishing chores, to sitting down with the PH and rewrite spell after spell.  Very soon I had a big pile of hand-typed material for my players to look over and memorize.

I did eventually burn out, however, though I would come back to the project for a week at a time.  But then I got hold of a Commodore 64 - so naturally the goal changed to getting all the spells I'd already rewritten onto electronic format.  That meant going back to the beginning again and starting over . . . which was fine, because the pages I'd written were already covered with more precedent changes that had built up over more game play.

So, another hundred or so hours as I ploughed through all my old work and put it on digital.  I remember in those days I was doing that with everything, taking all my type-written notes and making them computer written notes, printing them up again for game runnings.

But then the Mac came out and my Commodore died . . . so if I wanted to have those spells still in digital format (and I did want that), I needed to type them out again, which I did - another hundred-plus hours.  And still I hadn't gotten through more than two thirds of the total spell list.

Well, it has been 25 years since I moved over to a Mac.  I changed to a Pentium in '98, but thankfully the work I did on my Mac was transferable so I didn't need to copy it again.  Unfortunately, however, there had been another 10 years of precedent setting . . . along with all those other spells that never got rewritten.

I have made one more rewrite on those spells since then - to put them onto my wiki, where the players can read them any time.  And the battle goes on to finish all the spells for every class, once and for all.  No, I haven't finished all of them, not yet.  I've left out the highest level stuff.  Some aren't on the wiki yet, particularly the mage, which is still kept in a fat plastic textbook that makes its way around the gaming table.

It isn't that I'm crazy.  It's that I have a clear and practical sense of what the work will do for my campaign.  The wiki format is so open that I can make changes in it during the campaign, letting the players quibble over the wording as I make the change - and they can refer to the spell themselves on their computers or tablets immediately after.  And because I have done the rewriting of spell precedents extensively and diligently, I'm very good in anticipating problems, clarifying them, fixing them in terms of immediate-need game play and then implementing those changes in my head without hanging onto the old versions.  In fact, I prefer to look at the spell as written (which I can do in a couple of seconds, since I can search the wiki) rather than depend on my memory.  And how many arguments are there about spells during a game session?

None.  Zero.  Zilch.  I haven't heard an argument about what a spell does in literally years.  We see a change that needs to be made and we make it.

How did this happen?  I was willing to work at the original project for more than ten hours.

But why was I able to do that?  What is it about me that I am programmed in that particular way?  What fixed my brain in such a manner that however endless and incomprehensibly big the project, I wanted to keep at it?

For that I have to make this post last even longer.  Settle in and get comfortable.

When I was six, in 1970, my mother and father learned that there were lots for sale around Sylvan Lake in south-central Alberta.  My father had grown up in the area, in a series of little one-street towns where his mother worked as a one-room schoolhouse teacher.  His childhood was spent in places like Markerville, Dixon and Barrhead in the 1940s, places with a hundred residents and board sidewalks, where his childhood was spent fishing, hunting and working at far more chores than I ever had to do.

He knew Sylvan Lake and when he and my mother learned that a quarter-acre lot could be purchased for as little as $1,000 dollars, they jumped at it.

When I was seven, in 1971, I was taken up to this lot where my parents erected a big two-room camp tent, each room being about 10 x 8 feet.  One side of the tent had a plastic floor, for sleeping, and the other side had no floor at all.  The side without a floor was large enough for a full-sized picnic table, a cooking area and space for storage.  The other side easily slept a family of five.  I'm the youngest of three kids; my sister is 18 months older and my brother is five years older.

This tent is where I lived every weekend for three years, while my father began building his own cabin - a butterfly A-frame.  I went looking for an image but all I can find are ordinary, familiar A-frames; the difference in the butterfly is that the cabin is square and the ridgepole runs from one corner of the square to the opposite corner.  It makes a big space.  My father's cabin was 27 and a quarter feet square with the ridgepole 23 and a half feet above the ground.

My father, an engineer by trade, took his ideal cabin to an architect who drew up the plans my father would follow.  That first summer, he needed to dig 16 nine-foot post holes in an exact 4 x 4 pattern that the cabin would eventually sit on.  Each posthole would then be filled with concrete and topped with a 30-inch square concrete pad.

Here is the tool my father used to dig
 16 nine-foot deep post holes.
When we left the cabin lot that fall, I remember the sixteen pads all in place, all neatly and precisely lined up.  My father had training on building oil derricks and designing drill-holes that went down thousands of feet, so he knew what he was doing.  Still, I can barely comprehend what was in his mind as he steadfastly dug each hole . . . and what it took for him to drive 110 miles from his home in Calgary to do the work on his off days to do the work.  Certainly the notion had no direct impact on my mind when I was seven and watching him do it, hauling up each clod of clay he'd scrape by turning and turning the handle on the tool pictured above.  My father's other accomplishment that year, I remember, was building an outhouse - big enough to double as a tool-shed.

When I was eight, 1972, my father built a frame of 2 x 16s that rested upon the concrete pads he'd built the year before.  Some of these were nailed together to make 4 x 16s or 6 x 16s, depending on the load bearing each frame would do.  He had the plans - but more importantly he had an ideal in his head of what his cabin would look like.  All through that summer in '72 he fixed the frame with no one other than my 13-year-old brother for help, preparing his immense cabin, interrupted on sunny days when it got too hot to work so he could take us to the town beach or to go fishing, his first love.

This beach.
As August came, he'd finished the frame and he began to lay out the deck, built of 1 x 4s.  The deck extended outwards from the cabin, with a width of four feet, on three of the cabin's sides.  This means the whole deck we built that August (because even a eight-year-old can pound nails) was a rectangle 35 x 27 feet.  The deck was as far as we got that year; I see it still in my mind's eye, a big wooden expanse about 30 inches off the ground, one that I hopped up on thousands of times.

The next year, as I matured into the full age of 9, my father began building the frame of his cabin.  I remember the walls coming together as each day we would look forward to hearing a funny song on the radio, one I did not identify for another 28 years.  The only words I remembered from the song were "long-haired hippy-type pinko fag" . . . which my mother found both funny and disdainful at the same time.  That was my mother.  According to wikipedia, we were listening to the song climb the charts in June and July 1973.

The walls went up and then the ridgepole, a 6 x 12 beam 38 and a half feet long, set a dizzying height above the floor.  It was only 20 feet but it seemed impossibly high.  My father wouldn't let us little kids, my sister and me, go up there, but my brother helped him.  Frankly, I'm afraid of heights . . . but I can see my father walking along the ridge pole from end to end without hesitation, without the least fear.  In college, in the 50s, he had worked high atop those old oil derricks seen in old movies.  My mother, however, would give him shit if she saw him doing it.

He got the roof on that year.  He and my brother fitted the 1 x 6s in place from the bottom up, until a weather-proof peak, mostly through the month of September.  My mother had put the pressure on - she wasn't going to do another whole summer in the tent again, so she wanted the cabin to be livable the next year.  Forever after, my parents would always refer to the cabin at their 'big tent.'

The walls were left with plastic hammered over the frames for that winter, to be finished the next year.  I remember my father beginning early in April so that we could move indoors by June.  The big job that year was placing the windows - my father's plan called for 24 window panes that would transform the forward corner of the cabin, the one pointed at the road, into an arrangement that rose from the floor to the top of the ridgepole.  Each group of twelve windows, then, set into frames, made a single span of glass 9 feet wide and 20 feet high on either side of the corner.

With all that he had done up until then, mostly on his own, it says something about the man's character that he felt he needed this extraordinarily aesthetic touch added to the size and volume of the cabin.  The windows transformed the front living area into a sort of cathedral, not the sort of thing one usually associates with the word 'cabin.'  From the road the shape and the glint of sun on the windows made the cabin very noticeable . . . and as we were the first lot the traveller came to when coming down the county road to the cabin village, we were noticed.  I often met people in Calgary who had been out that way (there was a boat launch on the lake that got a lot of use) and I could always explain which cabin had belonged to my parents.

Over the next years, as I aged into being a teenager, my father built the kitchen, the fireplace and hearth, the second floor, the boathouse and patio above it, brought the bathroom inside (at last!) and more, all on his weekends and during all the three-week holidays he and my mother would take.  I didn't travel to Eastern Canada or Florida or Europe as a kid because I was sequestered on a little corner of real estate my father loved.  When the cabin was built, however, it was a thing of beauty, a warm and pleasant refuge from the city, surrounded by old growth forest (my parents refused to put in grass), three hundred yards from a secluded beach and miles and miles of acreage and forest that could be investigated and explored.

The corner of water is Half Moon Bay,
with Kasota Point on the right.


The cabin is gone now.  My father decided he could no longer afford the property taxes and he sold the lot for $450,000 about three years ago.  The cabin was smashed to the ground.  I've been out to see the lot where it was, to prove to myself that the building really is no more.  This also says something about the man's character . . . but that's another story.

Somewhere in its building, without my knowing it, my father's state of mind must have affected my own.  He built a cabin and I built a world - but it amounts to the same thing.  I'm accused of some pretty intense madness and in turn I raise the reader one ridge-pole, 23 feet above the ground, put in place with a block-and-tackle, one 37-year-old man and a 14-year-old boy.

This doesn't seem like so much.  It's really just putting in my weekends, one after another, knowing what's waiting in the future.  That's the key, really.  Knowing that what's worked on today, what's struggled with today, what's exhausting today and what seems like so very little progress today doesn't mean very much when it is steadily part of what tomorrow will be.

That's my madness.  I don't live in the present.  I'm part of it, I enjoy this steady manipulation of numbers, words and images, but I don't live here.  I live in the future . . . and when I look around me, in the present, at all the maps, all these blog posts and the pages on my wiki and whatever else I've accomplished, I don't quite believe that I've really done all of it.  On some level, it seems to have sprung into existence all on its own.  Like someone else broke into my computer and put it all here, exactly the way I would have wanted it.

I don't know if the reader can understand.  I do know that anyone - anyone! - can duplicate this experience.  It is only a question of volition.





Monday, August 10, 2015

Pictures End

I began the matter of taking a picture of myself every day for the blog for the purpose of making me seem more 'human' and less inaccessible as a blogging pundit.  Most days it has been a simple matter to create a shot, sometimes taking advantage of a situation or the weather, then tailoring it a bit to put it on the blog.  I've been at it for seven months.

At this point, it is almost harder to stop doing it that it would be to simply go on.  But I remain unconvinced that it has helped.  Right from the start it was clear that many readers did not like it - and the last thing it has managed to do has been to increase my readership (other things have clearly been responsible for that.

So yes, I'm going to stop.  Today's picture is the last.  I know many of you have enjoyed them and I want you to know I've enjoyed making them.  But it is time to move on.

I remain a writer, always . . . but I am glad to put down the photographer.

Mmmpf.  At this point it would be appropriate to pull all the pictures into a video or something - but somehow after watching the death of the Jon Stewart show last week, that left a dirty taste in my mouth, I'm not going to do that.


For those who may see this in the days to follow, through seven months in 2015, ending today, I posted a pic a day of myself.

Saturday, August 8, 2015

A Whole Pile of Maps

I began this project approximately 11 years ago, this month.  I remember calculating out the principles by which the map would be spaced, working out the hex plotting latitude-longitude grid before using the data from fallingrain.com to identify the locations and elevations of cities.

Hah.  I don't suppose I thought then that I was going to get this far.

Since then, I've twice redesigned the maps below visually to make them more presentable and interlocking.  I don't think it is a bad amount of work.  My only issue is that, despite my efforts, making all the detailing (fonts, colors, etc.) consistent across all maps continues to elude me.  That's because, over the years, I've changed my mind about something . . . and applying those changes to every label, every hex, is always an annoying process.

But I'm bitching about something that only I care about.  I would imagine most wouldn't notice.

The maps below include only those I have put on the wiki.  An expanded image of each map should be visible by clicking the map seen in the links.

A 03 - Jotunheim
A 04 - Kara Sea
A 05 - Laptev Sea
A 06 - Laokkoy

B 01 - Lofoten
B 02 - Lapland
B 03 - Yak'Margug
B 04 - Ob Gulf
B 05 - Lower Yenisey
B 06 - Tunguska

C 01 - North Sea
C 02 - Baltic Sea
C 03 - Lithuania-Poland
C 04 - Upper Volga
C 05 - Ural Mountains
C 06 - Ob & Irtysh
C 07 - Lungos
C 08 - Angara
C 09 - Lena

D 01 - Germania
D 02 - Carpathians
D 03 - Danube Mouth
D 04 - Don & Volga
D 05 - Buzachistan
D 06 - Qanda
D 07 - Balkhash
D 08 - Altai
D 09 - Khangai
D 10 - Yablon
D 30 - Brittannia

E 01 - Spain
E 02 - Italy
E 03 - Greece
E 04 - Anatolia
E 05 - Asia Minor
E 06 - South Caspian
E 07 - Khorezm
E 08 - Turkestan
E 09 - Tarim Basin
E 36 - Portugal

F 01 - Gaetulia
F 02 - West Libya
F 03 - Cyrenaica
F 04 - Lower Egypt
F 05 - Palestine
F 06 - Babylon
F 07 - Persia
F 08 - Registan
F 09 - Punjab
F 10 - Himalayas
F 11 - Tibet
F 12 - Namkin
F 41 - Canary Islands
F 42 - Morocco

Thursday, August 6, 2015

Training

It is useless to post fiction, but nevertheless, we write what occurs to our brains:

                She was excited as we set off in a light snow to find a suitable copse of saplings from which to make a staff.  As we went, I tried one last time to dissuade her from her mad intent to learn weapons, to tell her of how many times my father had bruised or even broken my body.  I told her of how the two fingers of my right hand had been broken and showed her, not for the first time, how twisted they were.  None of this had any effect on her enthusiasm.

                I measured her against a potential staff, having her hold her arm above her head to show her reach.  Then I made her cut the sapling herself, using my knife.  She made fair work of it, demonstrating it was not her first time with a blade.  Once the bough was free from the ground and she had whittled off its branches and finished both ends, we compared her fresh, unworked staff to my own.  I showed her the work she would still need to apply to the weapon before it was properly ready to be handled and she nodded, interested and eager.

                Then I held out my hand and told her to take it.  “Squeeze,” I said.

                She did, understanding it was a test.  Her hands were not small and weak; she had washed and scrubbed and worked with her hands most of her life and there was strength there.  However, when I began to close my own hand, it was not long before she cried out to make me stop.

                I remembered how my father had done this to me.

                “This is the grip you must have,” I said.  “Otherwise, an opponent will knock the weapon out of your hand and kill you.”  This was, essentially, how my father had made me fear.  “Until your grip is greatly improved, there is no point to our pretending to fight with one another – and no point in teaching you to swing at me.  You have no control, no skill; if you want to learn to fight with a weapon, you must first strengthen yourself.”

                Ruchel nodded.  “How do I do that?”

                “I will show you.  First, hold the weapon in your hands like this.”  I demonstrated.  “Try to copy me exactly.”  She did her bese but it was necessary to point out subtle differences.  “I hold my fingers just so for reasons you will see; the distance between my hands matches the width of my shoulders; your shoulders are narrower and so your grip must be narrower too – even though your staff is nearly as long as mine.  Do not worry.  As we move on, you’ll learn that the whole length of the staff is within your reach.  Now, watch me.”

                I turned my back on her.  “This is the first move,” I said, over my shoulder.  “It is the first of many, but you try to master each one – so we will learn them one at a time.  Then you will learn to make them in sequence.  This will be an exercise you do every day.”

                “I have never seen you do it,” she countered.

                I turned and scowled.  “I am trained.  And I am not planning to fight anyone.  If I were, I would begin practicing.  It would only take me a few days to restore my balance again.”

                “Let me see,” she begged.  “I would love to see you exercise.”
                I was very tempted; it would have been an opportunity to show off and I would have enjoyed impressing her.  But I remembered my father would not do the same for me when I had asked him as a boy.  I understood why.  “I do not want your mind filled with doubts or expectations – both of which you’ll have if you watch me move through the exercise.  You will either think it is easy when it is not or you’ll think it’s impossible – neither of which will help your training.  So let’s do the moves one at a time.”

                She sighed.  “All right.  If you say so.”

                “Then put your feet here and here.  Good.  Turn your right foot a little further away from your body.  That’s good.”  I turned away again, lifting my staff over my head and showing her where my hands were.  “Do you see?”

                “Yes.”

                “Good.  I want you to thrust the staff to the left, keeping the staff level and extending to the edge of your reach without losing your balance or lifting your feet.  Like this.”

                I made the thrust and then I looked at her.  “Now you.”

                She looked uncertain but tried.  The staff was heavy for her and naturally it lifted it off her right foot when she pulled the thrust to a stop.  “Do you see?” I asked.

                She returned to her stance and tried again, making the same mistake.

                “Once you begin to move the staff, it has momentum,” I told her.  “You must learn when to halt its momentum until the staff no longer pulls you off balance.  Again.”

                Ruchel tried again, more cautiously.  “That is not hard enough,” I said.

                “If I thrust harder then I’m pulled with it,” she argued.

                “That is true – but if you don’t thrust it hard, it will have little effect.  Now, again, as hard as you can – but before the staff reaches the end of its path, you must make it stop first.”

                “How?  I don’t even have time to think about it!”

                “You will not do it with thinking!  You must feel the staff in your hand, you must feel the moment to pull the staff’s movement and you must feel your own balance.”

                “But how?”

                “Quiet.  Do not speak.  Lift the staff and repeat the movement.”  I corrected her hands and her feet again.  “You will only learn how to do this by doing it many times.  Now . . . again.”

                She did it again and lifted her feet.

                Together we worked on this one move long enough for her to break into a sweat and grow breathless.  I told her to stop.  I could see she was discouraged.  “Grip my hand again.”

                With a breath, she did.  She could not meaningfully squeeze my hand at all.  “I can’t,” she said, despaired.

                “Have you quit?” I asked.

                Her eyes narrowed.  “No.”

                “Have you failed?”  Before she could answer, I interrupted.  “Can you see?  You do not have the muscles to even thrust the staff for a short time.  You should not expect yourself to perform the move properly without having first strengthened your body.  Let us go on to the next move.  Can you grip the staff?”

                She did it arrogantly to show me.  “There.  Now move the staff to the end of your thrust.  Let us begin there.”  She eased the staff into the thrusted position.  “Good,” I told her.  “Now I want you to lift your right foot and step into the thrust, keeping your staff level and bringing the right end around in a circle.  Watch me.”


                We kept at this until the newfallen snow was packed hard on the ground around us, until our feet were ice cold and until she had dropped her staff a hundred times.  “That’s enough,” I said, drawing her to me and giving her a hug.  “That’s a good first day.  Let’s begin again tomorrow.”

Tuesday, August 4, 2015

Whatever the Cost, Ever Forward

Without a doubt, my job has kicked my endurance way down the Fibonacci scale.  I appreciate knowing that others are out there, noticing that I haven't been posting lately.

The worst part is not in lacking the time or energy to write . . . but in lacking the time and energy to think.  Some of these posts appear after days, sometimes weeks of introspection or consideration, as I mull over the best way to express the subject or myself.  Writing, I have learned, takes a great deal of energy; oftentimes I am done with a post or an afternoon's work on a book project only to find myself dripping with sweat, as though I had just been out for a long run.

I suffer as much as anybody from the age old blogger question: what to write about today?  The way I usually master this is to collect, as each day progresses, several small ideas that I then work into larger ones.  I keep these shuffled in my head and, if I feel well about them, they eventually make their way onto the blog.

But there's been no peace of mind and thus no quiet contemplation, no opportunity for inspiration.  Thus does another day on the blog pass uninterrupted by my injections.

It is no accident that I would end in writing a post about exhaustion.

This evening I'm doing some ordering of books for the Edmonton Comic & Entertainment Expo, where I will be from Sept 25 to 27.  I'm getting a little help on the cost of these, trusting that we'll do as well with sales this year as we did in Toronto last year.  I'll be selling the main book of course, How to Run, along with the two essay books found in my sidebar.  I had hoped to have another ready in time, but it has encountered some problems and I'm not ready to release it yet.  Thankfully, Edmonton is close and I will be staying with friends there, greatly cutting down on my expenses.

The event has me thinking about what a pleasure it was to meet people in Toronto who felt the drive to be better DMs, who felt a positive thrill in picking up the book and talking to me about it's potential.  It promises to be a real shot in the arm.  If any readers are in Edmonton or thereabouts, I hope you'll come around and see me.

I continue to feel that there is no greater need in the game than for better and more useful materials that speak towards making us all better at playing or DMing.  Even when I read posts or reports from people who declare they have no interest in playing the complex game I usually describe, they still talk of strategies to play that they are in hopes of employing.  It all speaks to the same thing: improvement.

D&D is a performance art.  I would never want to play in a world where the DM felt their contribution was 'adequate.'

Sunday, August 2, 2015

Exhaustion

On the subject of rules I don't intend to incorporate . . . here are some thoughts.

Consider that the characters wake up in the morning feeling rough and beaten - as most of us feel when we wake in the morning.  They've slept on the hard ground, possibly under the stars; or perhaps on the unpadded wooden floor in a inn's common room, a more typical night spent in a town than the Howard Johnson version of a D&D inn that is usually supposed.  It is all right; it takes a few rounds of stretching, scratching, consuming and walking about to get the kinks out and get ready for a day's adventure.

Suppose we say, however, that as the day moves along, the characters tire.  Not very much, not at first - and certainly less if the players remain sentient and in comfort.  Everyone gets tired, however, even those who rest.  And as they tire, they lose their glorious, inviolable stats somewhat; a little bit at a time, by the hour.

It isn't as though this sort of thing is new; and it is obvious it has proven spectacularly successful in a number of video games.  We live, we work, we swing a weapon a few times, we get tired.  The premise exists . . . the only question is, how tired?

We can break down the day by hours to get a sense for this.  The party rises at seven, gathers their camp and gets out on the road by eight.  Presuming a 20-mile (32 km) walk per day over eight hours (with two hours of rest between), by nine they've covered 2.5 miles (4 km).  Not to forget, they are loaded with equipment and weapons!  This isn't the merry walk or jog down to the downtown core a commuter might take in the morning.  This is slogging in armor over poor roads or wilderness - the distance covered might be much less, depending on the terrain, as little as 2 miles a day or 400 meters an hour.

At ten the party rests, largely from hunger and not from being footsore.  They set off again at ten-thirty, stopping around noon for a worthy meal.  They're off again at one and so they tramp until four.  Those three long hours need a break, the last before the light is lost and camp must be set up.  So they walk from four-thirty to six, perhaps seven if they want to walk for nine hours that day and really make some time.  The sun will go down soon, however, and setting up tents, making a meal, caring for the animals and possibly building a bit of a perimeter is no easy short-time task.

I can see a simple evaluation for this built out of the Fibonacci series.  Copying from wikipedia, the series runs:

1, 1, 2, 3, 5, 8, 13, 21, 34, 55, 89 . . .


Those being all the numbers I need.  Note how each number in the series after the first two are the sum of the previous two numbers (2 = 1+1, 3 = 1+2, etc).

The party sets off for their first two hours and by the end of that, their stats and hit points are reduced by 1%.  Note, one hour of work and two hours of work by this system reduce the character's stats by the same amount.

We don't count fractions of hours, so the hour and a half before lunch (3.5 hours total) count as a loss of 2%.  Hell, that's nothing.  It means a character with 100 hp is reduced to 98.  Piffle.

It starts to add up, however.  That walk between one and four, three hours, that begins to rack up the numbers.  By one-thirty, the character has walked four hours and is down 3%; by two-thirty that's 5% and by three-thirty, 8%.  That's enough to reduce a strength of 18 down to 16.5.  By this time I would expect the characters to be asking themselves, do we really want to walk another hour?

Four o'clock in the afternoon still counts as 6.5 hours; it only takes another half hour of walking to drop everything 13%.  That last walk between the afternoon rest and camping may not seem like much, but quitting at six o'clock still means everyone's stats and hit points have been reduced by 21% across the board.

Think about that.  That's enough to render all a character's precious power stats ordinary and transform a few dump stats into dangerous levels.  Some characters, such as a paladin, ranger or monk, would actually lose enough stats to no longer meet the class requirements!  Thus the paladin might not have the energy to lay on hands, gain a +2 against attacks or cure disease.  A druid may lose the ability to cast spells.

Does the party really want to walk another hour?  That would drop us all 34%.  Ouch.  Maybe we could rest?

The resting would matter, wouldn't it?  Logically, a longer rest in the middle of the day would reduce these effects, right?  I agree.  But I feel it would reduce the effects the same way they're gained.  In other words, one hour of rest would restore 1%, as would two hours of rest.  Meaningful gains from rest would require many consecutive hours of resting . . . for, I would argue, setting off again would compile the total amount of work done in a day.  It would not, as some might suggest, return to zero.

I feel I should make that clearer.

Our party pushes on from eight until noon without a break, reducing our energy by 3%.  We take an hour and rest, gaining back 1%.  Take note - a second hour of rest would not gain another 1%!  That first two hour period takes it away and adds it precisely the same.  We'd have to rest three full hours to gain back 2% of our loss.

It is three and we've rested for three hours.  We're down 1% below normal.  We set off and walk an hour.  Now, do we lose 1% in that hour walked?  No!

We have worked 5 hours, giving us a total loss of 5%.  We have rested three hours, giving us a total gain of 2%.  5 minus 2 = 3% below par.  Another hour of work would drop us to 6% overall and another hour would drop us to 11%.  It is five in the afternoon and once again, despite the rest, it may be time to think about stopping for the day.

As I said, I have no intention of implementing this rule.  I still think it is elegant.

Tuesday, July 28, 2015

The Deep Desert

I am beat.

I was hoping yesterday or today to write something about rules for crossing deserts, since one contingent of my offline party has decided to quest into the Sahara desert for a strange object they heard about last year - an ever-cold icicle that never melts, that will alter the temperature for miles around.  The 11th level druid wants it so he can hatch the remoraz egg he collected some five years ago, which remains unhatched because it requires continuous exposure to extreme cold.  Why he wants to hatch it, no one knows, but he would rather stumble around in the Sahara than sit for some undetermined time in Greenland.  That way, he can raise the egg in the comparative comfort of Transylvania.

Just now, they've begun making their way from the Nile River at Minya westward towards a region called Kufra - which they know to be occupied by humans of the Jewish faith.  All they know for sure is that they're looking for a place either called Zella, Zelia or Zaila.  As they go, their guide and others they met on Saturday have let them know about a few odd and strange races out there in the desert - creatures who wrap their putrefying skin in bandages (who are not undead), dog-men (whom the party has decided are probably Jackalwere) and humanoids called the dijang.  It is all strange and uncertain and I am loving that the universe in the deep desert is nothing like what they've seen already.

The end of the running left the party preparing for combat against fifty undead camels that are shuffling towards their oasis in the dead of night.  They have no idea what sort of undead, except that they smell horribly, or where they've come from.

The battle promises to be most satisfying.

Sorry, however, I did not have the energy to write down some of the simple desert rules I began running.  Probably won't have time this week.  As I said, I'm beat.

Oh, and I've written a post for the other blog.

Saturday, July 25, 2015

Benefits

So I worked yesterday and, as I expected, I came home broken.

I thought I would write a bit on what things a cooking job offers that an office job does not - things that we can appreciate about it.

First and foremost, it tends to be a very free-minded environment.  I mean that you can fucking swear.  And talk about whatever you want, without anyone taking offense.  This is more true in a restaurant-bar environment, where I work, than it is in a family restaurant, but not much.  Most servers, I find, will change faces back and forth; speak very politely to the patrons and the swear and bitch as much as they like about whatever they want once they're in the back.

This is because kitchens are not conducive to restraint.  There's plenty of hot, boiling oil, fire, knives, potential disease and potential food contamination, mixed with exhaustion, speed, complaints and plenty of opportunity for misunderstandings.  To compensate for this, and the frustration it produces, kitchen staff will be the sort who can scream bloody murder at each other and five minutes later forget that it was ever said.  People who take a word said the wrong way personally and chafe on it for more than five minutes rarely last in the environment.

So if you're the sort that finds censorship and political correctness tiresome and a bit ludicrous, a kitchen is usually a refuge from it.  If you're expressive and passionate, if you have opinions you like to share, if you're tough-skinned and generally friendly in the face of people who are just being fucking honest, then kitchens are a refuge.

I have been called on the mat in an office environment for letting a slight edge of impatience enter my voice - and then had that incident mentioned again and again for three or four years whenever I've had to work with that person again.  The other person may forget it, I may forget it, but office management will never forget it.  Kitchens are a freedom from that sort of bullshit.

To work in a kitchen, it's good to be clean, but you don't have to be maintained.  People will drag you into the mop closet and hose you down if you don't control your stink, but beyond a bit of deodorant, it doesn't matter if you haven't shaved today or if your hair hasn't been cut in three or four months.  No one is measuring your character by where you buy your clothes or basing their opinion of you on how fit or trim you are.  Can he do the work?  Then no one gives a crap how many pounds overweight he is, or if he has joined a gym, seen his doctor or dentist, seen a chiropractor or how healthy he eats.  These are all standard, fairly constant conversations in an office - conversations I am careful to side-step.

Overall, no one has any interest at all in how anyone lives their life.  Specifics about life don't matter outside the restaurant; it is the individual who is judged and the judgement is upon ability and diligence, nothing else.  We don't get extra bonus points for who we know, what we do in our spare time, the charity work we commit to or fuck all anything else.  None of that will help me or the cook next to me when the rush is on.  It buys no respect.

Oh, and while I'm at it, the importance of recycling doesn't come up.  This is standard, constant, continuous chat in an office - "Do you recycle, how committed are you, you've thrown your coffee cup into the wrong receptacle again, you shouldn't buy that product because it isn't biodegradable" and on until eternity.  Kitchens throw so much stuff away, so much food away, because it can't be sold, it won't be eaten, it's sat out too long or it's too low a grade, it is hard to have any perception of recycling except to mock people who think they're accomplishing something.  I work in one kitchen and in the space of a day we fill a dumpster with crap.  Most of it going straight into a land-based methane-creation facility.  There's nothing we can do about it; it is the way business has to be done to make the food look glorious when it appears upon the pedantically critical and impatient patron's table.

We eat the food, too, but we know what food is and what goes into it.  We're just as picky but since we make the food, we have no preconceived notions about what we're getting.

Money is saved all over the place.  Only a fool works in a kitchen so far away that they can't walk there, so there's savings in commuting and parking.  Without needing to be dressed up, with uniforms that are waiting on a rack to be worn (if the kitchen is right, they have a cleaning service), without having to spend money on lunch or on coffee through the day, the actual going to work is cost-free. I'm able to work everyday without having to invest.

Some restaurants will charge for uniforms and knives and even hair-nets - but there's always another restaurant next door that doesn't.  This is good to keep in mind.  There is always another restaurant next door.

Lastly, while I point out the benefits, I'll note that while there's a recession going on, it took four days and 9 resumes for me to find a cooking job.  I've put out something like 2,000 online resumes to office work jobs over five months, I've been to 40 interviews and I've gotten exactly nowhere with that; despite the fact that everyone tells me I have a remarkable resume.  Only . . . apparently there's no work right now that doesn't involve talking to complaining customers, and I haven't any experience with that.

Except with several hundred bitchy front staff people.


The above is an example of the sort of post I'm going to write going forward on my previously attempted cooking blog, Setting the Fare

Friday, July 24, 2015

Update

So, last couple of days, been working again.  I've started shifts in a restaurant, gone back to cooking, something I haven't done in 13 years.  At nearly 51 years of age (much closer to 51 than 50), I am really feeling it; but it is nice to know that I actually can stand on my feet for eight hours without having a coronary.

Once my body begins to adapt, I'll be grateful.  Just at the moment, I'm thinking about trashing the cooking blog I started in the spring and starting it again, with a title like "An Old Man Starts Cooking Again."  If I'm serious about that, I'll have to do it soon, however, before the thoughts I'm having at the moment go out of my head.  

My feet hurt.

Getting ready for another shift tonight, don't want to burn too much energy writing.  For a while, each day will get work, until I turn that corner.