muckefuck: (zhongkui)
First game session with the full complement and I'm full of good feeling. All of us (including the GM) seem equally new to the game which makes for a very forgiving and supportive environment. I expect it will grow less gentle with time, but for now we're getting plenty of good breaks. I can even quantify that thanks to a Savage Worlds mechanic called "bennies". You start each session with three of these little chits and the possibility of earning more if you roleplay well or otherwise impress the GM and you can spend them to redo a die roll or save yourself from dying. So far, everyone's ended the afternoon with at least three. (I spent one today to buy a spectacular finale but I'd earned one earlier for making myself a cell phone. Literally.) With so many tanks in the group, my strategy of "don't get hit--like ever" seems to be working out for me. Eventually I'm sure to draw a short straw, but maybe by then I'll be able to buy up some more protection.

Interestingly, no one seems to be in the barrel yet. I'm not sure if that's because we're all just such nice guys or if it's simply that we're not familiar enough for that sort of contempt. The natural choice would seem to be the sweet child playing Mastermind. He's the benjamin and the least-seasoned gamer (from what I can tell). He also has the fewest allies; the Ewok just met him online recently. (By way of comparison, he and the guy playing Dr Lazarus have known me nearly twenty years at this point.) It also doesn't help that his character is kind of annoying and apt to rush into things. But you never know: all this could just as easily evoke a protective response from the mother bears in the group.

I'm also pleased with how receptive the GM is to player input, since this was always one of my favourite features of the Kengame. With time, [livejournal.com profile] princeofcairo trusted us enough not to be munchkins and we imbibed enough of his sensibilities (and his psychlims) to know what sort of suggestions would sit well with him. With the Ewok, we seem to have started off on that foot. Since this isn't a licenced game, the background is relatively unpopulated, encouraging Lazarus to spin out ideas for superhero teams which the GM eats up. In fact, at the game today, he had us toss all our character names into a pot and take turns drawing. Whoever you picked, you need to come up with a concept for his nemesis. How will they come into play? We don't know.
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Jan. 13th, 2015 10:58 pm

Blanked

muckefuck: (zhongkui)
No RPGs before bedtime! Yesterday evening I was fiddling around with my character until late and it messed up my sleepytime. I thought it might be nice to have a blank book for this game--[livejournal.com profile] princeofcairo's campaigns have put me in the habit of taking copious notes--so I stopped by my favourite independent bookstore today at lunchtime. But all they had were pricey Moleskin-equivalents imported from Germany. Then I got back to work and found a perfectly nice compact spiral notebook on the free table. Quelle aubaine!
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muckefuck: (zhongkui)
First session of the new biweekly supers game I'm playing in and it seemed to go well. It was remarkable we played at all given the week the GM has had. As it was, I hadn't had a chance to meet with him ahead of time to work on my character. I'd done the best I could without the powers supplement, but I was very conscious of holding up the game, frantically trying to find some way to represent my character conception within the existing framework.

Essentially, my problem is that I've created a pulp villain for a four-colour milieu. It's not the "villain" part that's the problem--we're all villains. It's that her powers aren't the splashy kind and I don't want to play her as a caricature. The interesting fiends are those who have a complex worldview and a well-intentioned motivation--which just so happens to be completely immoral. I've worked hard to give her anarchism some philosophical underpinnings but being misunderstood just comes with the territory.

It doesn't help that I'm playing a system I've never heard of before (Savage Worlds) with a GM and players I've never gamed with before. On the positive side, I've known two of the guys a combined 38 years, give or take, and the rest seem like a decent bunch. It's also, as I admitted to JB, the humpiest gaming group I've ever been in. (That's no diss to the rest of y'all, but even at its best the bear ratio in those other games was never over 30%.) So it feels comfortable even if I don't know what the hell I'm doing when I roll the dice.

You also can't hardly beat it for convenience: four blocks from my house. The merits of that were immediately obvious today, as it was snowing furiously when I left (a little early in order to catch up with JB over lunch beforehand) and the mercury was plunging as I came back. It was light out, however. In fact, I even considered hiking a block up to Clark Street for a better view. Then I felt the wind whip into my face and decided doubtless there'll be other opportunities.
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muckefuck: (zhongkui)
The main reason I didn't get more sleep in St Louis, of course, was that I was trying to fit in as many games as possible. Dad and his wife won't be here for another hour? Time enough for a game! Half an hour before the roast goes into the oven? We can fit in a game! Kids all in bed? Time to play a complicated game!

Here's the roster for the week (new games in bold):
  • Settlers of Cataan: 1 for 3[*]
  • Ticket To Ride: 0 for 1
  • Tenzies: Impossible to say.
  • Tokaido: 1 for 2
  • Small World: 0 for 1
  • Roll Through the Ages: 1 for 1
  • Love Letters: 0 for 1
[*] Second game was aborted due to a combination of Crazy Older Brother bumping the table and general disinterest, but I had good shot at taking it.

The reason I put "impossible to say" for Tenzies is that it's so quick we played at least twenty or thirty games without really keeping track. I think I was winning anywhere from a third to a half of the time. The conception could hardly be simpler: Everyone rolls ten dice. Each picks what number they're going for, sets aside the dice which show that number, and keeps rerolling the rest until they match. In short order, we started trying out variations (e.g. "Splitzies", five of each) and inventing our own. For instance, "Tower Tenzies" was too difficult given the unstable card table, so we came up with some pyramid variants: four of one number topped by three of another, then two of another, and crowned by one of yet another number. Fun fun fun!

One game I wished we could've played more of was my Christmas present for my sister, Tokaido. In form, it resembles a race game, but the goal is actually to take as long as possible since you win by netting the most points and you get those from stopping at various points of interest along the way. Each character has a different special ability. For instance, I first played (and won with) Hiroshige the Artist who gets a bonus Panorama card every time he stops at an inn. (Each card has a point value plus a bonus for being the first to complete a panorama.) Sis generally tried to spend her way to victory by purchasing souvenirs. (Again, there's a point value for each card and a bonus for completing a set.) It paid off for her in second game. I'm sure there are many more possible strategies but we switched to something else at the request of COB just as we were beginning to discover them. For instance, my second character was a priest who had the ability to make donations to temples without expending his own money. BIL tried to squelch this by occupying temple spots before my turn came up, forcing me to halt elsewhere, but I still got the bonus for most generous donor in the end.

If I have one complaint about the game, it's that it's a little more generic than I'd expected. I understand the need to space out the various stops (temples, scenic spots, villages, hot springs, etc.) equitably in order to support a range of strategies, but still I couldn't figure out why only the endpoints of the route were named. How hard would it have been to choose nine of the most famous temples between Kyoto and Edo and label them? I can't help but feel that if the designers had been Japanese rather than French, there would've been more attention to that kind of evocative detail. But at least they weren't German so it doesn't feel like a mechanic fitted to a theme by whim rather than by design.

Love Letters was another quickie. I feel it's very similar to an existing card game whose name escapes me. In any case, the goal is to end up with the highest ranking card and there are various ways to force another player to discard theirs or otherwise fold. We nearly had time for a second game but one of an uncountable number of distractions intervened. I was happy to end on Small World. BIL was happy to play it, since he hadn't had a chance yet that year. We've played it my last night for three years running and I think this was the first time I didn't win. I did come second, which is much better than I expected given my sister's outstanding performance. (Damn those Spirit Pixies!)
muckefuck: (zhongkui)
Game Night was okay. The new guys who made it a bit more interesting last month weren't there which meant that the haunted house game I played with them was absent as well. It was good that I passed on the Cards Against Humanity pre-game; apparently my pal neglected to ask his roommate for permission to use his deck and when he showed up he was well pissed off.

In any case, I insisted on playing something geekier than Catchphrase, so we banished most of the attendees to the bedroom so we could have the coffee table for Munchkin Cthulhu. A cute game, but not without its flaws. Keeping track of other players' boni so you know when to intervene in their combats is a job of work, something that cries out for an app. There is an official app--one of the players had it loaded on his phone--but all it keeps track of is your own character's advancement (something the rest of us were able to do with a ten-sided die), plus give you a "boon".

The whole idea of someone paying a fee to gain an advantage in an off-line game didn't sit well with a couple of us. I can see how it must seem perfectly normal to someone raised on MMORPGs rather than tabletop games and how it's a predictable outgrowth of the kind of crazy secondary market for cards spawn by Magic the Gathering and its imitators (not to mention capitalism in general). But when it reaches the point where you can buy t-shirts which confer a bonus to play when destroyed during a game session the cynicism in the face of antiquated notions of good sportsmanship is too much to bear.

I came close to winning but got hosed on a technicality--my fault for not reading the rules ahead of time, but I just wanted to get playing. After that, we called everyone back in for an all-inclusive game of Catchphrase which went better than expected, although the huge differences in background and ability are still an issue. At one point I got The scarlet letter and said, "It's by Nathaniel Hawthorne. You read it in high school." One of my teammates got it in two (first guessing Seven gables) and from some of the reactions you would've thought we'd used witchcraft. Same as when I got Gone with the wind from the clue of "Four words, a book and a movie" and someone blowing.
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muckefuck: (zhongkui)
Last night was the first Game Night I've made it to in a while, and it was enjoyable if a bit odd. The serious gamers seem to have all drifted away at this point, which is fine--I understand that I'm now going more for the chance to socialise that anything else. But there are hazards to being the one teetotaler at a gathering (not by choice--I was taking naproxen for a bad back), one of them being that parts of the evening seemed to have been script by a gay disciple of Eugene O'Neill.

At one point we were talking politics near the bar and a small intense man tried to convince me that our next war would be with...Facebook. No, really. When I tried to gently communicate the absurdity of this notion, he shrugged and said, "Look back in twenty years, you'll see." Later, I happened to be in the room when he was conducting a rather strained interview with a rather young and very drunk potential trick who spilled vodka on an armchair while swigging it from a bottle.

Our host took this opportunity to mention the virtues of cheap vodka as a stain-remover. "Does it have to be cheap?" asked an awkward bearded man of about my age hovering nearby. This prompted me to strike up a conversation with him about carpets which within ten minutes had become a sob session about the heartbreak of his life. He was fixated on a glass left under the stained armchair, so I asked if he wanted me to pick it up, but he said, no, he wanted to stick this conversation in it so we could "pretend it never happened" and rejoin the others.

We did, and they were still getting high in one of the bedrooms, but the fug wasn't as stifling as it had been earlier (though I still managed to acquire a sore throat after about five minutes in the room). I picked up where I'd left off with one of the more interesting gents at the event, but what he wanted to talk about was one of the other guest's unhealthy obsession with his sister, who he was showing around photos of and talking about how much liked breasts. But we soon were distracted from that by talk of the sad situation of a man from Joliet still living with his ex because "someone needs to take care of him and he doesn't have any family or friends".

See what I mean?

But it was all okay, really. The Jolieteer gave me a ride home because it was late and "everything's out of the way for me anyway" and I really enjoyed chatting with the white-haired gent, who has wit and a son in college. The cookies I brought from Mughal Bakery went over well and I ended up on the winning team for both Catchphrase and Taboo. Most shambolic game of Catchphrase ever, by the way, though it did have a moment of sidesplitting humour when Joliet Bear misread the phrase "I am not a crook" as "I am not a cook".
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Just back from Game Night in the more obscure burbs. (So far, no one I've mentioned the name to has known that northern Illinois had a "Bloomingdale".) The place was crazy big; my first thought on seeing it was, "That's a lot to mow" and that was before we were shown the back forty. There's an entire pond on the property!

Getting out there went pretty smoothly despite the lack of anything resembling a direct route. You have to zig and zag up and down three different expressways, but at least the last mile is easy: one turn off a major thoroughfare and you're there. When the conversation flagged, the driver pulled out his iPod and treated us to Tim Minchin.

I played three games, two for the second time (Guillotine, Hex Hex) and one for the first (Quelf). Catchphrase was going in the den, but thanks to the sprawling split-level architecture, we hardly knew anyone else was in the house as we huddled around a card table in the master bedroom. We lost a couple people after Hex Hex--the rules were just a tad too "complicated" for the less-serious gamers--so we decided to go with a real "party game".

Quelf is Cranium-like in its combination of different challenges, but I think it tries too hard to be wacky. It's like they were aiming for the feel of a balls-out adolescent truth-or-dare session, but grafting on enough rules to encourage lawyering, which doesn't make for a happy marriage. Bizarrely, I made it through almost entirely unscathed while others were forced to sit on the floor or under furniture or observe various crazy taboos and geasa.

It ended up being one of those games which ends with exhalations of relief rather than paroxysms of joy; not sure how willing I'd be to play it again, even after 2+ drinks. I especially felt bad for the young woman who spent the evening in various stages of isolation from the rest of the players. "Please don't go back and tell all your friends that we're misogynists!" I begged her on her way out.
muckefuck: (Default)
This month's Game Night was at friends in Uptown whose apartment was just a tad cozy for the crowd gathered there. As per usual, I fell in with the Catchphrase crowd in the front room, but eventually I got annoyed enough with the distractions and interruptions that I made a friend sub for me and wandered off. Unfortunately, the other games going on at that point were Nuts in the dining room and elsewhere a game I was calling "Jackass Home Edition". Remember the first appearance of Dr. Marvin Monroe on The Simpsons? I kid you not, that's what it was. Sometimes it's convenient to be able to claim you kind of have a heart condition.

So I drifted back in and things got a little better. As I was telling Scruffy today, I started playing in the larger games because it was a good way of getting to know a lot of people. Now that I'm on nodding terms with most regulars, it may be time to start seeking out smaller ones with the people I really like. I sort of thought that's what I was doing when I agreed to play "Strip Twister", but once word carried throughout the apartment, we soon had quite a crowd in the living room baying for bare ass. To tell the truth, it made me a little uncomfortable and I was glad someone instituted the rule that anyone who interfered with the participants had to strip off as well.

Now we're dealing with the fallout from that on Facebook. Some people seem to think there's no place for that at Game Night, whose raison d'être is to provide a place to socialise away from the bars and bathhouses, others that it's all good clean fun. As a compromise, I proposed an "after hours" rule that what happens after the official ending time is the host's business and anyone who thinks that might be a problem for them is free to leave before then. Jury's still out on that.

In case anyone's curious, I ended up crashing out (literally) before I could get half my kit off, but I stayed undressed until the end out of solidarity with the players, who I didn't think should be the only unclothed people in the room. After that, my South Texan buddy showed up with something called Guesstures and we had a fairly successful game of that despite extreme drunkenness and some shuffling of the teams. Basically, it's speed charades, and once we got the hang of that it went very well. I also determined that one of my team members was (a) a librarian and (b) living very close to us, so I'm going to see what I can do to bring him and his partner into our little orbit.
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The other evening, I told [livejournal.com profile] monshu about this site, an amateur attempt to catalogue the most popular card games by nation and region. His response was to ask, "So what's the most popular card game in Azerbaijan?" Sadly, that is not one of those listed. But you can find entries for Turkey, Iran, and Armenia. And you will find listed which countries are strongholds of Sipa, Pitty Pat, and Voormsi, respectively.

As you might expect, North American regional variations owe a lot to the local settlement history--e.g. Boo-ray (a descendent of French bourré) in southern Louisiana, Sheepshead (Schafkopf) in Wisconsin, Hola in areas of Ukrainian settlement, etc. But there are also some surprises, like Literature, "an advanced game of the Go-Fish type that is played in Toronto but seems to have originated Tamil Nadu, India." And I'm still looking for an explanation of why Euchre is ubiquitous in most of Canada, the American Midwest and Northeast, the West Country and Channel Islands in the UK, and the Antipodes, and mostly unknown elsewhere.
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The irony was not lost on me that this would've been a quieter weekend if I had been going downtown for an opera like I originally thought. I like to arrive well-rested and ready for punishmentattentive, so I don't plan much else on opera days. But Nuphy gently corrected me that Ariadne auf Naxos is this coming Saturday, with Boris Godunov a week after that, so suddenly I was able to say yes to all sorts of things--to Game Night, to dinner on Devon, to shopping with the GWO.

We're down to one set of flannel sheets--and it's fraying--so his idea was to head to the heart of Lakeview in order to pick up some more. Alas, their selection was ass, so we left empty-handed except for a sweater-drying rack and an alarm clock that does NOTHING except keep track of time. As compensation, we ran riot through the Cost Plus and broke into the stroopwafels that very afternoon!

The original plan was that I would accompany him to errands on Clark, but getting up before 8 a.m. was catching up with me and I went straight home instead. Before he got off, I asked [livejournal.com profile] monshu to pick me up some kibbeh from Middle Eastern Bakery for lunch and, to punish me for abandoning him, he brought back fatayer instead. (Oh, woe is me! Forced to nourish myself with meat pies!)

I spent a couple hours contemplating chores before we had to leave for Little India for a date with two chickens charga and, incidentally, [livejournal.com profile] princeofcairo, [livejournal.com profile] mollpeartree, and [livejournal.com profile] gopower. The trip from Hyde Park was necessitated by critical depletion of strategic stores of mung dal and it gave us a handy excuse to replenish our failing stocks of cookies from Mughal Bakery.

Incredibly, there was actually a non-negligible amount of chicken charga remaining (albeit not, I would like to point out, from the bird placed in front of me) at the end of the meal; I ascribe this to an order of pasanda and, just maybe, a very generous stack of rotis. The Hyde Parkers had to begin the long journey home, but for us fabulous North Siders, our evening was just beginning: Game Night was going down, and only steps from my house!

It was a smaller turnout than usual, which was both pleasant and unfortunate. Normally, there are at least three games going at once, but Saturday night it was sometimes a struggle to keep even one going. I've complained before that I can socialise with these people any place, but finding guys to play games with is much harder. This time, however, I found myself not minding so much--maybe because it was a small enough group that I didn't feel relegated to the fringes.

It also gave me a chance to explore the apartment a bit more. I briefly noted the impressive nature of the books on the shelves, but this time I was able not only to study them in detail but also to learn more about them from our host. I'm still nebulous on his relationship to his "roommate", but the reason he's never there seems to be connecting to having a home in France. At his insistence, I perused the 19th century French Bible festooned with Gustave Doré lithographs, each one worth several hundred by itself.

The parkin I brought received some polite attention and the Mughal Bakery sampler got no love at all (Curse you, hot guy who brought the caramel-filled brownies!) so I ended up ferrying both back with me on my unseasonably-mild stroll home as I mused on my reluctance to host one of these myself. I'd love to return the favour to all the generous men who have opened their apartments to us, but then I imagine strangers treading on our Persian carpet and I curdle inside. Maybe we'll just invite them to our open house on Hogmanay.
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In the third of his Philosophical Investigations (Philosophische Untersuchungen), Wittgenstein famously tackles the definition of "game" (Spiel), demonstrating that--while we all know what we mean by the word--there is no simple definition which captures everything we assign to the category of "game" and nothing which falls outside of it. His student Eleanor Rosch built upon this discovery and twenty years later came up with prototype theory, one of the central pillars of cognitive linguistics.

Although "game" isn't a coherent category in the same way that "bird" is, this doesn't mean that we don't have equally salient prototypes for both. (What I mean by this is that, just as when someone says "bird", you're more likely to think of a robin than a penguin, when someone says "game", you're more likely to think of checkers than quarters.) Of course, it's possible for one category to have multiple foci, with subtle differences in context influencing which is brought to the fore. And it's also possible for prototypes to shift. If you worked as an Antarctic research station and started casually referring to the local rockhoppers as "birds", pretty soon it might well be the case that penguins were prototypical birds to you.

When I was a child, our "games" mostly took place outside and involved running around. Hide and seek, freeze tag, PacMan (yes, we actually came up with our own live action version), and make-believe under various names and guises. (Favourite locales included the Okefenokee, the Burmese jungle, and--for obscure reasons related to my curious reading habits--the Adirondacks.) As I got older and more sedentary, tabletop games began to predominate, until it reached the point where "gaming" became synonymous for "playing tabletop roleplaying games". (This still is the case for my older brother. I had to remind myself last time I was on the phone with him--when he asked "Have you done any gaming?", he wasn't really thinking along the lines of my night of Forbidden Island and Guillotine.)

Nowadays, RPGs are no longer in the picture, so I'm back to my adolescent prototype of board and card games. That must be attributable to the fact that I'm a Luddite who hasn't bought himself a computer game in decades--not because I don't enjoy them, but rather because I do too much. Sad as it sounds, the only thing I've ever felt myself becoming addicted to was Sid Meier's Civilization. I asked my boyfriend to hide it from me and have never really looked back since; now I refuse to allow anything on the computer more sophisticated than Minesweeper. But I'm increasingly getting the feeling that for many of my fellow humans, the "computer" in front of "games" is as superfluous as the "colour" in front of "tv". More than once now, I've found myself slightly bewildered by a question or conversation-starter about "games" until it dawned on me that what they had on mind was not something you could stuff in a box.
Jan. 30th, 2011 09:32 pm

A F H L S

muckefuck: (Default)

Among the games played last night was one I didn't mention, Scrabble Flash. This is a set of five small boxes each with an LCD display. At the start of each round, a letter appears in each box and you have something like ten seconds to arrange the letters to spell an English word. If you fail, the boxes flash the message "OUT" before revealing the answer; if you succeed, the message is "NEXT" and you can either pass the the boxes along to the next player or play another round yourself. (I don't know if there's any internal mechanism for keeping score or whether or not there is only one acceptable answer in each round.)

Plurals seemed common in the score or so rounds we played. This led to some odd results, such as when JB got "BILES". Sure, that's a legitimate word form but we questioned whether it would ever appear in English outside of specialist literature. Everyone seemed willing to validate my claim of being handicapped by my multilingualism, which more than once caused me to see words which were perfectly acceptable in something other than English. But my real trouble was not this tendency per se but rather not being able to shake an invalid word once it was lodged in my brain, and that was something we all suffered from. For instance, one of my first sequences was something like B R A O T. Of course, I immediately saw "BORAT" and, try as I might, could not unsee it. Then there was the problem of "reverse dislexia", where your mind would fool you into thinking you had the letters in a different order than you did, as when Bear Cookbook spelled "SIWPE" and couldn't understand why the programme wouldn't accept it.

Not something I could imagine playing for hours on end, but it made for a nice break between games of strategy. I speculated on the possibility of foreign language editions. Differences in average word length would, I think, be an obstacle. Give the typical length of English words, five characters seems a reasonable trade-off between portability on the one hand and playability on the other; I don't know that the same would be true even for such closely-related languages as German and French.
muckefuck: (zhongkui)
A Facebook FoaF posted the other day that it feels like "a more violent 1989" and as I sit here, regularly checking to see if Egypt still has a government, I know what he means. Today I read that King Abdullah II has called meeting of various government officials to work on political reforms--not a bad plan of action when you've been widely tapped as the next domino. Mubarak, on the other hand, still seems to think he can brazen this all out, even as Bedouins control the border with Israel-Palestine and looters run rampant in Cairo. I'm shocked at how quickly and completely public order broke down, leading me to credit rumours that the police have deliberately withdrawn in order to teach the people a lesson.

After hours of obsessively checking news feeds, I felt I had to do something to force myself away from the computer, so I threw on an overshirt and headed over to Touché. Apparently it was the welcome party for Mr Chicago Leather. Not an event I've ever heard of before; when I saw the size of the crowd I could see why. But I had a reasonably good time, first chatting with an extremely inebriated social worker (no prizes for guessing his area of expertise) from the Lower East Side and then a big ol' daddy bear from the suburbs. The latter just lost a hundred pounds due to a gastric bypass, so though I'm 90% certain I've matched him up correctly to a guy I've seen around town for years, it's hard to be sure.

Tonight it was easier as I had already scheduled the next Bear Game Night. We were whittled down a bit due to illness--Manguito was out with a cold, as was JB's better half, and [livejournal.com profile] monshu is still getting over his. ("This is the first day this week I've woken up without feeling like shit.") That still left us with more than enough people to play Gift Trap, Forbidden Island, and Guillotine. Mr Bear Cookbook smoked us all at the last one, which we put down to his French ancestry. The second was a cooperative game which we all won, and in appropriately cinematic fashion. (After Dr Max' helicopter pilot had spirited us away clutching our relics, I insisted on completing his turn to see which island tiles flooded and the result was everything but the landing site itself.)

The first was, in some ways, the oddest of the bunch. You actually compete to see which of you is the best at buying gifts for each other. Confusingly, you gain points both for choosing appropriate gifts and for receiving them, which necessitates two sets of tokens on two distinct tracks. Add in some intermittent colour blindness (who knew pink and orange were hard to distinguish for some people?) and you end up with a lot backtracking and uncertainty. I did surprisingly well given what a pain I find gift-giving in general (I deliberately forced myself to choose quickly in order to avoid endless dithering) and only narrowly lost. What we all took away from that game, however, is that none of us should ever be put in the position of having to buy something for Dr Max.

Catering was a snap because I didn't cook a thing, I just bought three boxes of buns from Chiu Quon. Such a pleasure to surround myself with men who love pork as much as I do! (Did that come out right?) In contrast to the last time, we hardly touched the bourbon--just one Manhattan for JB. I splurged and had a ginger sojutini, substituting Koval for half the crème de gingembre, and it worked beautifully. If you really wanted a ginger kick, however, you could always take a piece of candied ginger from the cuánhé and dissolve it.

Tomorrow I'll be crouched here once more poring over each new shred of reportage from Suez and Tahrir Square, but right now I'm considering throwing on a bar vest and seeing what Touché has to offer. I'm not at all into beauty contests, however, and it could mean a cover charge. But it's five minutes away and I know that with this much alcohol, sweets, and barbecued pork in my tummy, bedtime is still an way's off for me.
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So, apparently, if you invite everyone who came to your first Big Bear Game Night back for a second, they will actually play games! I sat out the session of Cartagena because I had to put dinner together. But I insisted on a game of Fiasco, a cooperative storytelling game I've been itching to try since JB first mentioned it.

Mohrkopf wanted to do bad accents, so at his insistence, we chose the setting "small Southern town"--and then he forgot to cop a bad Southern accent. Speaking of cops, he played one, a church elder who had a disastrous fling with the pastor of the Peace Haven Church. That was me. Unfortunately, my demure Southern belle of a wife [JB's husband] didn't take kindly to that, because she knocked me unconscious and had the gardener [JB] dump my body off the church pontoon boat to be devoured by the alligators. But my illicit lover pulled me from the water in the nick of time and hid me in his shack while we plotted her comeuppance, his former confederates taking advantage of our absence from the scene to turn the church basement into a gambling den.

It all came to bloody end. Beulah looked at the fallen woman she had become and realised her ruin began the day she surprised us breaking our backs "working on the boat" as we did several times a week. So she took the kitchen knife, drove to Elder Hebert's home--and stabbed the pastor fifteen times when he opened the door to greet his man. He in turn returned to find her sobbing over the body, consumed by remorse, and impulsively shot her through the head before driving to the church to take out his perfidious former partner [Mohrkopf's SO], the church treasurer. His quiet life in Pixley shattered, Hebert hit the road and unexpectedly found love at the next truck stop. Meanwhile, the gardener, Pablo-Jesús (a.k.a. "Pab-low Jeezus") absconded with the money and stepped quietly into my shoes as the new pastor.

In short, a fun time was had by all. My only complaint was that about half the participants were more comfortable describing scenes than acting them out. Put my old RPG buddies in their seats and I think things would've really come to life. But that's a quibble. Everyone loved my food (which may or may not have been influenced by the fact that we nearly killed the bourbon keeping them in Manhattans) and I got a chance to create more willing victims of Max Raabe and the Kransky Sisters. Such a shame I can't see scheduling another one of these before January!
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In my dream, I was scrambling to find five ten-sided dice. The party were facing their first encountre with my younger brother as GM, and somehow I'd never gotten around to rolling up my character. The only skill listed on my sheet was "Dodge +1". I thought to myself Maybe I should figure out if he's even got decent dexterity before I spend my points on that. The method for generating scores was: roll five ten-siders, drop the lowest, and add the total to 19. I quickly reckoned that this would give PCs and average score of 41 in every trait. My attempts to scoop up five ten-siders kept netting me a few six-sided dice. I was thinking about giving my character animal-training skills because he had a companion mastiff, but my older brother was already playing something of a beastmaster and I didn't want to overlap. I was thinking of my character as "Viktor", but then I remembered that I'd found that too generic a name and wanted something different. Something more German. In my half-awake state, I considered that "Sigo" would make a good choice, sit it could be an abbreviated form of any Old High German name beginning with the element Sig- "victory". "Sige" is the setting demanded Middle High.

Six years since I've played a role-playing game of any sort and I still have dreams like this.
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Here's a dream entry which--if it interests anyone--should be of particular note to [livejournal.com profile] princeofcairo, who's Chicago-based Unknown Armies campaign has clearly scarred me in ways I'm still just beginning to uncover.

I dreamed that I was in a rundown neighbourhood of Washington, DC. Or maybe Baltimore? No, definitely DC. Two thugs were peaceably escorting a white-haired gentleman to the site of an abandoned Catholic church. The old man was the mystic king for that year, and they had to imprison him in a location that would neutralise his power, presumably to protect their own candidate.

At first I thought he was to be the lone prisoner behind the high walls of churchyard. But then I saw a vision of him sprawled out in the summer heat contentedly reading which widened to reveal dozens of other men, mostly of a similar age, in all states of activity and undress. And not just older men, but children, the offspring of their liaisons with women who were also present in what was beginning to bear a resemblance to some crazed commune.

A knot of the women, tired of only being able to visit their lovers within the bounds of the church, marched up to the altar and began raising a fuss. This prompted the thugs to lock the doors and I saw them in the vestibule readying machine guns. Unfortunately, they saw me as well and I was forced to dash for cover. Fortunately, I remembered that I had some supernatural abilities. I summoned up my magical energies and forced the lock on a door, then leapt to the roof of the church.

It was a maze of low walls which I ran along, hoping to find among the coffered cells an entrance to the nave. In desperation, I made a complete circuit, finally ending up near the rear of the structure where a tremendous pile of rubbish forming a ramp down which I followed. Now I could hear the voices of rowdy young people coming from just beyond a rise and panicked. I scoured the wall for a door, but the only one I found was bricked up. Again, I gathered a charge in order to force it, though with little hope so soon after expending my power. I pushed at the wall...

And to my surprise, it opened. I realised that what I found was a jubilee door, which had only yielded to me because it was Easter Sunday. I stepped into what might have been the sacristy; the two thugs ran in after me...and underwent a mystical conversion. Suddenly, they had no hostile intentions and I knew I would be able to open the doors and let the throng depart unmolested.
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What I didn't get to finish telling you about Clark Market is that, not only did they have yut-nori, but that they were branded through and through by San ("mountain") brand soju. These were far better than the cheapie I got my nephew. The mat was cloth rather than paper, the tokens were much nicer than roughly die-cut plastic discs, and it all came in a handsome zippered carrying pouch. In fact, I'm kicking myself for not buying a second one.

Even the cashier remarked on how nice it was, right before pointing out that it was a "back door" set. Back door? She unwrapped it to demonstrate. Oh, paykto! To is the name of a toss of one or a move of one space in yut. Payk is in fact a transcription of English back (as in New Korean paykmile "rear-view mirror"). However, the flat side of one of the sticks is marked (with the San soju logo!). If this turns up, then the player has to take one step back after completing movement. (It occurs to me that this makes every roll of yut worth 3 instead of 4. However, you still get to toss again, so it's not the same as a kel.)

We haven't tried playing this variant yet, though. [livejournal.com profile] monshu and I wanted to get the regular game down first--and he did, beating me in three out of four games the first time we took it out. "I like this game!" he said. "Finally, a game I can win!" (I tried getting him to play gomoku again, but after two losses in a row, he begged off.) Our lifetime scores are tied, though, and I won the "demonstration match". It was intended to kick off the game-playing Saturday evening, but ended up becoming a lone aberration in the face of three lethargic fogeys and one jaded young man.

The party, btw, was a resounding success. To that I give all credit to the bearded old man. Without his assistance, I don't know how I would've managed! You're a hero, Guan Gong! Oh, and [livejournal.com profile] monshu helped, too.
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It seems I'm entring another one of those periods where I start to pull into myself too much again and last weekend was a good antidote. I want to build on that--I've been meaning to go to an LJMeetup or movie in Grant Park, but tonight I'll be lucky to summon up the energy to stagger over to [livejournal.com profile] monshu's for QEftSG.

As I often do in these moods, I've been rooting through some of my old gaming stuff. I remember back to my very earliest days browsing the Fiend Folio, which left me with the impression that the "Ethereal Plane" was the "Ethereal plain". I actually imagined it as a barren expanse of earth someplace with the most hideous beasts roaming it. In any case, I was struck anew by the lamitude of the "Astral Plane" as presented in the AD&D rules. IIRC, it's a vast expanse of silver where the effect of certain magical weapons and devices is dampened or otherwise altered. *Yawn*.

Isn't this what is conceived of in occult circles as the plane of mental travel, the dimension of lucid dreaming? Damn, imagine the fun you could have with that! Well, you don't have to stretch too much since the Wachowski Brothers presented at least one engaging visualisation of it The Matrix. It could be a world vaguely like our own, except where mental acuity and magical protections account for more than physical strength or mundane knowledge--and where the apparent rules of physics which govern encountres could be bent and revised by powerful beings. From a role-playing point-of-view, it could be an opportunity for weak but intelligent characters to strut their stuff as the rules change to make them the protectors and the brawny warriors helpless wards.

Or not. At the very least, it could have an intriguing role in the normal run of things, as shamans or mentalists jaunt there to find the secret connexions between ideas and incidents that are hidden to everyday eyes. Psionics, so carelessly and pointlessly grafted onto magic-rich fantasy games, could come into their own there. So, tell me, is there an RPG out there that has really incorporated these elements into play? I don't know the first thing about CoC's Dreamlands, so I'm not sure if it's even relevant. But I'd have a lot of respect for a game which could add enough structure to the world of dreams to make it playable, while leaving enough surrealism and surprise to make it exciting.
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May. 8th, 2003 11:45 am

Giikari

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I finally got around to digging out my old OA campaign notes last night--an inevitable consequence of seeing Onmyoji last weekend. I'd been scribbling notes on the train all week. Monday I got a terrific idea for--

Know something odd? I don't want to post it. Not out of embarrassment (I am so beyond that at this point), but out of fear of spoilers. See, even though the campaign has been lying dormant for over ten years at this point, I've never entirely given up on it. Me and my brothers still game and still see each other from time to time, so there's always a chance we'll start things up again, isn't there? I'd hate to have [livejournal.com profile] bunj know what was in store because he read it here first. Silly Da!

As usual, I got distracted by the names. When I first drew the map, I didn't know crap about Japanese--and the GM who drew the map it was based on knew even less. So what did I do? Try to rationalise them, of course! Sure, I could just rename everything properly, but that would be too easy. I have access to such good reference material now that I can spin out suitable and interesting names without half trying. There's more challenge in tweaking these naïve creations.

For instance, one of the villages was called Yeijo. (The syllable yei doesn't even exist in modern Japanese.) I sat down with Nelson's and went through almost every character with the on reading ei or jo until I found two I liked that worked together: "wide pillar" and "barn; villa". Now suddenly the village has the sketch of a history: Clearly, at some time in the past, someone important built a large, noteworthy structure there. Who was it and what became of the building? More questions to answer, which in turn will add depth to the setting--even though it will just go back into the folder within a few days to be pulled out again next time something makes me think of it.
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Last night, I gave [livejournal.com profile] bunj a ring for his birthday and was rewarded with a run-down of [livejournal.com profile] rollick's Demon one-shot. I had considered applying for a spot (good thing I didn't given how exhausted I was on Monday), so it was reassuring to hear that everything went well: Up to a point.

I think [livejournal.com profile] bunj has a firm grip on what's wrong with White Wolf games when he describes this (and Vampire) as a superhero game without superhero morality. When I last played supers, beating the enemy to a pulp was not the challenging part. Doing it without losing my humanity in the process was--and my character was a Christian who fought alongside an angel! The interesting part of a game like Vampire should be how one deals with the loss of one's own humanity. If you start out an amoral beast, then it just becomes Grand Theft Auto with blood-sucking.

It's harder to give demons a grounding in human morality since, by definition, they were never human. Nevertheless, it's still possible (and, IMHO, desirable, unless your idea of a fun evening really does consist of brutalising nuns and massacring zealots).

Back when I was researching Islam for a character I was playing, I discovered an interesting strain of heretical thought that sought to rehabilitate Iblis (the Muslim counterpart of Satan). In the accepted Qur'anic account, Allah commands him to bow down before His newest creation, Adam. Iblis refuses, on the grounds that he's composed of divine light and this creature is made of mud. So he gets the boot and spends the rest of his existence spitefully tempting Adam's descendants to evil acts. In the alternative view, Iblis says he will bow down before the perfected Adam, but not Adam as he stands. Once exiled, he devotes himself to the perfection of mankind through any means available--and this naturally includes offering him temptation at every turn.

This isn't exclusively a Muslim concept. The German author Stefan Heym used it in his novel Ahasver (which I may have mentioned here before) to make the title character a more complex and dynamic figure than just a Jewish shoemaker cursed by Jesus to wander the earth. There are also legends in the Christian, Muslim, and Jewish traditions of fallen angels who--rather than going to hell--stayed on earth to share their advanced knowledge with mankind. It's possible to interpret their motives cynically--weren't they just trying to get back at God? Did they teach men secrets that would aid them or only increase discord and destruction on earth? But it's more interesting, particularly from a role-playing point-of-view, to take a positive view.

There would still be plenty of room for bad behaviour in such a game. All it takes is an end-justifies-the-means orientation. So what if thousands die, as long as those who survive are better as a consequence. (More or less the ethos that underlies most rogue cop dramas, n'est pas?) Harsh as this is, it beats a moral universe in which there is no special place for humanity and they are, at best, a nuisance and, at worst, a source of gruesome amusement.

Combining this with the "new myths" [livejournal.com profile] lhn told several of us about recently produces a really interesting setting. Who wouldn't want to join a plucky band of street kids in their desperate ploys to make their home safe from the depredations of Bloody Mary? (And with a police force as corrupt as Dade County's, it would take supernatural assistance to put things right.)
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