jazzfish: Jazz Fish: beret, sunglasses, saxophone (Default)
Small good things:

The bathroom is repainted (and Nic the assistant super cleaned it pretty well), the apartment windows are replaced. I've vacuumed and am no longer stepping on grit that someone else tracked in. Later today I shall take everything down out of the medicine cabinet and wipe down the shelves so I stop being annoyed by the white sawdust that drifted in through the doors.

I have figured out a meringue recipe I'm happy with. (Equal amounts egg-white and sugar, by weight; whip in the sugar a bit at a time so it doesn't just all sink to the bottom; when it's about done add a splash of vanilla and one of orange extract; spoon onto the baking sheet with small-eating-spoons; bake at 200F for two hours, then turn the oven off and leave them in there.) This is handy as it's Egg Season as of a couple of weeks ago.

I have three different RPGs that I'm actively excited about. Fate of Cthulhu, in which the characters travel back in time to stop a Great Old One from rising, is a version of Fate that I can comprehend. Spire has a straightforward mechanic and some genuinely interesting worldbuilding. And I recently picked up my old favourite Changeling and started reading through the 20th anniversary edition, and it still makes me happy.

I sent my tax stuff off to Chris the accountant, after spending half an hour last week trying and failing to find the last of my RRSP forms on various financial websites.

Two nights ago I slept for nine hours, with only a few brief interruptions.

Next week I begin working at 80% time, which will in theory result in me being 10% less annoyed at work. (I am taking a pay cut to do this, but it incorporates a long-overdue but still insufficient raise.)

And, perhaps most important: thanks to Erin being actually functional on Saturday morning and sitting on hold for awhile, I have an appointment for my first vaccine shot, for a week from Wednesday. I had thought the plan was for the vaccine to be rolled out by age group, but the powers that be seem to have decided that it's logistically better to just vaccinate everyone in small communities all at once.

I hope you're well.
jazzfish: Jazz Fish: beret, sunglasses, saxophone (Default)
It is surprisingly difficult for me to get much done in the evening when my phone insists that it's an hour later than it really is, which it's been doing for the last couple of days. "Oh, I guess I can't make it to the post office and I need to eat something quick for dinner." I would not have expected this, and yet.

Other than that, I had vague intentions of going down to Vancouver next weekend for Hollycon ][ (aka "Holly and friends gather in a house for a weekend and play a bunch of boardgames") but the steep caseload curve of the last month has officially put paid to that notion. As of Thursday BC is under an actual order to wear masks in public and not socialise with anyone outside your household ("plus one or two people if you live alone") and a Strong Recommendation to minimise travel. There's supposedly a chance that this will lift come 7 December but let's be honest, it's not going anywhere til March at the earliest.

Doubly irritating because this fall Apple saw fit to release a normal-sized iPhone for the first time in four years. I wasn't sure how I'd take to it after a couple years of too-large screens, so I powered up my old SE and tried it out... and it feels right in my hand. No dislocating my thumb to reach the far side of the screen, no stupid swipe-down-no-not-like-that to bring the top couple rows of icons into reach. Yeah, the screen's smaller, but I don't seem to notice, or at least to not object. And yeah, I can just mail-order one, but the advantage of picking it up in the store is that I can also get them to apply a screen-protector and not worry about bubbles or dust-flecks underneath it.

Bah.



When I went down in October I picked up a copy of Fate Of Cthulhu, a role-playing game best summed up as "what if Terminator, but Cthulhu." In 2050 one of the Great Old Ones has risen and mostly conquered/destroyed humanity; a small group of PCs are sent back in time to 2019 to try and change history to prevent its rise, or at least weaken it enough that there's a fighting chance against it. I'm intrigued and have been kicking around the notion of trying to run a game online, and I may actually have players (James says "sure," Holly says "maybe," and Julianne says "tentatively," so I figure that's about 2.25.) So... will see if I turn that into anything.

bah.

Aug. 26th, 2020 05:14 am
jazzfish: an open bottle of ether, and George conked out (Ether George)
Bah. Woken up sometime after three due to my apartment door swinging open and light from the hallway coming into my bedroom. Must have not latched it properly. Can't get back to sleep, but too tired to read.

Over the weekend, my mother posted to Facebook a copypasta of "i'm voting against joe biden and the democrats." It was probably one of those things where she said "oh yeah this sounds right" and didn't bother reading or analysing or engaging with the actual content. It's still taken up more room in my head than it deserves. I emailed her yesterday to ask about the bits that seemed to contradict things she'd said to me back in October. I don't really expect a response.

I'm afraid that between the plague and the move into the assisted-living facility, my parents have finally fully closed their epistemological loop. And this week I'm afraid, actually afraid, of another Trump victory. Like... even if he loses in November forty percent of the US is gone, lost to reason and to empathy, and that's horrific enough, but if he wins...

And now I'm thinking of Abby, my semiestranged friend who was arguably the first casualty of the Trump regime. She killed herself on election night 2016, on I think the assumption that the ACA would be repealed and she wouldn't be able to afford the MS drugs she needed. She is, somehow, the only person I've lost in the last four years. I don't expect that to hold true for another four.

I'm scared, and tired, and alone. It's Emily's birthday. It's the hour of the prickly pear, the year of the plague. I don't think I'm doing well but I'm hanging in. I just... continue to not be able to fully recharge, maybe.

I miss a sense of calm and routine and control over my life. I miss thinking further ahead than the next few days, I miss looking forward to things. Or having fixed points where I knew what was coming next. Or maybe having more or more varied spaces and activities where I can feel like /me/.

I'm roleplaying again, every other Monday afternoon (Monday evening East Coast time). The system is Savage Worlds, which I know only by reputation; the world is RIFTS, late-eighties teenage powergamer fantasy. So far it's confirmed that I dislike multi-person Zoom calls. It's also reminded me that I have an absolute limit on the number of people involved in a game that I'm playing in, which this is bumping up against (the limit's eight; I won't run a game for more than five and that's pushing it, but I'll play in slightly larger groups). And that RPG combat scenes are not what I game for. And despite all that it's good to get my hands back into role-playing, and next session promises to be less fighty. Vaguely stirring up ideas of running something myself, though I don't know what. Or for whom, or when. I just want more... more like that, somehow.
jazzfish: d6s stacked in an Escheresque triangle (Head-hurty dice)
Via James Nicoll, my first ten tabletop RPGs in ten days, in the order in which I encountered them. Day ten: Feng Shui



I got into Feng Shui because I got into Chow Yun-Fat and John Woo movies, and the game promised to replicate that kind of awesomeness at the game table, /plus/ tonally similar but genre-distinct over-the-top kung-fu movies. It delivered, too. The basic premise is that thanks to a limited form of time-travel, PCs are action heroes from all kinds of genres, banding together to stop various horrible conspiracies from not just taking over the world but altering history so that they've always taken over the world.

It managed to replicate the feel of ridiculous action movies, through a number of nifty mechanics: things like differentiating between "nameless mooks" and Named Characters, not tracking ammo (if you botch, you ran out and have to spend your next action reloading), mechanical bonuses for cool action-movie stunts, that sort of thing. In practice it tended to run a little clunky but I could forgive it that.

Third edition, released a couple years ago, looks to be more of the same and even more new-player-friendly. I'm not sure I'd ever run it again, but I'm glad I have it.
jazzfish: d6s stacked in an Escheresque triangle (Head-hurty dice)
Via James Nicoll, my first ten tabletop RPGs in ten days, in the order in which I encountered them. Day nine: Unknown Armies.



I picked up the Unknown Armies corebook on a lark, because the back copy looked interesting and because it was published by Atlas, who also did Over the Edge. UA had a bunch of neat mechanical ideas: skills cap at your related stat, only four stats and design-your-own skills, percentile dice but if it's your 'obsession' skill you can flip the ones and tens. Combat was pretty dangerous: to take one example, knives always do a little bit of damage, even on a miss. ("You're wearing your best suit and I have a magic marker. Take the marker away from me without getting your suit messed up.")

More than the mechanics, though I loved UA for its atmosphere. Tynes and Stolze had as their explicit guiding principle "humans did it." No immortal vampires pulling strings, no shadowy cabal of mages: matter of fact, since magic in UA is a function of obsession, mages are more likely to be messed-up human beings incapable of controlling anything. John Constantine, not Stephen Strange.

In one of the later sourcebooks, they had what they called scenario seeds: a couple of pages describing the high points of a short campaign episode and how it might play out. I remember reading those and thinking "yes! Perfect! This is exactly the amount of detail I need to run a scenario."

I spent several years hanging out on the UA mailing list, which was pretty cool. People posted campaign stories ("one of my PCs is a fleshworker who got his hand cut off... but he retrieved it and did a major working, and now it's an artifact that responds to his commands") and weird things they encountered, and the designers got into the conversations as well. That was where I got into Warren Zevon (the first sourcebook was named "Lawyers, Guns & Money"), and where I met Gareth Hanranan, now a fantasy author and a game designer extraordinaire for Pelgrane.

Sadly UA, like OTE before it, fell victim to Emily's hatred of naming her own skills. I did get to run a couple of short scenarios, but never found a group who'd really get into the whole low-power street-magick vibe. One of these days, maybe.
jazzfish: d6s stacked in an Escheresque triangle (Head-hurty dice)
Via James Nicoll, my first ten tabletop RPGs in ten days, in the order in which I encountered them. Day eight: Cyberpunk 2020.



Ah, Cyberpunk. Chrome bodyparts and pitched battles in city streets. Japanese-inflected everything and everyone trying to outcool everyone else. It is very definitely what it is and there's no mistaking it for anything else. I played Cyberpunk because that's what Stephen wanted to run, and I was excited about getting to game with him. (Said excitement was borne out: that game was a hell of a lot of fun, and one of the better role-playing experiences I've had.)

I haven't so much as touched the sourcebooks since that game ended, so mostly what I have is impressions. Character creation involved a lot of shopping, which was fun for awhile. I personally avoided dealing with the cyberpsychosis rules, aka "the game-balancing reason not to load up on cyberware," by taking mostly biological-based mods. And, unlike in GURPS, I was able to sit back and relax and roll dice when I was told to.

Would I play Cyberpunk again? Depends. Stephen, are you running a game?
jazzfish: d6s stacked in an Escheresque triangle (Head-hurty dice)
Via James Nicoll, my first ten tabletop RPGs in ten days, in the order in which I encountered them. Day seven: GURPS.



GURPS wants to simulate everything, and I mean everything. Break it all down to character points spent and 3d6. I believe all the GURPS games I ever came close to being involved in have been some variety of fantasy, but I know there was at least one ongoing Space game at Tech while I was there, and there are GURPS sourcebooks covering just about any genre and setting you can imagine.

It will not surprise you to hear that I don't get on well with GURPS. I've played in several campaigns, and my sense during each has been that I spend half my time fighting against the system to do what I want to do. I know there are people who love it to death, who tell amazing stories using it, who can wield the system like a scalpel to carve a pitch-perfect and appropriate simulation. They aren't me.

This doesn't stop me from owning a couple of the sourcebooks, though. When they're not descending into number-crunching, they tend to be wonderfully deep dives on their subject matter.
jazzfish: d6s stacked in an Escheresque triangle (Head-hurty dice)
Via James Nicoll, my first ten tabletop RPGs in ten days, in the order in which I encountered them. Day six: Amber Diceless Roleplaying.

Amber Diceless RPG

I suspect, based on no evidence save timing, that I picked up the Amber Diceless book and its supplement Shadow Knight at Technicon 1996, the same convention where I met Vond and played Changeling with Ian Lemke. That was a good con. Whenever it was, I started running a weekly Amber game in Owens Food Court that fall, and it ran for the entirety of the school year. (If you're wondering when I found time to keep up with my classwork with all the role-playing, well, there's a reason I think of undergrad as the best decade of my life.)

The thing about Amber is that it's a truly diceless system. It gets away with this by having the PCs be either inherently superior to most beings they encounter, or inherently inferior to a handful of other beings (their elder relatives, mostly), and resolving conflict between PCs by a fairly clever system of rank in four attributes. Amber games, the way I run them, aren't about finding the Big Bad and beating the crap out of it; they're about figuring out what the hell is even going on and if there's anything we can do about it.

The other thing about Amber is that it is a beautiful garbage fire. The aforementioned attribute ranking, where relative rank matters but the actual point values don't, is inextricably entwined with incredibly expensive and necessary Cool Powers, other cheaper but stupid Cool Powers, and a trivially breakable item (etc) creation system. Not to mention the concept of "Good/Bad Stuff," ie leftover character points / character point debt, which indicates whether the universe (aka the GM) smiles on your character or sends plagues of locusts to dog your every step. Erick Wujick's GM style is fundamentally adversarial: he's a believer in doing awful things to characters (and lying to players) in the name of Character Growth. Every time I go to look something up in the rulebook I spend half my time getting mad and saying "that's stupid, I'm not doing that." I like to think Erick would have approved, since one of his final pieces of GM advice is "make the game your own."

Ultimately, Amber is the game of my heart, the one true role-playing game, of which all others, including our own Changeling, are but shadows.
jazzfish: d6s stacked in an Escheresque triangle (Head-hurty dice)
RPGs day 5: Millennium's End v2.0

Via James Nicoll, my first ten tabletop RPGs in ten days, in the order in which I encountered them. Day 5: Millennium's End v2.0



Well, they can't all be winners.

Giao was looking for players, and I was overcome by the sudden wealth of gaming opportunities, so I said "sure". Not the wisest choice I ever made.

Millennium's End was a game of corporate espionage, written in the early nineties and set in 1999-2000. It was mostly notable for its incredibly detailed firefight rules, including transparent silhouettes so you could work out exactly where you'd been hit by gunfire. One of its most significant supplements was titled "Ultramodern Firearms." You really got a sense of what the designer considered important in game design, which was "how easily can you headshot guys from this range with this weapon."

The campaign petered out after four or five sessions, from a combination of clunky rules and players who were really, really bad at being spies. ("The bad guys got here before us and are in this building! Let's... slash their tires! That'll teach them!") I learned some valuable lessons, though, such as "I really don't get on well with rules-heavy systems" and "maybe take a look at the rulebook before agreeing to join a game."
jazzfish: d6s stacked in an Escheresque triangle (Head-hurty dice)
Via James Nicoll, my first ten tabletop RPGs in ten days, in the order in which I encountered them. Day four: World of Darkness.



(This is really about the World of Darkness games in general, but since Changeling's my favourite it gets the photo.)

Senior year of high school I knew several people who were trying to start up either Vampire or Mage games. I even went so far as to create characters for a couple of those. They never got off the ground, though: Jefferson students are notoriously overscheduled, even in grade twelve when they ought to be coasting towards college.

Actual college students, on the other hand, have plenty of free time. My freshman year, Chris Telfer was a night monitor, which meant he got paid minimum wage to sit in a dorm lobby from midnight til seven and let in the residents. Telfer had access to the big five World of Darkness books (Vampire, Werewolf, Mage, Wraith, and the just-released Changeling). And he wanted to run a big crossover game... starring humans. I shrugged and said "Sure." I believe the idea was for us to eventually turn into one of the Big Five supernatural types, but I don't think that happened until towards the very end of the campaign. Still and all, it was a lot of fun.

The thing about the WoD fistful-of-d10s system is that it very much wants you to succeed at whatever you're doing, even if you're an apparently woefully underpowered human. This makes it a lot of fun for college student players who are frustrated in their daily lives, and something of a challenge for the GM, who has to keep artificially cranking the power level. In retrospect this is probably where my attitude of "dice exist to give the players something to do with their hands" comes from.

Of the five original WoD games: I never really got into Werewolf or Wraith; always wanted to play Vampire but never got the chance; admired Mage despite or maybe because of its obtuseness; and fell deeply in love with Changeling after a one-shot run by Ian Lemke, one of the designers. The Changeling game I ran while my relationship with Emily was falling apart the first time remains one of my better RPG memories.

I don't miss a lot of my friends from college... but goddamn do I miss having a ready supply of role-players.
jazzfish: d6s stacked in an Escheresque triangle (Head-hurty dice)
Via James Nicoll, my first ten tabletop RPGs in ten days, in the order in which I encountered them.



I got into On the Edge in high school, when I was looking for a multiplayer CCG and the store was sold out of Jyhad, the horribly-named Vampire: The Masquerade game. On the Edge is set on a Mediterranean island that's home to every conspiracy you can imagine and a half dozen more. It's fun, and frequently quite funny as well. When I found out there was an RPG's worth of background source material, of course I snapped it up.

Over the Edge is a weird, weird game, which I guess is fitting given its origin as "Jonathan Tweet's weird-stuff homebrew." It's the first game I'd ever seen with "design your own skills," or with an explicitly and deliberately fuzzy resolution mechanic, or that treated psychic etc powers as just some things you can do, though probably not very well. It had some excellent GM advice along the lines of "you're all here to have fun, which might look different to different people," and it included a meta-campaign in which the characters can meet their players. I loved it.

I've never actually played OTE. I didn't even get a chance to run it until the late 2000s, mostly due to Emily's intense hatred of design-your-own-skills systems. But the "here's a WHOLE BUNCH of awesome stuff" design philosophy and the freeform approach to skills and conflict resolution has had an enormous impact on my own GMing style.
jazzfish: d6s stacked in an Escheresque triangle (Head-hurty dice)
Via James Nicoll, my first ten tabletop RPGs in ten days, in the order in which I encountered them.



I met my best friend for 7th and 8th grades when we bonded over the Forgotten Realms novel I was reading. Michael had the base AD&D second edition books. He also had the D&D computer game Pool of Radiance, so I got to see how the mechanics worked in practice. But with only the two of us, we didn't actually get to play as such. I then spent the next few years RPG-adjacent: near-misses with Mechwarrior and Rifts, friends who had D&D groups that didn't need another member, etc.

I didn't have my first actual tabletop RPG experience until the summer after ... tenth? grade, when I ended up at a week-long Boy Scout Science & Energy camp. It turns out that the necessary ingredients were a bunch of geeks in close proximity with not much else going on in their spare time, and an experienced and bored DM who'd brought his AD&D books with him.

I started out playing a fighter/mage who was a dead ringer for Elric of Melniboné. After a TPK on Wednesday night I got reincarnated as a kender, which was a heck of a lot more fun. I remember nothing about the mechanics, and very little about the game itself, except using a Flaming Sphere to free the rest of the party from a giant spiderweb, but the sheer exhilaration of the adventure and the storytelling stayed with me.
jazzfish: d6s stacked in an Escheresque triangle (Head-hurty dice)
Via James Nicoll, my first ten tabletop RPGs in ten days, in the order in which I encountered them.

MERP box cover

I came across the bright-red Middle-Earth Roleplaying boxed set sometime in late elementary school. It said "Tolkien" so of course I was interested.

Even at that age the spellcasting classes seemed like a poor fit for Tolkien's world, and the bestiary had delved rather deeply into the obscure corners of the mythos. (Hummerhorns and Fastitycelyn [sing. Fastitocalon] as creatures you might encounter. Yeesh.) And the idea of randomly rolling to see what various NPCs would do felt deeply off, and honestly I ended up just being overwhelmed by the sheer number of numbers you were expected to track.

I never actually played MERP. I mostly remember creating a bunch of characters, and laughing over the fumble tables ("Worst move seen in ages. -60 to activity due to a pulled groin. Foe is stunned two rounds laughing"). But I did appreciate that first-level characters had about as many hit points as tenth-level (the maximum). And it taught me useful vocabulary words like "melee."
jazzfish: an open bottle of ether, and George conked out (Ether George)
I appear to be, if not Burnt Out, then Burning Out.

I am judging this based on the fact that I very badly want to set up the TV, hook up the Wii which plays Gamecube games, and replay a couple of games that I beat ages ago (Zelda on a boat, the Metroid Prime games, maybe Eternal Darkness).

Note that I don't want to play any of the small backlog of unplayed games I've got hanging around. I explicitly want to Do A Thing which is a thing that I have done before. At a guess, what I get out of this is something along the lines of: comfort; consistency; sense of accomplishment without corresponding fear of failure; mental-sense of being in another, safer(?) time.

Bah. Work is being terrible: I've been doing the work of at least two people since the beginning of March, and for the two months before that it was 1.5 people. I lack the energy to apply for other jobs, if indeed there are any that are hiring at the moment, and if indeed I would be able to function well enough to take on a different position. I miss humans-that-are-not-Erin but I do not think I would be capable of interacting with them at present (I certainly do not have the ability to reach out, and do not appear to even be able to respond reasonably). I badly miss role-playing, which I've done zero of since ... November 2016? and I miss boardgaming, and at this point I'm not even able to indulge in gaming-adjacent activities like "playing online" or "reading rpg books". (Honourable exception for Through the Ages, whose asynchronous play keeps me going. I can generally brain well enough for five minutes at a time of taking my turn.)

... and there's a hell of a lot of other stuff just under the surface of this that needs digging through, but I certainly do not have the time and may or not have the energy.

So. Noted: today I admitted that I was burning out, yet again.

diceless

Mar. 14th, 2019 12:29 pm
jazzfish: d6s stacked in an Escheresque triangle (Head-hurty dice)
In the course of writing about the Jacob's Ladder books I spent a few minutes poking around the internet for a brief summary of what makes Amber Diceless so great. I didn't find anything, partly because I got sidetracked into this in-depth review/response.

Reading that reminded me of two things.

One, that Amber (and Lords of Gossamer and Shadow, built on the same mechanics) has been the source of three memorable and excellent campaigns that I've run.

Two, that I really, really dislike a lot of the actual mechanics, to the extent that the only Amber game I've played in, I walked out after about three sessions because the GM was following the designer's advice and being an utter dick to my character.

The linked review goes into detail about all my complaints: the attribute auction, one of the fundamental aspects of the game, is kind of a mess; the secondary powers as written fit extremely poorly into the handwavey resolution system; the item creation rules are just plain terrible, as are the character advancement rules, etc etc etc.

So why do I like it so much?

Partly because the setting's so rich that it makes up for a lot of the shortcomings in the mechanics. Partly because it plays to my particular style: here's a bunch of weird stuff, figure it out. And partly because I took to heart some of the advice in the GM section of the book: throw out any parts of this that aren't working for you. Even as a baby GM, I could see the sense in that.

Rules are there to give some structure to the storytelling. Dice are there to give the players something to do with their hands. Conflict is there to make things interesting: not to beat up the players, but to point them in directions that keep their attention.

Dammit. Now I want to run a game again.
jazzfish: a whole bunch of the aliens from Toy Story (Aliens)
Darths and Droids is David "Irregular Webcomic" Morgan-Mar's retelling of the Star Wars movies as a roleplaying campaign. It's pretty funny, it's true to role-playing life, and it's been one of my favourite reads for years and years. From the FAQ: "Our GM is an easy-going guy who most of all wants his players to have fun. He's not straitjacketing them into his preconceived story; he gives them free rein to do pretty much anything they want, and then builds (more or less) logical consequences on top of that. He allows his players to improvise and invent some of the details of the setting, so long as they don't conflict too badly with what he'd originally planned, and that it can be worked into the story somehow." This lines up pretty well with my GM philosophy, so of course I'd like it. (DW feed: [syndicated profile] darths_and_droids_feed)

They ran out of Star Wars movies (1-6) awhile ago. Rather than start on 7-9 they're waiting until 9 is out, so he can craft a coherent narrative. So there was "that time we had a TPK, right before the last campaign" (Rogue One), and now they've sent half the party off to Chewbacca's home planet for the Holiday Special.

The other half have just shown up in... oh, just click the link.

This has absolutely made my morning.
jazzfish: artist painting a bird, looking at an egg for reference (Clairvoyance)
It turns out that writing a novel from scratch is hard. Who knew? I mean, other than everyone who's ever tried.

process babble )
jazzfish: Jazz Fish: beret, sunglasses, saxophone (Default)
This A Softer World comic hits uncomfortably close to home, and would have reduced me to tears and speechlessness about five years ago.

Let's see.

Foot: still sore, still a little swollen. Going back to icing it today.

Viola: Went to pick it up on Monday. I am much less of a fan of the colour than I'd hoped: it's a lot flatter than anticipated, and it makes it look... cheap. More importantly, there was an inch-long crack next to the tailpiece. Looked like someone had dropped the package on its end and hit the tailpiece just right. So it's going back to the factory. I'll call the store today and see if I can talk to a human being and cancel the dye job, just get a glossy-black hybrid.

On the bright side, they loaned me the standard carbon-fibre viola they had in stock, and it sounds roughly a zillion times better than the $200 rental I had before. So there's that.

Writing: Been plinking away at this %&$ story. It looks like I'm going to have to do something I've never done before: write a scene or three from a different character's perspective so I can figure out what happens, even though I know for a fact I'm not going to use those scenes. Oh well. Going out to sit in a coffeeshop & write with Steph this evening, which will be pleasant.

Role-playing: reached a stopping point in the Lords of Gossamer & Shadow game last week. I made a rookie-GM mistake in the Big Fight Scene and had an NPC doing a lot of the actual fighting but apart from that it went reasonably well. We're now taking a break to play 13th Age, which appears to be "D&D with fewer rules and more cool storytelling tools."

There's also been some friction with the perennially difficult player, which might warrant its own post later. Or maybe not.

Boardgames: Forgot to mention that I spent much of last weekend at another boardgame convention thing. This one's run by a local wargame club, but they have a small contingent of 18xx players. It was decent: got in three games, and enjoyed the company alright. They have regular meetings one Friday a month, to which I may go.

I leave for the Gathering (ten-day gaming convention in Niagara) in eight and a half days. Based on the cost breakdown and the general state of finances this is probably a mild error in judgement, but it'll be fun.

Speaking of money, I'm also sorting through taxes, which are slightly complicated this year. That's why we pay Chris-the-accountant the small-to-medium bucks. On the "bright" side we're likely to get a small-to-medium refund depending on how some things get classified.

Cats: Are adorable. Chaos is a lot more mobile, and also a lot less steady on his feet than he wants to be, especially when jumping. But he *is* jumping, so that's a good sign. Mostly they both do a lot of sleeping, as is appropriate for elder kittens.

Overall things are good, I think.
jazzfish: Jazz Fish: beret, sunglasses, saxophone (Default)
Because I feel better when I'm talking and writing about my life.



Media. Currently halfway (4/10) through season 5 of The Wire. So far this season can be summed up as "Marlo kills everyone while Jimmy descends into farce." I have Thoughts on this series but they'll keep until we finish it off. It is, as expected, still Very Very Good.

Rereading Wolfe's Long Sun. I keep rolling my eyes at some of the excesses and improbable characterisations, and then reminding myself that, as someone else said, Long Sun is 'Patera Silk fanfic written by Horn and Nettle.' I think I will be less annoyed by the Big Reveal at the end of the series (the inhumi) than I was on first reading, because I think I can see bits of where he's building up to it.



Gaming. Finished my Apocalypse World campaign last week. The ending came a bit more abruptly than I would have liked; another 3-4 sessions would have been good. Overall a success, though. I seem to have reined in my tendency to Keep Adding More Stuff.

One thing I love about Apocalypse World: the GM never rolls the dice. The players roll at times, when it's useful to have a bit of uncertainty or suspense, but the GM just reacts to the players' rolls. This is perfect for me. Randomness is for my players; I want control to shape the story they're living through.

As far as Stuff... for years I've said "I just make it all up as I go." I've been thinking about that in light of this campaign, and it's not entirely true. I started out with two separate ideas, but they were story ideas, not just setting elements. ('An alien invasion fractures the world's psyche' leads to a resolution involving the aliens; 'personified fragments of the collective unconscious battling in a god-game' leads to, well, all kinds of things, but paired with the alien invasion leads to 'the fragments fighting the aliens.') Everything I just made up (the specifics of the fragments, the character of the various regions, the weird things that turned up) was in service of one of those two elements. It worked well.

In my best games (this, the Amber game I ran for Vond's departure, the abortive Changeling game) I have a direction to channel all the stuff I'm making up and throwing in. Contrariwise, when I've just been flailing around (Technoir, or the first half of the Over the Edge game in McLean) the game suffers: the players flail around too, everything feels thin and disjointed, etc etc. Useful to have something to build towards. Will bear that in mind for my next game.

I am pretty sure this applies to writing as well. The stories I'm happiest with, I've written most of while knowing how they end. I think that's why I keep wanting to sit down and rough out a plot for the blood-mage thing, instead of just writing and seeing where it takes me. I'll try that when I sit down with it next.



Next weekend we head for Montreal and Farthing Party. I am more surprised than I ought to be to discover that more than half of my VP teachers will be there. (Yay!)

By then I'm hoping to have Memory ready for beta-readers, if not on submission. That way I can at least feel like I've been doing something with my time.
jazzfish: an open bottle of ether, and George conked out (Ether George)
Of no particular relevance, in no particular order.

The Fifth Element is a very silly movie, made no less silly by being shown in a planetarium. Also, I now own a planetarium t-shirt because no one else at the movie knew the other SF movie Ian Holm had been in that featured a character named Dallas[1]. Buncha uncultured barbarians, I swear.

Part of why I don't go anywhere for long periods of time in the summer is that it's fun watching the baby seagulls on the rooftops across the way. Sadly the baby seagulls are now awkward adolescent seagulls. They've mostly got this whole flying thing figured out (landing is still iffy and occasionally involves running into things), and their voices are sounding less like little piping peeps and more like hoarse adult seagulls.

This is the first year I've actively regretted not being at Gencon. I'm following an RPG publisher (Pelgrane) for the first time since White Wolf gave up on Changeling, and I know / know of a bunch of designers and several authors it'd be cool to talk to. Maybe next year.

I've been feeling exceptionally fried all month. It's like I've given up on doing much of anything well and am settling for doing it at all: feeling sluggish at work, writing rarely (though more than the past year), running twice a week at best, barely talking to anyone. I hate having this little oomph. It makes me feel useless, especially on the 'talking to people' part. Which is why I'm going to attempt to finish some outstanding email once I hit Post.

[1] Alien, which I knew by process of 'the only other SF film with Ian Holm that i can think of is Alien... and hey, one of the dead guys was Dallas!'

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Adventures in Mamboland

"Jazz Fish, a saxophone playing wanderer, finds himself in Mamboland at a critical phase in his life." --Howie Green, on his book Jazz Fish Zen

Yeah. That sounds about right.

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