They Know What To Do, But You Have To Tell Them

There was a minor medical emergency on Friday night at World Fantasy. I share my account of the events, and my role in the process, because the event pointed up the fact that some people don’t know how to respond to this sort of a problem.

I didn’t do very much, and anybody could have done what I did, but somebody should have done it ten minutes earlier.

I was engaged in a late-night conversation in the lobby bar when one of the bikers with whom we shared the hotel approached our group.

“You guys, man… you guys gotta take better care of your own.”

“I’m sorry, what’s wrong?” I was puzzled. He seemed frustrated and worried.

“One of your girls, she’s sick drunk outside. She needs her friends to take care of her.”

At this point I excused myself from the conversation, and strode quickly out the door and around the hedge to where we’ll-call-her-Jane was sitting slumped against one of the bikers.  A couple of other people from the biker event were standing close trying to wake her up and get her attention.

I read her name tag, leaned in (without touching her) and said “JANE, WAKE UP PLEASE.”

No response.

“I’ll be right back.” I strode into the hotel, marching with purpose to the front desk.

“There’s a woman on the bench outside, and she’s non-responsive. It looks like alcohol overdose.” (Note: I used the word “overdose” because I wanted to make sure they took the problem seriously — not because I have any medical training in the matter.)

That conversation was the point at which my involvement effectively ended. Hotel security arrived within seconds. They DID touch Jane, checking for a pulse, and attempting to roust her by loudly explaining that unless she answered them RIGHT NOW, they were going to have to call an ambulance.

They called an ambulance. Summing up, after an overnight in the hospital Jane was okay, but I didn’t see her back at the event until Sunday night. Apparently the alcohol didn’t agree with one of her medications. (See? Not an overdose. I was wrong!)

Here’s the salient point, the take-away for you, and for any convention-goer who finds themselves in a similar situation: HOTEL SECURITY KNOWS WHAT TO DO, BUT SOMEONE HAS TO TELL THEM THERE IS A PROBLEM.

When I returned to the group I’d been conversing with, they treated me as if I had done something amazing, like I performed CPR, or a field tracheotomy. Guys, I didn’t even call 911. I thought about it, then realized I didn’t know the address of the hotel. All I did was take ownership of the problem for just long enough to hand it off to the folks who knew how to solve it.

To be fair to the bikers, they probably see a lot of friends overdo the consumption, and they take care of those friends on their own. They’re a tight group, and they know each other. Still, the moment one of them realized that Jane was out cold, they should have called hotel security.

I’m an Eagle Scout. I can staunch bleeding, and feel for a pulse. I can do the Heimlich, and though my CPR skills are rusty, if I’m the only guy around who can do it, I’ll do all I can. But the critical skill in this particular situation, and in most of the convention medical emergencies I’m likely to run into, was the ability to speak clearly.

Oh, and the ability to decide to speak.

You can do this.

 

 

 

World Fantasy Convention this weekend

I’m at the World Fantasy Convention in D.C. this weekend. I’m not exhibiting, and I’m only on one panel. It’s kind of relaxing. I have a badge, and I can wander around aimlessly without getting in trouble. It’s a little bit like a vacation. There are a few panels and readings that I’ve penciled into my schedule to prevent complete aimlessness, and my social calendar has the right amount of delightful company and delicious calories, so I’m certainly not going to be bored. That said, VACATION. A little bit of bored is okay. And yes, I have some writing to do. That’s what vacations are for, right?

Dracula Untold

DraculaUntoldI didn’t go see Dracula Untold on opening weekend because the reviews were bad. Maybe my low expectations helped, because it didn’t seem anywhere near as awful as its early reviews suggested.

That’s not a huge vote of confidence, I know, so let me say this: I enjoyed it.

No, really!

It’s kind of a superhero origin story, complete with the “bitten by a…” and the “look what I can do!” underscored by “with great power comes great responsibility.” Also, comic-book physics, at least insofar as the portrayal of the inertia of a swarm of bats goes. And, you know, pretty much every vampire ability on display.

Dracula Untold comes in at #20 for me so far this year, which puts it squarely between my thresholds of “awesome” and “disappointment.” In terms of your movie dollar, however, seeing Guardians of the Galaxy again might be more rewarding.

Borderlands: The Pre-Sequel

I really enjoyed the first two Borderlands titles. I even enjoyed the stories, which is kind of ironic since my introduction to the first game was my friend Brandon telling me how much fun it was in spite of the terribly disappointing story.

I don’t write game reviews, but I’ll try to describe my experience with the latest Borderlands installment, Borderlands: The Pre-Sequel, in meaningful ways.

Game Play

Lots of people have complained the BL:tPS felt like more DLC for Borderlands 2. This is an outgrowth of something I actually appreciated: all my game-play reflexes from Borderlands 2 totally fit. That was a big time-saver.

The new stuff here was invigorating. Enumerated:

  • Low gravity and butt-slamming! I had to build a new set of twitch reflexes, but once I did it was pretty rewarding.
  • Action Points start at Level 2! Oh, thank goodness. One of the worst things about BL1 and BL2 was that your choice of Vault Hunter means very little for the first four levels of game play.
  • The Grinder! About 1/3rd of the way through the game there’s a mission from Janey to repair the machine that grinds up weapons to make better (sometimes) weapons. This was fun.
  • More Dialog! Your character actually has a voice this time around. You don’t get to choose what to say (this title’s  from Gearbox, not Bethesda, let alone Bioware) but you have a personality.

What did I not like?

  • Broken maps! In three places the story quest ground to a halt while I looked for the path to something critical. The low-grav jumping had me thinking I was in a platformer, but no, I was lost because the entire path required me to walk off the edge of the map. (Note: In Borderlands 1 & 2 this is reserved for Easter Eggs and Instant Death.)
  • Loooong quests. “Artificial Persuasion” in particular had several points of re-direction (“that didn’t work, let’s try this… on the other side of the map!”) and felt like it should have been staged as four different quests.
  • Platforming? Not quite. All the jumping around makes you think you can scale some things, but no, this game is still kind of 2-dimensional. Not everything can be jumped on — even things that are within jumping distance. It’s frustrating to fall through things, or bounce off of invisible walls while trying to get from point A to point M without trudging past points B through L.
  • No difficulty setting. This is a real turn-off for me, especially in a game where the story has finally gotten really interesting, because it means I need to grind and grind and grind in order to be tough enough to slop my way through a fight that you super-twitch kids will blast through on raw skill.

Story

Gearbox delivered a pretty amazing story. I won’t spoil anything for you, but here’s some background: Borderlands: The Pre-Sequel takes place about four years after the events of Borderlands, and about one year BEFORE the events of Borderlands 2. (It’s prequel AND a sequel, and they doubled down on giving it a goofy name.)

The four playable characters are people we’ve all met in the previous games, and two of them were NPCs we had to beat during boss-fights. The story-driving NPC, Jack, is the main villain in Borderlands 2, and is probably my favorite “I hate this guy” character in any story or game.

How, then, would the writers build a game with a satisfying story if half the playable characters and their boss turn out to be monsters?

Answer: Wow.

Better answer: If George Lucas had played these games prior to writing the Star Wars prequels, we’d have had much better movies to chronicle the fall of Anakin Skywalker and the rise of Darth Vader.

I’m impressed. Everybody in the story–EVERYBODY–acted from logical internal motivations, and responded rationally to external pressures. NOBODY did things because of plot-pressure. And the end was, at least for me, very satisfying.

If you plan to play, but haven’t finished yet, be sure to sit through the credits after you beat [REDACTED]. There’s sequential art running alongside the the scrolling list of names, and that art will complete the stories of Athena, Nisha, Wilhelm, and CL4P-TP.

$60 is a lot to spend on a game, but according to Steam, I’ve logged 35 hours on it, and my son has logged 30 (using the shared library.) Between the two of us, that’s a dollar an hour for play-time. Granted, I only bought ONE copy… I’m totally going to wait for the sale before buying enough copies for my kids to play with me at the same time.

Writer, Illustrator, Consumer