Category Archives: Journal

This is me rambling about me, mostly. Current stuff: home, family, my head’s on fire… that kind of thing. This also includes everything imported from LiveJournal.

“No, This is Not an Oregon Trail LARP”

From Tuesday through Friday my family and I are participating in “Trek,” which, in the local dialect of Mormon-speak, is interpreted to mean “hiking and camping with handcarts, hymns, and harmonicas.” Just like our pioneer ancestors. I joked that this event was a cross between a Mormon Pioneer cosplay and an Oregon Trail LARP, but I’ve been told that this is not the case, and no, I’m not allowed to pretend to have died of dysentery so I can go home.

If it sounds like I’m making light of it, that’s because I make light of pretty much everything. Especially things of which I’m frightened. Camping in general has lost its appeal for me. Hiking? Sounds suspiciously like work. Doing them together, so that after a long hike you get a crap bed and food you carried and zero long soaks in a hot bath? Let’s just say it’s not Reese’s Peanut Butter Cup math.

I am not, however, a heartless, spineless fool who cannot see the benefit in these things. Sandra and I have been given the opportunity to walk the trail our ancestors walked one-point-six centuries ago, and we get to do so with all four of our children. The window of opportunity for this activity is pretty much this year, or never. Our kids are growing up and growing out. If we want to be miserable, all six of us, together in Wyoming, this is the time to do it.

Am I making light again? Perhaps.

We won’t have “electronic devices” with us, which is Trek-speak for “no phones, no music-players, no movies, no laptops, no getting any work done Howard, and if you want to take pictures the camera must only be a camera, not a smart-something.” If I want to tweet anything I’ll have to write it by hand in my journal, and carefully count the characters on my fingers to make sure I don’t use too many.

I am issuing an electronics exemption for my Fitbit, which I will be wearing for the whole trip. I have it on good authority that the pioneers had 1) odometers, and 2) timepieces. Besides, this is the damaged one (the replacement from the manufacturer is still in the packaging) and the repair scars I’ve inflicted upon it exemplify the old saw about thrift:

Use it up, wear it out. Make it do, or do without.

PioneerFitBit

That particular aphorism probably dates from after the time period in question, but only because during the time period in question you didn’t need to say such a thing, because it was what everybody did without some pithy rhyme as a reminder.

In this spirit, everything I’m wearing, carrying, or packing is newly acquired for this trip EXCEPT for the anachronometer on my wrist. Especially the shoes, which I have already broken in and stress-tested on a 22,000-step day. If my ancestors had crossed the plains in boots like these they really would have sang as they walked.

The point is that I’m going dark for four days. We’ll be back on Saturday, and I’ll be refreshed and ready for my presentation at the Salt Lake Public Library.

DiedOfDysentery

A Planet Mercenary Play Test

On Saturday, June 27th, we had a Planet Mercenary RPG play test at LibertyCon. Alan Bahr ran the game, and Steve Jackson joined us. Our small band of mercenary officers was cast as follows:

  • The purp doctor: Howard Tayler
  • The tetrisoid attorney: Alijah Ballard
  • The ursumari engineer: Keliana Tayler
  • The mobile-chassis A.I.: David Pascoe
  • The Ob’enn captain: Steve Jackson

The adventure began at MercCon, held in a dilapidated station in orbit around Damaxuri. We roamed the expo hall looking for swag, and while the captain adorned himself with things that blinked and glowed, our one-meter-tall attorney decided to prank random strangers by injecting them with stim samples he lifted from one of the booths. When an angry neophant caught him at it and grabbed him, the doctor whipped out a syringe and said “if you want the antidote, you’ll put my friend down.” It worked, and now that we could see that our attorney player was going to play as a rogue, we adjusted our deployment to keep a better eye on him.

The A.I. went sniffing through the data-streams, and determined that there was money to be made on the surface of Damaxuri, but only if we moved fast, and got there before the news broke to the rest of the mercenaries at the convention. After evaluating several slow, or bad, or slow-and-bad options for getting to the surface, the captain decided we should find a civilian ship with immediate clearance, hijack it, and then remove its transponder to provide OUR ship with clearance.

The following thirty minutes of game play were pretty hilarious, and included safe-cracking, recruiting, remote piloting for maximum “soft” collisions, a false alarm about an outbreak of smuttorhea, and us racing to the surface well ahead of anybody else who may have wanted the job that just posted. The attorney did the safe-cracking with the ursumari’s boomex, and only the fact that the safe contained both currency and blackmail material pacified the ursumari.

I’ll spare you any further spoilers, since the adventure (with some tweaks, of course) will be part of the final product.

The final tableau: while our ursumari roared in frustration, literally bristling with shuriken from her violently defective weapon, the doctor stabilized our target and began counting out pain killers and happy-pills for the angry wall of “friendly” fur. Meanwhile the lawyer and the captain managed the “recruiting” of our target’s hench-folk, and the A.I. rolled through the warehouse evaluating whether or not we could collect the bounty *AND* salvage the inventory of a profitable criminal enterprise.

Steve, Keliana, and I had to bounce out to another event, but everybody (including us!) kept talking about what our characters would do next. The game was over, the players had to leave, but we were all still telling the story.

That’s a pretty successful game.

The “speak first, go first” initiative system worked perfectly, in part because our captain spoke first and began issuing orders. Steve Jackson played that really well, which is no surprise, and the other players rolled with it equally well. Whether or not the captain was right about this plan to blow a hole in the bulkhead, we were going to pour our bullets through it and get the job done.

The mayhem cards also worked well. The doctor’s fire team gained a bonus to all combat actions by virtue of being terrified of him, and our company’s charter lost a couple of points of reputation because despite getting the job done there was an embarrassing video of our ursumari covered in bits of her own weapon. Both of these elements would have played straight into further adventure sessions, informing our role play and the math of combat.

Most auspiciously, the game played *fast.* The fun we had voicing our characters  carried straight into the combat scenes at a pace which felt natural, and which, even though we were all still learning the system, did not bog down.

To paraphrase Steve’s remarks to Alan: “This was fun. I suspect you could run *any* game well, but you’ve got a good thing here.” I don’t remember the exact quote, but that was the spirit of it, and Alan was grinning for the rest of the day.

I had microphone responsibilities at the luncheon which followed, so I wasn’t paying enough attention while Keliana sketched. I caught just enough to realize she was drawing our Planet Mercenary party, but before I could ask to see the finished piece, she’d given it to our play-test guest of honor.

 

Inside Out

Disney/Pixar’s Inside Out is one of those films that I didn’t really enjoy, but which I believe to be incredibly important. It’s certainly clever enough and deep enough to entertain grown-ups, but I believe the target audience for Inside Out is children who need a memorable, functional model for understanding how emotions control their perception of the world.

Disney-Pixar-Inside-Out

In terms of societal value, then, Inside Out may be the most important movie Pixar has ever made. The world is definitely a better place with this movie in it.

In terms of entertainment value, your mileage is going to vary wildly depending on the manner in which you’ve built your own models for understanding your brain, not to mention your awareness of mental health issues. I believe that the film is trying to portray an ordinary emotional crisis for a young person, but as I watched the destruction wrought upon the model of Riley’s mind I was terrified. I stopped seeing the film as a quest to restore happiness, and started seeing a descent into madness whose only possible happy ending began with immediate medical attention.

Since that’s probably not what the movie wanted me to see, it didn’t work as well for me as it did for the audience full of college-aged kids at the Thursday night showing. They laughed and cheered while I white-knuckled.

inside-outI know that this is *my* problem, not the movie’s problem, and in spite of the fact that I’m sure there are others who will white-knuckle during Inside Out, I stand by my earlier statement: this movie is incredibly important. Whether or not they see it in the theater, kids should see it, and then spend some time talking about it. Oh, and it will almost certainly be fun for them, too.

My movie rankings are based on the amount of fun I had in the theater, and on that scale Inside Out enters my 2015 list at #11, and is the first Pixar film I’ve seen since Cars 2 that has failed to crack my Threshold of Awesome. Please don’t let that fool you into thinking Inside Out is not awesome. There are other scales than mine, after all.