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.

The Anxious, Exhausted, Exasperated Imposter

Yesterday afternoon and evening I had some issues.

Each week it falls to me to do the write-up of the Writing Excuses episode that will be airing Sunday night or Monday morning. Usually it falls to me to do this on Sunday, which is not my favorite day for getting work done. It’s also not an activity I love, because listening to myself talk while not being able to correct the stuff I get wrong (now that I’ve had more time to think about it) is painful.

This Sunday I got an email from Producer Jordo explaining that this latest episode (9.52: From the Page to the Stage) had serious source audio problems which took a long time to clean up.  Also, he said that he’d had to pull the episode from our queue for Season 10 because even after our big episode scheduling thread, we’d screwed up, and needed to post 54 episodes during 2014, leaving Season 10’s first quarter two episodes shy of where we thought it was.

Worse still, this particular episode is one in which Brandon was unavailable, so it fell to me to drive the discussion. It’s not a thing I struggle with, but those are still big shoes to fill.

Add to that the fact that I’d had horrible insomnia the night before, and I was having some mental-health moments (my inner spectator is pretty good at telling me when the depression or anxiety is unfounded)  and perhaps you can understand the perfect storm I was caught in.

I was, no lie, AFRAID to listen to episode 9.52 so that I could write a single paragraph, add some categories and tags, and post it. I was tired, anxious, frustrated, and suffering from imposter syndrome thanks to a mixture of external stimuli and bad brain chemistry.

I finally forced myself to do my job, and I could tell that the episode was pretty good. Maybe even great. Jordo’s cleanup on the audio was awesome, and the discussion flowed really well. But in spite of what I could clearly hear as a solid installment in the Writing Excuses franchise, I was still anxious and miserable. I was hanging out as much as possible with my inner spectator, but it’s easier to watch misery than to be it, but only barely.

Bad brain chemistry. Lying in bed an hour or so later I told Sandra that what I really wanted was to be happy so I could get out of the bleachers and ride the happy part instead of hiding up there while misery dominated the playing field. Only when I said it I think I rambled more.

This morning I feel fine. Sleep helps, as does a fresh dose of medication, a good breakfast, and a couple hundred milligrams of caffeine (it should be filed under “medication,” but it’s mixed with the 24 ounces of water I get at breakfast so it’s in its own category.) I look back at last night and am amazed at how poorly I was coping. Why was that so difficult? Was it really that bad?

Answer: Yes. Yes it was. And that’s why I write about these things. I need to remember that the bad brain chemistry days are real things, and while it’s possible that I’ll stop having them altogether, I’m not helping anybody if, while I’m happy, I decide that I don’t actually have a problem.

(Note: Further insight into my mental health can be found in the creative non-fiction piece “No. I’m Fine.” which you can read and share at no charge.)

The Price of Mental Health

20141208_140004The soda and the 30-day prescription in the top shelf of the cart cost almost exactly as much as everything else in the cart put together.

This is a nice illustration of the price of mental health.

I’m fortunate. I only see these numbers at the end of the year when I hit the cap on my insurance. Also, I can afford to spend as much on one bottle of pills for one person as I spend on an entire month’s worth of food for one person (not to mention the fact that I can afford to buy luxury items like bulk frozen pizzas and fancy cheese.)

Also, next year there won’t be a cap. The prescription will cost about as much as that box of five dozen eggs.

(Note: The complete contents of the cart, top and bottom, set me back $306. Also note: That particular bottle of pills is only one of the three monthly prescriptions I must fill. It just happens to be the one that put me over the cap.)

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.

 

 

 

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.