Thursday, September 5, 2013

Biased Opinion - Value Does Not Exist

Dubiously valuable
Or rather, value as anything other than a social construct does not exist. This is something of a tangent into the world of economics, but it is spurred by the gold-loving fantasies of people of a particular political persuasion. For anyone who doesn't want to read the whole thing, the short version is this: Gold coins are not much more intrinsically valuable than paper money, and the difference in their value is trivial at best.

If you ever watch television, you've probably seen the commercials - Buy gold in order to be safe in the event of an economic crisis, or in the worst case scenario, an economic collapse. If the world economy falls apart, then your dollars will be worthless and your gold coins or gold certificates will still be valuable. There's only one problem with this pitch: It is basically a lie. Gold isn't valuable due to some intrinsic property of gold. Gold is valuable because society says it is valuable. If society collapses, the value of your gold will probably collapse too.

You might have also heard some politicians saying that we should ditch "fiat" money and switch to using "real" money made from valuable metals like gold or silver. That way, apparently, our money will be backed with something of "real" value instead of the supposedly imaginary value that it has right now. The problem is, this line of thought completely misunderstands what gives things economic value. There isn't some sort of Platonic ideal value that we can ascribe to things that somehow reflects their "true" value. What gives things economic value is that we, as a society, agree that they have value.

How valuable are these?
Let me digress for a minute. Black pearls are expensive. As in, you better have a couple thousand dollars if you want to have a collection of black pearls to wear. A quick perusal of the internet reveals that the strand of black pearls shown here would probably cost you more than a thousand dollars to buy in today's market. They are generally considered more valuable than white pearls now. But when black pearls were first introduced to the market, they were considered to be substantially less valuable that white pearls. So people who had an ownership interest in black pearls asked some high end jewelers to display black pearls in conjunction with jewels that were seen as being of high value - sapphires, rubies, and so on. Black pearls were advertised using these sorts of displays, associating them with valuable items, and consequently, public perception of the value of the black pearls shifted, and now they are considered quite valuable. Nothing about the black pearls themselves changed. They are still just as rare as they were before. They still look exactly the same. They are still used for exactly the same purposes. They are just seen as being more valuable, and as a result they are more valuable.

And this pretty much true of everything. Some foods are more valuable than other foods, not because they are more nutritious, or tastier, or rarer, but simply because people regard them as being more valuable. Some cars are treated as more valuable than others not because they are better cars, or more reliable cars, or more powerful cars, but rather just because they are seen as being more valuable. This sort of socially assigned value permeates all of our lives, and is largely how the price tags of items are determined.

The thing to understand about value is that there is no "real" value separate from this socially determined value. You might have heard people talking about how diamonds are not valuable because of market manipulation by the diamond cartel, and if diamonds were to be sold at their "true" value, they would be far less expensive than they currently are. But this completely misunderstands value. Diamonds are valuable because people regard them as valuable. Part of that is a carefully managed advertising campaign - after all the idea that a man "should" spend the equivalent of six weeks worth of salary on a diamond engagement ring didn't arise spontaneously - but the reason people think diamonds are valuable pretty much boils down to the fact that everyone agrees that they are valuable, and basically nothing much more than that.

So the question of why gold is "valuable" is answered by the fact that people think gold is valuable. There's nothing about gold, or silver, or rubies, or silk, or caviar, or anything else that makes them "valuable" other than a social consensus that they are. And as the black pearls show, that social consensus can flip pretty quickly, either up or down. Fiat currency isn't any different than anything else in this regard, and isn't any more or less intrinsically valuable than precious metals. You might be thinking to yourself that in the event that people lost confidence in the dollar that the bills would only be useful to line birdcages, and that gold is still useful for all kinds of things. But the industrial uses of gold are actually fairly limited, and the usefulness of gold as jewelry is about as practical as the various uses that one can put valueless dollars to, so the "intrinsic" value of gold is pretty small.

But the somewhat magical thing is that even though there is no objective reference point for "value" for goods, we are all somehow able to agree on how valuable things are in general. But the key realization here is that this assigned value is, to a certain extent, pretty much arbitrary. We decide things are valuable and other things are not simply because we decide that they are. There is no more substance to the value of the book you are holding in your hand than there is to the value of the dollar, euro, pound, or yen that is in your pocket. Value is assigned by social consensus, and social consensus is essentially nothing more than the collective opinion of the individuals living in that society. There really isn't anything more of substance underpinning this concept.

If society somehow collapses, then the values we attach to things are likely to radically shift in unpredictable ways. Gold might still be valuable. It might not. There is simply no real way to tell one way or the other. One thing that is certain is that gold is no more likely to be regarded as valuable than anything else that is currently considered valuable. If you are buying gold because you think it is somehow safe from market forces, then you're wasting your money.

Home     Biased Opinions

Tuesday, September 3, 2013

Random Thought - The Tabletop Games We Own

Apropos of absolutely nothing except my own whims, I have compiled a list of all of the board games, war games, card games, and other games that Angela and I actually own and have sitting on our shelves. I don't expect anyone to care much, but I liked making the list, so you get to see it.

Board Games
Of all the categories of games that we own, this one probably has the greatest range, running from a simple counter placement game like Pente to much more intricate diplomacy and intrigue games like Lyssan. There is some slight overlap here with the category of "war games": For example, is Galactic Emperor a board game or a war game? These games run from variants on traditional board games like Uva opoly, which is basically just Monopoly set in Charlottesville, to games aimed at younger players like the Mystery at Hogwarts game, to "serious" cut throat games like Diplomacy, to cooperative games like Pandemic. The only real unifying feature of these games is that they all feature a board of some sort. It doesn't really matter, what matters is that these are by and large fun games to sit down and play with a group of friends.

Alhambra
Asara
Carcassonne
Constantinopolis
Diplomacy
Forbidden Island
Galactic Emperor
The Great Brain Robbery
Harry Potter and the Sorcerer's Stone: Mystery at Hogwarts Game
The Hulk Busts Loose!
Lords of Waterdeep
Lyssan
Myst
The Order of the Stick Adventure Game
Pandemic
Pente
Settlers of Catan
Smallworld: Underground
Ticket to Ride: Europe
Tsuro
UVa opoly
Warrior Knights

Card Games
Though we have fewer card games than board games, these also run a wide range. Both Babylon 5 and Illuminati: New World Order are collectible card games, and I have fairly large collections of cards from both (although many more for Babylon 5). Give Me the Brain and Lord of the Fries, on the other hand, are about as small and cheaply made as games can be (although they are both still incredibly fun). In between there are lots of fun games, and as the only unifying thing about the board game category is that they all have a board, the only thing that really unifies this category is that these games all use cards. Note that if you play Cards Against Humanity you will learn just what horrible people all of your friends are.

Babylon 5
Cards Against Humanity
Evil Baby Orphanage
Fluxx
Give Me the Brain
Groo: The Game
Illuminati New World Order
Lord of the Fries
Munchkin
Smash Up
Star Fluxx

Dice Games
We only own one game in this category, Zombie Dice. I really should get more of these, since I love dice and Angela does too.

Zombie Dice

War Games
Defining what is a "war game" is as much an art as it is a science. They are somewhat similar in many ways to some of the games in the "board games" category, but in most cases they are substantially more complicated. Most war games are also games that play best with two players, although this is not a universal rule. Ameoba Wars, for example, is best as a multiplayer game, as is Hexagony. Other games, such as War and Peace can be played with many players, but doing so means that you are all going to be investing a substantial amount of time into playing the game. That actually goes for most games that can be called war games - they take a long time to play. Basically, if you are going to set up a game of Fortress Europa, expect to spend the whole evening playing it. Some are short - G.E.V. for example, but even a "short" war game scenario is likely to take an hour or so.

Amoeba Wars
Assault: Tactical Combat in Europe 1985
Axis and Allies: Spring 1942
Fortress Europa
G.E.V.
Gunslinger
Hexagony
NATO: The Next War in Europe
Panzer Leader
Panzerkrieg
Revolt on Antares
Tobruk
War and Peace

Role-Playing Games
Although we don't own very many different role-playing games, the list here doesn't do justice to the volume of books that we have for the systems listed. we are probably most heavily invested in 3rd edition Dungeons & Dragons, a system for which we have a couple of hundred books, but we also have several dozen GURPS books, and a number of supplements for Traveller and Rolemaster. We own more than six hundred role-playing related books, some of which are for systems we didn't even list here, because if we don't own the core rulebook for a system, we didn't list it.

1st edition Advanced Dungeons & Dragons
2nd edition Advanced Dungeons & Dragons
3rd edition Dungeons & Dragons
Blue Planet
Fantasy Wargaming
Gamma World
GURPS
Mark Miller's Traveller
The Mouse Guard Role-Playing Game
Rolemaster
Space: 1889
Twilight: 2000

Party Games
These games are basically games that you host a party and play the game. There's not much else to this category in terms of why these games are here. The only thing I find funny about these games is that you can get people to dress up and pretend to be 1920s era mobsters and molls for a "How to Host a Murder" game, and yet those same people wouldn't be caught dead playing any of the games in the role-playing game category. But when you stop and think about it, a "How to Host a Murder" game is essentially the same thing as a role-playing game. Why the distinction? I have no idea. Some people are just inexplicably weird.

How to Host a Murder: The Chicago Caper
Consulting Detective
Say Anything

Home     Random Thoughts

Monday, September 2, 2013

Musical Monday - Puff the Magic Dragon by Peter, Paul, and Mary


Puff the Magic Dragon is often thought of as a kid's song, since it is about a boy's love for his presumably imaginary magical dragon playmate. But it is not1. It is an adult song about regret and loss of innocence. The funny thing is that while almost everyone understands the loss that Jackie Paper feels when he has to put away his imaginary friend and grow up, and almost everyone feels the same loss, what mystifies me is that these same people don't seem to understand why people like role-playing games, board games, science fiction, fantasy, and other geeky interests. Because our love of these things comes from exactly the same place that Jackie's love of Puff comes from.

When Jackie Paper grows up he has to set aside Puff and act like an adult. And in the song this is a sad event. But it is never explained why he has to stop imagining and playing. It is just taken as accepted that when you grow up, you stop having fun, you stop creating stories in your mind, you stop pretending you are playing with friendly dragons. But one has to ask why this is so. What is so wonderful about giving up one's dreams to become an "adult", and why can't one continue to dream and imagine and yes, play even after one reaches adulthood?

And that's what we do when we play all of those nerdy games. When we role-play, and pretend to be knights and wizards, set out to rescue princesses (and princes), and defeat trolls, ogres, and even dragons, we are living in the world of Jackie Paper. The world that the song is sad to see left behind. When we sit down and play games like Settlers of Catan, Lords of Waterdeep, and Constantinopolis, we are settling strange lands, sending brave adventurers out on quests, and overseeing vast trading ships in the Mediterranean. When we read science fiction and fantasy, we are transported to exotic worlds to meet strange people and deal with unknown technology and situations. We are, right now, living the wonderful and imaginative life that Jackie Paper is depicted as loving as a child, and surrendering as an adult. But we have refused to surrender that world.

Why is it that playing golf on Saturday afternoons and getting drunk in a bar on Saturday nights are acceptable endeavors for an "adult", while gathering together with one's friends or family to play some Ticket to Ride is seen as childish? Why is it that endeavors that require creativity, ingenuity, and imagination are so devalued by the world we live in? Golf is not only deadly dull - being about as exciting as watching paint dry - but it is almost entirely mindless. You walk around. You smack a ball several times until it gets into the hole. Then you do that again. And again. And again. The only choices you make are which club to smack the ball with. You can almost turn your brain off while playing the game, reserving only that part needed to keep you breathing and able to walk. And this is the "adult" option. Apparently, in a proper world, adults don't use their brains for anything as part of their recreation. And for this we are supposed to make Jackie Paper's choice and set aside the thing that gives us joy? No thanks.

Why do I play games? Because I refuse to give up my dragon.

1And no, it is not about drugs. Stop with that. Just stop.


Peter, Paul, and Mary     Musical Monday     Home

Event - Gen Con, August 14th-18th, 2013: Saturday and Sunday

Great Cthulhu watched over Gen Con. Waiting.
Saturday: Saturday was both the best day and the worst day of the convention for us. It was the best day because we got to see both the Doubleclicks and Five Year Mission perform live. It was the worst day because the day started with what was, by any measure, the worst role playing session we had at the convention.

On Saturday morning we went to attend what was to be our final role-playing session of the convention, which was a Steampunk oriented fantasy game using the Edara game system. Every part of this role-playing session was weak, from the game system, to the game mastering, to the adventure itself. This was not helped by having a group of relatively uninspired seeming players at the table - although whether this was because they were just inexperienced, bad roll-players, or simply worn out after the previous days of gaming was not entirely clear. No matter the specific cause, the general passivity of some of the players at the table didn't help.

The game system used the d12 system, a die choice that seems to have been made almost at random by the game designers. In many ways, the basic mechanic of the game seemed almost identical to the d20 system: Roll a die and add your bonuses to attempt to beat a target number, with the only difference being that in the Edara system you rolled a d12 instead of a d20. That part of the game was serviceable, although not particularly imaginative. The problem with the game system is that it was incredibly fiddly in the details. There were numerous damage types - slashing, piercing, crushing, ballistic, magic, toxic, elemental, and a couple of other damage types I'm probably forgetting. And every piece of equipment on your character sheet had how it interacted with these various damage types spelled out, so your armor might offer you protection against crushing damage, but not ballistic damage, or more protection against magic damage than slashing damage, and so on. Like most game systems that go into this kind of detail, most of this was more or less pointless detail obsession. But then every character also had all kinds of powers that had various circumstantial triggers. If you were in a particular combat stance, that affected your attacks, or your damage.  If you had a particular spell, it would affect your attacks or damage. If you were standing in a particular place, or in a particular way, that would affect your skills, or your attacks, or your damage. And so on. Every time a character attacked or was attacked, there seemed to be a dozen modifiers that needed to be checked to see if they applied. Every time. Because one might apply one modifier when they were standing on one foot, but not on the other.

Perhaps it was just a problem with how the character sheets were laid out, and if the various modifiers were made clearer on a better designed character sheet the game would have seemed less over detailed. But given the myriad of damage types, that seems unlikely. The character sheets did seem poorly designed though. Some of the character bonuses were factored in to other stat totals, and some were not, with almost no discernible pattern as to which were and which were not. The game seems to use cascading skills, where certain skills fall under broader skills, so your general knowledge skill would have one particular value and then any specializations would fall under that. But the way the character sheet was laid out, the general skill would be listed, with its attendant bonus, while the subskill would be listed underneath it with its own bonus. What was not clear (and which was not explained at the outset of the game session) was that when using the subskill one was supposed to add the bonus from the general skill and the bonus from the subskill to your die roll. And as a result, my character spent much of the game thinking his diplomacy bonus was +6, when in reality it was actually +10 (or something like that). As one might guess, this made a huge difference in how people played the game once this was clarified about two hours into the four hour game session.

When we arrived, we were told that characters in the game world were members of various color categorized "bands", ranging from black, to red, to white, and so on. We were told that these were important divisions between characters and that members of these orders worked together a lot and trusted one another and so on. Our GM had a red stripe painted on his face, which was supposed to emphasize the importance that these color coded groups had in the game world. And then we were told that we were working for a multi-color mercenary company and from that point on none of the color coding mattered at all except to the extent that being from different color backgrounds gave us different character abilities. Each character was drawn from a different color and we were all thrown into a melting pot of adventurers and told to work together. I played a "blue" elven warrior with magical powers, and Angela played a "green" mountain ogre barbarian with a bear companion. We were joined by a "black" half-orc assassin, a "red" gun mage, and a pirate, although I don't remember what color he was (it may have also been red).

The problem was that this explanation came after we had spent about forty-five minutes or so having the rules explained to us. And reexplained to us. And then reexplained again. Not because we didn't understand the rules, but rather because the GM for the session wanted to explain the game several times. I'm not sure why, and I'm not sure how he managed to leave out some rules wrinkles even though he explained the game to use at least three times. But he did. And in a four hour game session, spending the better part of the first hour explaining the rules over and over again seems like a poor use of time. At the time I recall thinking that there would never be a reason for me to actually get the game, since I can't think of anything I could do with the system that I couldn't already do with my d20 books. And after playing through the session, I am still of that opinion. In addition, attempting to build up your own game by talking about the things you dislike about other game systems is generally not the best marketing plan, and that seemed to be a large part of our GM's mission.

So we finally get our adventure going and it is a standard rescue the princess quest, with the tiny wrinkle that the princess was being held in a hospital that had been taken over by a rival mercenary company. So we head over the the hospital by airship, and land a bit off to sneak over to it. . .and the entire adventure bogs down. No one suggested a plan, and those that did were ignored. Eventually, after an extended period of inactivity and dithering, the assassin snuck to the hospital and climbed to the roof to assassinate the guards. Meanwhile, the gun mage engineer set about unlocking the back door we found, while Angela's ogre climbed to the roof to help out the assassin who had bitten off a bit more than she could chew. After more indecision, I got tired of waiting for others to agree with any plans, and so I just walked into the complex and acted like I belonged. I figured that I was playing a retired elven general, so I would act like I owned the place. This worked well enough for a while until we found an operation about to start on an unwilling patient and stormed in to kill the doctor and his guards. We freed the patient who told us about the basement, whereupon we trooped down the stairs, but not before noticing that all the patients in the cafeteria had died from chest explosions. We got to the basement and found the princess, who immediately died when we tried to heal her. Then her brother (who had originally hired us) summoned a demon and fled. We defeated the demon and went to return to our company headquarters. On the way, we were stopped by the head of our company who, with the prince and the patient we had freed, accused us of killing the princess, at which point we fought our way to the airship and fled. The adventure then ended.

Needless to say, this was a terrible resolution to a convention adventure. Angela asked the GM if there was any way to save the princess, to which he said no. This sort of no-win adventure annoys Angela no end, and while I think this sort of scenario is sometimes acceptable as part of a larger campaign, it is an awful way to try to introduce players to your game. A convention adventure should, ideally, be more or less self-contained, and not merely a set-up to send players on the run as outlaws for later sessions. I am highly unlikely to ever play another session of Edara, and one of the reasons for that is that this adventure ended so badly, and as our GM noted, this was the official adventure that will start the "official" Edara set of published adventures. I should probably mention that our GM is also the primary author of the Edara adventure modules. So, we had a fairly bland adventure involving wandering around a hospital shanking guards that culminated in our characters failing completely in an unchangeable pre-scripted event and then being chased off as outlaws. It was, in short, an unsatisfying end to an unsatisfying game experience, and a truly awful way to market a game.

Once the role-playing was done, the day got considerably better. In the afternoon we went to see the Doubleclicks perform, and they were fantastic. We were joined by our friend Alex, who we had introduced to the band earlier, and also by Savannah and P.J., who attended essentially on the strength of our recommendation alone. I have said this many times before, but the Doubleclicks are, in my opinion, one of the best nerd oriented bands out there. Scratch that, they are simply one of the best bands out there, nerd oriented or otherwise. Comprised of sisters Angela and Aubrey Weber, the band performs nerdy folk songs using cello, ukulele, guitar, and keyboard cat as accompaniment. They appeared in the Grand Ballroom at the Westin, and although this is quite a large room, the audience pretty much filled it up. Given their reaction, I think that this was one of the largest audiences that the band had ever played before to that point.

The bands that performed at Gen Con all seem to have been limited to one hour performances, so that they could then clear off the stage and let the next band set up for their performance. As a result, the Doubleclicks played what appeared to me to be a somewhat truncated version of their normal set. They did, however, hit all of their usual highlights, playing Oh! Mr. Darcy, Clever Girl, Impostor, The Guy Who Yelled Freebird, Nothing to Prove, and This Fantasy World as well as several of their other brilliant, witty, and incisive songs. Most of the audience joined in signing about the Worst Superpower Ever, and most of the following songs. As usual, Angela trolled Aubrey during Aubrey's performance of Something Else using the keyboard cat. On a side note, the ballroom didn't seem like a great venue for live music. Although it is big enough to hold a large crowd, it is a perfectly square room with poor acoustics. During the concert Angela remarked that they were playing without monitors, but that they didn't need them because of the echo reflecting off of the back of the room.

Sadly out of focus.
A couple of parents brought younger fans to the audience, which resulted in some interesting vignettes. A girl of about six or seven sat in front of us, and when we all let out a loud "RAAAWRRR!!" at the end of Clever Girl, her eyes got as big as saucers and she tried to hide under her seat. She pretty much did the same thing when we all tried to interfere with Angela's ability to sing during Spock Impersonator and joined Aubrey by letting out a loud "KHAAAANNN!" after the line "Oh, why did I come to this con?" The presence of younger attendees also led Angela to do a little self-censoring in performing the songs, but only a little. She didn't for example censor out calling Mr. Darcy an asshole in Oh! Mr. Darcy, or censor the scary parts of A Lullaby for Mr. Bear, but she did censor the references to "fucking nerds, with their fucking books, and their fucking dice" and reword them as "fracking" instead. After the concert, we went to meet the girls and check out their merchandise table. I already have my Doublecliques shirt, as well as all three of their released CDs, but they had something new that Angela had to get: DICE! They now have official Doubleclicks dice, three six siders, each replacing the "six" with a different graphic - a cello, a ukulele, and a velociraptor. So now we have the ability to say that we rolled a velociraptor for damage in an RPG. Savannah and P.J. loved the Doubleclicks, and Savannah quickly loaded up on everything they had on display. I love introducing new people to the band, and I am so happy that they had a full house for their show. By themselves, the Doublclicks made going to Gen Con worthwhile. They seem to be on a serious upward trajectory of success, and they deserve it.

After the Doubleclicks concert was over, it was time for dinner, so we shanghaied Savannah, P.J., and Alex and went to eat at the hotel restaurant, which had had its entire menu converted to dishes with fantasy themed names. While we were eating, Savannah pointed out that the turkey legs we were eating were probably emu, and we spotted a wild John Scalzi having a drink with some friends at the bar. Not wanting to be dicks, we didn't approach him and interrupt his dinner conversation, but I did do a fanboy double-take when I recognized him. Later, when Angela tweeted about it, she even got a response from Scalzi, which made her extraordinarily happy. I was also drafted by P.J. for some brute force roadie work, which is all I'm good for in such a context, as I have zero technical skills that would be applicable. Because Five Year Mission was playing in the same ballroom that the Doubleclicks had been in, after dinner we simply returned to where we had started. While we were waiting for the Five Year Mission concert, band fangirl and some time merchandise table guardian Stephanie showed up with her copy of Star Trek Catan, so we played a truncated game to pass the time. Angela and I were drafted yet again as roadies, this time by Savannah, so we could help move some chairs. Before too long, the time for the concert rolled around.

And then everything seemed to come apart at the seams when Five Year Mission's opening act took the stage. I don't know who booked Andy D to open up for Five Year Mission, but the choice was, in my opinion, terrible. Andy D was awful in just about every possible way it is to be awful. Imagine if Andrew Dice Clay decided to perform as a 1980s nostalgia rapper and remove all of the humor and class from Clay's usual performances, and you might have a picture in your mind of how terrible Andy D is on stage. Well, if you also have him be overweight, take off his shirt, wear a fanny pack, and cavort about "dancing" while he raps awful, allegedly "sexy", lyrics that amount to little more than bathroom humor that would be too juvenile for a seventh grader. Andy D's performance was, in a word, horrific. Angela and I, and a good chunk of the audience fled into the hallway after being assaulted by Andy D's crude, crass, unfunny, and unlistenable "music" and waited until his time on the stage was over. I was later told that some of Andy D's fans were offended that Five Year Mission's fans were so rude to their performer, and as a result, they left without listening to Five Year Mission. To this I can only say, "If you are a fan of a shitty act, you can't be upset if people think he's a shitty act, and by refusing to listen to a better act, the only person you are hurting is yourself." And Andy D is a shitty, shitty act.

Fight!
But then Five Year Mission took the stage and things immediately got better. Just as I said about the Doubleclicks, by themselves, Five Year Mission made going to Gen Con worthwhile. Being able to see both bands made Gen Con excellent. Within the span of a single song, Five Year Mission had washed the stench of Andy D's performance away, and replaced it with nerdy Star Trek themed goodness. As with the Doubleclicks, the band had to play a somewhat truncated set, a limitation that was especially stringent because the Con's burlesque show was scheduled to follow them in the ballroom. Despite this limitation, and despite the lousy acoustics of the room, the band turned out a superb performance. They performed several of their popular songs, including Space Seed, The Corbomite Maneuver, and The Man Trap, and also previewed a number of songs from their upcoming Year 3 CD, including The Doomsday Machine and the hilariously funny I, Mudd. The boys figuratively doffed their Starfleet uniforms and took on their Klingon personas to perform Mike Rittenhouse's rap version of The Trouble With Tribbles. They also performed their birthday tribute Happy Birthday George Takei. The final song of their set was Amok Time, a performance done by special request and which culminated in Chris and Noah getting out their Lirpas and fighting to the death.

As an aside, while I was hauling chairs about before the performance, the band asked me to don a Gorm mask and wander about for part of the set, a request I happily agreed to. So, armed with a Gorm mask that was hot and almost impossible to see out of, I wandered the audience for a while. Being a Gorm is made easier by the fact that to play the part right, you only really have to move in slow motion, so my lack of vision wasn't that much of an impediment. I even got into a slow motion mock fight with a Kirk cosplayer that probably looked just as convincing as the fight that was filmed by William Shatner and the unknown costumed extra in Arena. Being unable to see did have some drawbacks, and to the girl on the dance floor that I accidentally smacked in the mouth while fighting Kirk, I can only say I'm sorry, I didn't see you there. At least it was a slow motion smack in the mouth.

Five Year Mission with Angela and Savannah
Once they were able to take the stage, Five Year Mission's performance was brilliant, although the ballroom's lousy acoustics made the room echo badly. The only real technical error that took place was the result of Five Year Mission projecting their videos during their performances, with the task of lining up the videos and getting them started apparently being handed to Andy Fark, who also does most of the talking between songs and, of course, plays the drums. As a result, several of the videos were not aligned with the music correctly, and they didn't really have the time or ability to correct this. I've seen a couple of Five Year Mission performances, and it seems to me that they need to have someone designated to do nothing but cue up the proper videos and get them started when the band begins performing the related songs. And by someone, I mean someone not in the band who isn't swamped with trying to play the drums and carry on witty banter to keep the audience entertained. The video miscues don't detract from their performances, because the music is more than enough to entertain people, but they are somewhat distracting. That said, if you aren't listening to Five Year Mission, what is wrong with you? They are, in my estimation, the best Star Trek oriented band there is, and one of my favorite bands period. If you are reading this blog, they will probably be one of your favorite bands as well.

After the band's superlative performance, they quickly broke down their equipment and vacated the stage. And with that, our organized events at Gen Con came to a close. All that remained was for us to wait until midnight, collect Kristine from GMing her last session of Edge of the Empire, and we could head back to our hotel room to collapse into sleep exhausted from three straight days of gaming and general nerdy fun. Except that when midnight rolled around, the fourth member of our group had gone missing, leaving only the cryptic text that he had somehow found his way to a dance. And that was the last we heard from him for the next hour or so. Apparently his phone had died, and he didn't receive our calls or texts and instead made a connection with a girl from somewhere in Indiana who was attending Gen Con. When Alex finally turned up, he regaled us with an extended version of the story of which almost none of which was actually important to his meeting the girl of his dreams, and which didn't make any of us feel particularly more well-disposed towards him at that particular time. A word to the wise: Never get between tired worn out gamers and sleep.

Sunday: Sunday was a very short day for us. We had packed most of our stuff up the night before, and after a round of early morning car Tetris, we checked out of the hotel and made one last run to the Convention Center. We were only able to stay for a short period of time, mostly just long enough to make a final cruise through the dealer's hall, because we had to drop Kristine off at the Indianapolis Airport and Alex off at the Louisville Airport later in the day before heading off to spend a few days with Angela's mother in Southern Indiana. As a tip for gamers from the Washington D.C. area intending to fly to Gen Con, flights to and from Louisville are apparently considerably cheaper than flights from Indianapolis, although you have to figure out how to get from Louisville to Indianapolis.

Due to the time constraints, we had just enough time to make one circuit around the dealer's hall, and we were mostly looking for a necklace of Angela. She wanted a d20 necklace without too much fussy bling and on a reasonably sturdy thong or chain. After passing by several jewelry booths that had necklaces with thongs that were deemed to flimsy, or too short, or which had too much extraneous detail, we found the perfect style of piece, quickly located a green one, and promptly bought it. We completed our run about the dealer's hall with Angela wearing her new jewelry, and wound up at the discounted games end of the hall, where I located a couple of d20 books that I did not think I had in my collection, and since they were on sale at a rate of "buy one get three free" we got those too. I wasn't even that annoyed when I got home and realized that two of the four books I had acquired were ones I already had. We even stopped off the get a mug of dice for Angela to fill out her collection, so now she has a whole bag of dice of her own.

And at that point, our time was up, and we had to leave. In retrospect, planning to leave the convention early Sunday morning was probably a mistake, as we missed out on some opportunities for gaming later in the day. Among other things, the Doubleclicks announced that they would play Smash Up with to lucky people on Sunday at noon, and we couldn't even enter the drawing because we knew we would be halfway to Louisville by then. Next year when we go, and we are planning on going next year, we will plan on staying all the way to the very end of the day on Sunday. With the exception of a couple of missteps and a couple of mixed experiences in game sessions, our Gen Con was fantastic. If you are a gamer and you haven't gone, you should try to go at least once. And my guess is, if you go once, you will be hooked, and you'll end up going back many more times.

Gen Con, August 14th-18th, 2013: Friday

Events     Home

Sunday, September 1, 2013

2013 Hugo Award Nominees

Location: Lonestarcon 3 in San Antonio, Texas.

Comments: The biggest story of the 2013 Hugo awards is probably Seanan McGuire, who was nominated twice for Best Novelette and won a Hugo for Best Fancast as part of the SF Squeecast. That doesn't really seem all that impressive until one considers that Seanan McGuire is also Mira Grant, and as Mira Grant she was nominated once for Best Novella and once again for Best Novel. Although she didn't win any Hugos other than her shared Hugo for the SF Squeecast, the fact that McGuire produced four works of high enough quality to be nominated for a Hugo Award in a single year is an impressive achievement.

In the Best Novel category there was a minor upset, as John Scalzi's humorous Redshirts beat out Kim Stanley Robinson's much weightier 2312, but given that well-written humorous science fiction is so rare and apparently so hard to execute, I'd say that Scalzi's win was well-deserved. Making Scalzi's win even more satisfying is the schadenfreude of knowing that there is a particular unpleasant person out there sitting in his bunker of hatred grinding his teeth in impotent rage at Scalzi's victory. He's taken a hipster stance of not caring, but the inferno-like anger is clearly evident.

In the Best Dramatic Presentation, Long Form category the field was exceptionally strong, with The Avengers winning the prize over Cabin in the Woods, The Hunger Games, and The Hobbit: An Unexpected Journey, all of whom might have been winners in other, less competitive years. I'm not entirely surprised that The Avengers won, after all The Hobbit was a bloated and self-indulgent exercise in CGI porn, while Cabin in the Woods was snarky in the way that only Joss Weedon can be. However I think that The Avengers beating The Hunger Games was something of a surprise, given the critical acclaim that Suzanne Collier's series has received and the general excellent nature of the movie.

The real surprise of the night was in the Best Dramatic Presentation, Short Form category, which has been so predictable in recent years that Toastmaster Paul Cornell introduced it by essentially calling it the Best Doctor Who Episode Award. In an upset that almost no one saw coming, the Game of Thrones episode Blackwater won over three Doctor Who episodes and an episode of Fringe, breaking the Doctor's seven year hold on the category. This development is, I think, good for televised science fiction, because having one show dominate to the extent that Doctor Who has for the better part of the last decade is simply not a sign of a healthy genre. Granted, Doctor Who lost to the other 800-pound gorilla in the room, but having two 800-pound gorillas around is certainly a better situation for genre television than having only one.

Best Novel

Winner:
Redshirts: A Novel with Three Codas by John Scalzi

Other Finalists:
2312 by Kim Stanley Robinson
Blackout by Mira Grant
Captain Vorpatril's Alliance by Lois McMaster Bujold
Throne of the Crescent Moon by Saladin Ahmed

Best Novella

Winner:
The Emperor's Soul by Brandon Sanderson

Other Finalists:
After the Fall, Before the Fall, During the Fall by Nancy Kress
On a Red Station, Drifting by Aliette de Bodard
San Diego 2014: The Last Stand of the California Browncoats by Mira Grant
The Stars Do Not Lie by Jay Lake

Best Novelette

Winner:
The Girl-Thing Who Went Out for Sushi by Pat Cadigan

Other Finalists:
The Boy Who Cast No Shadow by Thomas Olde Heuvelt
Fade To White by Catherynne M. Valente
In Sea-Salt Tears by Seanan McGuire
Rat-Catcher by Seanan McGuire

Best Short Story

Winner:
Mono no Aware by Ken Liu

Other Finalists:
Immersion by Aliette de Bodard
Mantis Wives by Kij Johnson

Best Nonfiction, Related, or Reference Work

Winner:
Writing Excuses Season Seven by Mary Robinette Kowal, Brandon Sanderson, Jordan Sanderson, Howard Tayler, and Dan Wells

Other Finalists:
The Cambridge Companion to Fantasy Literature edited by Edward James and Farah Mendlesohn
Chicks Dig Comics: A Celebration of Comic Books by the Women Who Love Them edited by Sigrid Ellis, and Lynne M. Thomas
Chicks Unravel Time: Women Journey Through Every Season of Doctor Who edited by L.M. Myles and Deborah Stanish
I Have an Idea for a Book . . . The Bibliography of Martin H. Greenberg compiled by Martin H. Greenberg, edited by John Helfers

Best Graphic Story

Winner:
Saga, Volume One written by Brian K. Vaughan, illustrated by Fiona Staples

Other Finalists:
Grandville Bête Noire written and illustrated by Bryan Talbot
Locke & Key Volume 5: Clockworks written by Joe Hill, illustrated by Gabriel Rodriguez
Schlock Mercenary: Random Access Memorabilia by Howard Tayler, colors by Travis Walton
Saucer Country, Volume 1: Run written by Paul Cornell, illustrated by Jimmy Broxton, Ryan Kelly, and Goran Sudžuka

Best Dramatic Presentation: Long Form

Winner:
The Avengers

Other Finalists:
The Cabin in the Woods
The Hobbit: An Unexpected Journey
The Hunger Games
Looper

Best Dramatic Presentation: Short Form

Winner:
Game of Thrones: Blackwater

Other Finalists:
Doctor Who: The Angels Take Manhattan
Doctor Who: Asylum of the Daleks
Doctor Who: The Snowmen
Fringe: Letters of Transit

Best Professional Editor: Short Form

Winner:
Stanley Schmidt

Other Finalists:
John Joseph Adams
Neil Clarke
Jonathan Strahan
Sheila Williams

Best Professional Editor Long Form

Winner;
Patrick Nielsen Hayden

Other Finalists:
Lou Anders
Sheila Gilbert
Liz Gorinsky
Toni Weisskopf

Best Professional Artist

Winner:
John Picacio

Other Finalists:
Vincent Chong
Julie Dillon
Dan Dos Santos
Chris McGrath

Best Semi-Prozine

Winner:
Clarkesworld edited by Kate Baker, Neil Clarke, Jason Heller, and Sean Wallace

Other Finalists:
Apex Magazine edited by Jason Sizemore, Lynne M. Thomas, and Michael Damian Thomas
Beneath Ceaseless Skies edited by Scott H. Andrews
Lightspeed edited by John Joseph Adams and Stefan Rudnicki
Strange Horizons edited by Rebecca Cross, Niall Harrison, Jed Hartman, Brit Mandelo, Dave Nagdeman, Abigail Nussbaum, An Owomoyela, Julia Rios, and Sonya Taaffe

Best Fanzine

Winner:
SF Signal edited by John DeNardo, J.P. Frantz, and Patrick Hester

Other Finalists:
Banana Wings edited by Claire Brialey and Mark Plummer
The Drink Tank edited by James Bacon and Christopher J. Garcia
Elitist Book Reviews edited by Steven Diamond
Journey Planet edited by James Bacon, Christopher J. Garcia, Emma J. King, Helen J. Montgomery, and Pete Young

Best Fan Writer

Winner:

Other Finalists:
James Bacon
Christopher J. Garcia
Mark Oshiro
Steven H. Silver

Best Fan Artist

Winner:
Galen Dara

Other Finalists:
Brad W. Foster
Spring Schoenhuth
Maurine Starkey
Steve Stiles

Best Fancast

Winner:
SF Squeecast by Elizabeth Bear, Paul Cornell, Seanan McGuire, Lynne M. Thomas, and Catherynne M. Valente; produced by David McHone-Chase

Other Finalists:
The Coode Street Podcast by Jonathan Strahan and Gary K. Wolfe
Galactic Suburbia Podcast by Alisa Krasnostein, Alexandra Pierce, and Tansy Rayner Roberts; produced by Andrew Finch
SF Signal Podcast by John DeNardo, J.P. Frantz, and Patrick Hester
StarShipSofa by Tony C. Smith

John W. Campbell Award for Best New Writer

Winner:
Mur Lafferty

Other Finalists:
Zen Cho
Max Gladstone
Stina Leicht
Chuck Wendig

What Are the Hugo Awards?

Go to previous year's nominees: 2012
Go to subsequent year's nominees: 2014

2013 Hugo Longlist     Book Award Reviews     Home

Friday, August 30, 2013

Follow Friday - A Chinese Checkers Board Has 121 Holes


It's Friday again, and this means it's time for Follow Friday. There has been a slight change to the format, as now there are two Follow Friday hosts blogs and two Follow Friday Features Bloggers each week. To join the fun and make now book blogger friends, just follow these simple rules:
  1. Follow both of the Follow My Book Blog Friday Hosts (Parajunkee and Alison Can Read) and any one else you want to follow on the list.
  2. Follow the two Featured Bloggers of the week - The Whimsical Mama and I Read, Ergo I Write.
  3. Put your Blog name and URL in the Linky thing.
  4. Grab the button up there and place it in a post, this post is for people to find a place to say hi in your comments.
  5. Follow, follow, follow as many as you can, as many as you want, or just follow a few. The whole point is to make new friends and find new blogs. Also, don't just follow, comment and say hi. Another blogger might not know you are a new follower if you don't say "Hi".
  6. If someone comments and says they are following you, be a dear and follow back. Spread the love . . . and the followers.
  7. If you want to show the link list, just follow the link below the entries and copy and paste it within your post!
  8. If you're new to the Follow Friday Hop, comment and let me know, so I can stop by and check out your blog!
And now for the Follow Friday Question: If you could only have ONE – one book – for the rest of your life. Don’t cheat . . . what would it be?

This is a tough question for me, because there are a couple of directions I could go, at least one of which I think subverts the intent of the question entirely. And a direction that I think will be somewhat surprising. One possibility would be for me to choose the 3.5e D&D Player's Handbook, not because of any particular literary quality, but rather because if I were equipped with this volume, I could play games for the rest of my life. This may be somewhat academic, however, because even if I didn't have the book, I could probably reconstruct a playable game from memory so long as I had paper and pencil. That's just one of the side effects of playing role-playing games for more than three decades. It wouldn't be a copy of any existent gaming system, but it would be playable, and that's what matters. Because of this salient fact, even though it would be tempting to choose this book, I won't.

But that leaves me without a book selected. The problem is that there are so many great works of science fiction and fantasy that picking one of them is insanely difficult. I love Ursula K. Le Guin, but paring her portfolio down to a single book is nigh impossible: Does one pick The Left Hand of Darkness? Or The Dispossessed? How about The Lathe of Heaven? What about Samuel R. Delany's books? I could choose one of them, but once again you have the problem of which one. Dhalgren? Nova? Triton? It is simply an impenetrable decision of Gordion knot proportions. And I haven't even touched on some of the giants of science fiction. Should I pick a book by Asimov? Heinlein? Clarke? Brunner? Anderson? The list of worthy candidate books goes on and on.

Because I love classic science fiction, and because I am something of a traditionalist, I am going to go back to some of the earliest fiction that was more or less intentionally written as science fiction and choose the Treasury of World Fiction: H.G. Wells. I admit that this may be cheating just a little bit, because it is actually a compilation of several of H.G. Wells' stories that are often published as individual books. On the other hand, the stories included are all quite short by modern novel standards, so I don't feel like I'm cheating too much. The volume includes The Time Machine, The Island of Dr. Moreau, The Invisible Man, The First Man in the Moon, The Food of the Gods, and The War of the Worlds; essentially covering the high points of Wells' writing career, and most of the main thematic areas of science fiction as a genre. This is a fantastic collection, and one that I could reread over and over again, and for that reason, I'd pick this as my one book to get me through the rest of my life.

Go to subsequent Follow Friday: Jeanne Calment Was 122 Years Old When She Died

Follow Friday     Home

2013 Prometheus Award Nominees

Location: LoneStarCon 3 in San Antonio, Texas.

Comments: The slate of nominees for the 2013 Prometheus Award for Best Novel highlights what seems to be the primary problem faced by these awards - the list basically consists of "A book by Cory Doctorow and a bunch of novels by people you might not have heard of and probably haven't read if you aren't part of the very insular club of libertarian science fiction fans". This might not seem to be a problem if you are a member of this club and just want to pat other members on the back for preaching to the choir. But if you want your award to actually make a difference in promoting the "message fiction" that libertarian science fiction clearly is, then this insularity is definitely counterproductive.

Best Novel

Winner:
Pirate Cinema by Cory Doctorow

Other Nominees:
Arctic Rising by Tobias S. Buckell
Darkship Renegades by Sarah A. Hoyt
Kill Decision by Daniel Suarez
The Unincorporated Future by Dani Kollin and Eytan Kollin

Hall of Fame

Winner:
Cryptonomicon by Neal Stephenson

Other Nominees:
As Easy as A.B.C. by Rudyard Kipling
Courtship Rite by Donald M. Kingsbury
Falling Free by Lois McMaster Bujold
'Repent, Harlequin!' said the Ticktockman by Harlan Ellison
Sam Hall by Poul Anderson

Go to previous year's nominees: 2012
Go to subsequent year's nominees: 2014

Book Award Reviews     Home

Thursday, August 29, 2013

Event - Gen Con, August 14th-18th, 2013: Friday

Exterminate! Exterminate!
Friday: During our time at Gen Con, Angela and I participated in five RPG events, and after the first two excellent sessions on Thursday, I was looking forward to more great gaming. The let down of the somewhat mediocre experience of the Thursday night game dampened my spirits a bit, but since it was overall a reasonably solid game, only a bit. Unfortunately, Thursday morning turned out to be the high point for role-playing sessions for the two of us. Turning to Friday morning, we were scheduled to play in another session using the Ubiquity system. This time, instead of Victorian Steampunk literary characters, we were a 1920's Hollywood movie crew in the Belgian Congo there to film a movie, clearly intended to be an Indiana Jones type adventure mixed in with a little bit of King Kong sensibility. The problem with this game wasn't the system - the Ubiquity system is a perfectly serviceable, albeit extremely rules-light RPG system - but rather that the GM didn't know the time period or the place very well. And when you are using a rules-light system, the setting and the story become the most important elements of the game, because the mechanics don't offer much to hold the interest of a group of players.

The first problem occurred when someone asked the GM what year the game was set in, and he hemmed and hawed for a second and announced that it was 1927. There is nothing wrong with setting a game in 1927 per se, but if you are running a game focused on Hollywood actors and directors and you don't realize that this was the year that The Jazz Singer, the first major theatrical talking movie was released, then you're missing an opportunity to give the characters in the game some personal motivations. If you also decide to have the main villains in your 1927 adventure be Nazis when Hitler didn't rise to power until 1933, anyone with any knowledge of history is going to be jarred out of their ability to suspend disbelief. The other problem with the session is that the group had no real defined goal. My character was a Belgian expatriate living in the Congo and working as a jungle guide while secretly serving as an agent for Belgian intelligence. Supposedly I was on a mission to find the legendary spider temple and prevent it from falling into the hands of the Germans, but we more or less stumbled across both the temple and the Germans without doing much of anything, and then no one else really cared very much about the Nazi's in King Leopold's domains.

And this brings us to the other of the failings of the GM - the game was set in the Belgian Congo, but he didn't know much of anything about Belgian colonialism, Belgium's odd and unique relationship with the Belgian Congo, or, most grievously, Tintin. One of the rules of the Ubiquity system is that characters are given "style points" for doing things that are "in character" for them. My character was supposed to name his whip to get a style point, and I took this as a quirk that meant he should name other possessions that he valued. Given the oddity of having the game set in 1927, I mentally moved the game to roughly 1936 and began making Tintin references, since Tintin was such a huge influence on Belgian popular culture of the era. But the GM knew absolutely nothing about Tintin, so naming my whip Captain Haddock and naming a machine gun I acquired later Professor Calculus essentially fell on deaf ears.

We eventually ended up in a huge melee against a small squad of Germans in the bowels of the spider temple as pony-sized spiders hatched and feasted upon tied up natives. And at this point all of the various competing character objectives came into play, as our party members betrayed one another while dodging German submachine gun fire. And this internecine element really ruined the game for Angela, especially when the GM revealed that all of the goals she had had her character working towards through the entire session were based upon a lie, and all her effort was essentially wasted. While we got to shoot a bunch of Germans and giant spiders and drive away in a truck while the temple exploded, the weak GMing coupled with the somewhat forced player versus player struggles made the adventure simply unsatisfying.

The UnderGopher
After lunch the day got better, but that was because instead of participating in another RPG session we were scheduled to attend a panel titled "So You Want to Start a Podcast" featuring the members of the RPG oriented podcast Under Discussion. Dustin (also known as 8one6) and Brady (also known as WDR), who are the two regular hosts of the podcast, did most of the talking, and gave lots of useful advice for aspiring podcasters running the gamut of topics including tips on how to plan and organize your podcast, how many regular hosts to have, what kinds of recording equipment and editing software to use (and why it is probably a good idea to use relatively inexpensive options at first), how to choose and focus your content to appeal to an audience, and even some tips on how to edit your episodes once you have recorded them. Because we've been considering starting a podcast (and after listening to the panel, we realized that we really need to start two podcasts to do what we want), Angela and I took copious notes, and if we do get a podcast (or two) of our own off the ground we will owe the UnderGopher crew a very big, colossal thank you.

Of course, the panel would not have been interesting and enjoyable if Derek and Brady had not been funny and engaging when they presented their material, and much of the content was delivered in the form of humorous anecdotes from their own missteps in the development and production life of Under Discussion. There is a reason why they have recorded more than one hundred and thirty episodes of their podcast when most podcasts have a lifespan of less than four, and in part this is because they are hilarious both on their show and in person. I have to admit that prior to attending this panel at Gen Con, not only had I never listened to a single episode of Under Discussion, I had no idea who either Derek of Brady were. During the panel, Angela realized that she followed Derek on Twitter and had had conversations with him via that medium, meaning that for one brief, shining moment, she was a more well-informed RPG gamer than I was. Since returning from Gen Con, I have been busy rectifying my ignorance and listening to hours and hours of Under Discussion. You can find the complete set of Under Discussion episodes on their website UnderGopher, and you can follow Dustin on twitter under the name 8one6, and Kevin on twitter under the name Hooligan.

Setting up for the Big Game.
After sucking in as much information as we could from the Under Discussion panel, Angela and I went to our final event of the day, which was also the largest event we participated in at Gen Con: The Big Game. Mayfair Games, the publisher of Settler of Catan, decided that they wanted to try to set a world record for the most people playing a single board game. And this event was that attempt. Mayfair Games had a thousand people scheduled to participate in the event, and we were all going to play one giant game of Settlers of Catan. Well, a slightly modified version of the game anyway. All of the players were seated on either side of long tables, with map boards in between us that overlapped and formed one long continuous board. Each pair of players facing one another shared a single island, with a small sea of water in between "your" island and the islands of your neighbors to the left and right. Every player had their own set of wood pieces that included settlements, cities, roads, and ships plus their own set of resource and development cards, and each pair of players facing one another played "head to head" for purposes such as the "Longest Road" and "Largest Army" achievements. Play went back and forth between each air of players, so essentially every other turn was your turn. You could trade resources with the player across the table, and the players at the boards immediately to your left and right. We all had predetermined starting positions, and every player in the room used the same die rolls on each turn, which were projected on a pair of large screens.

The board is set up and ready to play.
Other than that, the game was pretty much like any other game of Settlers of Catan in which you are playing in a room with nine hundred and twenty-two other players and are overseen by a collection of employees of Mayfair Games and a representative from the Guinness Book of World Records. Neither Angela or I won the game, although we did both win our "head to head" matches. The official score required for winning was 25 points, and when that happened I was sitting on 16 points and Angela was at 17, and most of the players near us were in that range of scores. After the game we were able to keep the wood pieces we used, and since the pieces were all in nonstandard colors for Catan pieces, this was a nice gift. We ended up with a set of black pieces and a set of dark green pieces. We also got to keep the cards we used in our games, and the map boards we played on. The Mayfair Games people made sure everyone was taken care of and gave duplicate map boards to all of the "losing" players so no one walked away without a cool souvenir of the experience. The event was a lot of fun and we were told that the Guinness representative confirmed that the game qualified for, and set the world record.

Angela and Savannah playing Star Trek Catan. Also, me.
After the Big Game, we met up with Savannah and were soon sitting on the floor of the lobby of the Indiana Convention Center eating hot wings and playing Cards Against Humanity with her and a number of other people, including three members of Five Year Mission (specifically, P.J., Chris, and Mike). In addition to the obvious opportunities to participate in organized convention activities, one of the great things about Gen Con is that with so many gamers in attendance, there are lots of opportunities to play pick up games with people you don't get to see very often. Because we scheduled organized events for most of every day, we didn't play very many informal games, although we did manage to knock out a round of Forbidden Island and play Star Trek Catan a couple times during the course of the Con in addition to our extended Friday night Cards Against Humanity round. Our friend Alex, on the other hand, was mostly at Gen Con to play pick up games, and even spent one day walking around the Con lugging about a bulky container full of Malifaux miniatures hoping he'd run into someone else who happened to bring his box of miniatures and they'd be able to find a place to set up and have a game. Needless to say, we gave him a little bit of ribbing for this level of wild optimism.

In any event, during our group's enjoyment of Cards Against Humanity we were approached by someone promoting their Kickstarter in a manner that I would hold up as an example of how not to promote your project. First off, he decided to interrupt a group of people in the middle of playing a game. It is never a good idea to promote your product by jumping in the middle of a group of people who are having fun and going into a marketing spiel. We were playing a game. Interrupting us was not a good way to get us to look upon you favorably. Second, his game was intended to be a replacement game for Cards Against Humanity, and to encourage everyone to support his project, he started by telling us how much he liked Cards Against Humanity but then went on to tell us everything he through was wrong with the game. But we had chosen to play this game. Telling us everything you think is wrong with the game that we were in the middle of playing and enjoying is also not a good way to get people to be well-disposed towards your ambitions. Third, he droned on for far longer than he needed to, repeating himself a couple times, and covering every single detail of his new game design. A thirty second sales pitch probably would have been acceptable. Five or ten minutes is inordinately long. Needless to say, I have no intention of supporting his Kickstarter, or even telling anyone what it is. But if you are reading this and happen to have a brilliant game idea that you are trying to get people to support, consider this as a case study in exactly the wrong way to go about that.

Gen Con, August 14th-18th, 2013: Wednesday and Thursday
Gen Con, August 14th-18th, 2013: Saturday and Sunday

Events     Home

Monday, August 26, 2013

Musical Monday - The Trouble With Tribbles (Mike Rittenhouse) by Five Year Mission


If a band made up of five suburban guys from Indianapolis who write geeky rock songs about episodes from the original Star Trek series want to celebrate the iconic Trouble With Tribbles episode, the natural thing for them to do is dress up as Klingons and rap about how much they hate being foiled by Captain Kirk. To be fair, they only rap as Klingons for one of the many Trouble With Tribbles songs the band recorded, specifically the song that Mike Rittenhouse wrote.

Five Year Mission is a band that is so nerdy good that we went to see them twice at Gen Con, and they were great both times. I have, in fact, never been to a Five Year Mission concert that was not incredibly enjoyable. This song, featuring Chris, Noah, Andy, and Mike rapping about their travails as Klingons while P.J. riffs on guitar, is one of a set of six songs written by the members of the band, with four of them taking up the job of composer once, and Chris taking two turns in the role. All six of the Tribbles songs plus P.J.'s birthday tribute to George Takei are found on the band's Trouble With Tribbles CD, and one of the songs will be put on their upcoming Year 3 CD. Even though all of the Tribbles songs are great, I hope this is the one that gets picked.

Previous Musical Monday: The Mystery's Gone by The Doubleclicks
Subsequent Musical Monday: Puff the Magic Dragon by Peter, Paul, and Mary

Five Year Mission     Musical Monday     Home

Friday, August 23, 2013

Follow Friday - The Teutonic Tribes That Invaded England After the Romans Left Referred to the Number 120 as the Long Hundred


It's Friday again, and this means it's time for Follow Friday. There has been a slight change to the format, as now there are two Follow Friday hosts blogs and two Follow Friday Features Bloggers each week. To join the fun and make now book blogger friends, just follow these simple rules:
  1. Follow both of the Follow My Book Blog Friday Hosts (Parajunkee and Alison Can Read) and any one else you want to follow on the list.
  2. Follow the two Featured Bloggers of the week - Spare Time Book Blog and Read in Paris.
  3. Put your Blog name and URL in the Linky thing.
  4. Grab the button up there and place it in a post, this post is for people to find a place to say hi in your comments.
  5. Follow, follow, follow as many as you can, as many as you want, or just follow a few. The whole point is to make new friends and find new blogs. Also, don't just follow, comment and say hi. Another blogger might not know you are a new follower if you don't say "Hi".
  6. If someone comments and says they are following you, be a dear and follow back. Spread the love . . . and the followers.
  7. If you want to show the link list, just follow the link below the entries and copy and paste it within your post!
  8. If you're new to the Follow Friday Hop, comment and let me know, so I can stop by and check out your blog!
And now for the Follow Friday Question: Book Selfie! Take a pic with your current read.


Because I can't ever read just one book, right now I'm in the middle of three plus a magazine of short fiction. Right now I'm reading Doctor Who in Time and Space, a collection of essays about Doctor Who edited by Gillian Leitch, The Sandman: Brief Lives, the seventh volume in Neil Gaiman's Sandman series, Everygnome's Guide to Paratechnology by Joseph J. Bailey, and an issue of Analog Science Fiction and Fact.

Go to subsequent Follow Friday: A Chinese Checkers Board Has 121 Holes

Follow Friday     Home