cellio: (gaming)
2019-06-30 08:37 pm
Entry tags:

True Dungeon

Both last year and this year at Origins we played True Dungeon adventures (one each year). I don't want to spoil either of the adventures we played (which they continue to offer), so I'll speak here in generalities.

True Dungeon is something like D&D adapted for physical sets. An adventure consists of a story played out in a series of seven rooms. You play one of a dozen or so character classes and each has some special rules and abilities. Spellcasters usually have to memorize things (cleric: identify this prayer bead to successfully cast your spell, etc). To disarm traps, rogues have to manipulate a gadget that is akin to playing the old board game Operation (move a pointer through a maze without touching any walls). Combat is done on shuffleboards; monster hit areas, including vulnerabilities, are drawn on one end, and you slide disks from the other to attack. (I'm not sure if monster damage is pre-determined or randomized; I didn't get a good look at what the GMs were doing.)

Before the session starts, the players get together to choose classes (no duplication allowed) and equip characters. Equipment comes in the form of tokens; each time you play you get a bag of ten (most common, a couple uncommon, one rare -- this should sound familiar to anyone who's played collectible card games like Magic). Naturally, you can buy specific tokens from them. Both times we played, the assortment we got for that session was not, by itself, particularly useful (I don't think my bag included a weapon, for instance), so you're relying on the experienced players who show up with their vast collections who can say "sure, you can borrow this sword" or "hey cleric, here are some healing scrolls, just in case". At the end of an adventure you get a few more random tokens. "Equipping" consists of laying out the tokens you're going to use (armor, weapons, cloaks, rings, etc) for a GM who records your final stats on a sheet that is carried through the adventure and given to each GM. You can then put most of them away, aside from weapons and any expendables you want to have on hand.

The game can accommodate up to ten players in a group. Last year we had only three, which did not work well. In retrospect we should have asked if the next timeslot's group was also light and, if so, could we combine. This year when we signed up we looked for a timeslot that already had some people and ended up with eight, which worked much better.

An example of "worked better": some rooms have a subtle clue that, once you notice it, helps you in solving whatever that room's problem is. With more people there's more likely to be someone who notices subtle clues. Of course, the flip side is that with more players you can end up in "too many cooks" territory when solving puzzles, but our eight-person group worked pretty well together.

They bill this as a two-hour game, but it's actually both more and less. Each room has a time limit of 12 minutes, so the worst-case scenario for the actual playing is 84 minutes. (That might even be typical, as even if you finish quickly, you've got to wait for the group ahead of you to clear the next room.) But then there's the time you spend equipping; I didn't notice last year, but this year we entered our dungeon at least 45 minutes after our nominal start time. And they ask you to show up 20 minutes early. So while it's listed as a two-hour game, when scheduling at a convention, use a three-hour timeslot.

The game is dark. Rooms are generally lit in green, and when you've used half your time it switches to red. (That warning is a nice touch.) Players are issued small flashlights; I think they intend for you to clip them onto your character card (which is hanging around your neck), but since I needed to be able to read part of my card (the spell list) I ended up tying the flashlight around my wrist. I had a pile of one-use magic items in my pockets that I could in principle use in combat when needed, but as a practical matter, there was no real way to dig through them in that lighting. Anticipating that, I distributed tokens among different pockets in my jeans, but even so, I mostly couldn't use them. I've seen pictures of players with sashes full of tokens (not sure how they're attached), presumably to solve that problem. Last year our third player, who came in costume, had a big shield full of tokens. I've been thinking that something like a triptych might work better for me -- easier to use than a sash and easier to pack than a shield.

Last year I played a monk. The monk doesn't use much equipment but fights two-handed. Well, sort of: you get two disks in each round of combat instead of one, but you launch both with the same hand, one immediately after the other. (The second one has to be underway before the first one stops moving.) That was...ok, but I don't think I did a lot of damage, and actual two-handed combat (with weapons) sounds like a better idea to me (I'm probably about as good with either hand). That's the ranger's ability, and ranger was my second choice for this year.

This year I played a bard. I wrote about that a little before the convention, in particular the "bardsong" ability. They describe bards as jacks of all trades; a bard can fight, has some spells (D&D: like sorcerors, not like wizards), can use lore knowledge to get hints, and can sing during combat to give bonuses to other players. It turns out a bard cannot sing while fighting, even if a bard player can demonstrate the ability to do just that, absent a magic item that enables it. So I had weapons in my pocket but I ended up giving bonuses (and casting some spells) instead of fighting myself. I ended up feeling a little too much like a back-end support character without primary contributions, so next time I'll try something else.

We had, I think, three combats (maybe four? I think three). I sang a variety of medieval and renaissance songs not in English, to minimize distraction. (In one fight with a sort of demonic character, I switched to singing psalms. I don't think anyone noticed.) But because the other players and GM needed to communicate about hits and damage, I ended up standing back and singing quietly. Meh on the bardsong ability; I wasn't able to make it sufficiently fun.

I invoked "lore" two or three times. The way this is implemented is that, before the game starts, you're given a set of labeled glyphs to memorize. When you use the ability, the GM shows you a glyph and if you can name it, you get the clue. I thought there would be a lot fewer of these! For some reason, in advance I thought there were 14; there were actually 24 and many of them were not at all intuitive. (I wonder if they randomize the labels for each adventure, or if playing the same class repeatedly lets you build up knowledge.) Nonetheless, I got one or two right immediately, and in one room I initially said I didn't know and then 30 seconds later said "wait, that's X" and the GM gave it to me.

The spells I had were interesting but not optimal for this adventure. In particular, the bard's highest-level spell does mass damage, and we never faced groups of opponents. Last year there was one group.

Half or more of the adventure was puzzles. This year's puzzles were well-done. (Last year's were a mixed bag, though we also had fewer players and thus fewer brains to tap into.) Two of this year's were especially fun to solve and made good use of props and actors. (I think those facts are related.) In one room, the GM said that since we didn't have a rogue, our bard could try the rogue gadget to get a clue. This confirmed my initial impression of the rogue gadget. :-) I gave it a good try, but...not my strong suit. Also, it takes enough time and focus that you miss out on what else is going on in the room at the time, so I suspect playing a rogue would feel somewhat isolating.

The sets were well-done, including the animated big-ass monster in our last room. Another monster was represented by an actor. Last year I think the GMs (each room has one) were also actors; this year there were GMs who were not actors (and not in costume). Of course most of the players aren't in costume either (some are), but it's something I noticed anyway.

I think the GMs had some latitude to make tweaks on the fly. This makes sense; nobody enjoys an adventure where half the party gets killed before the end, after all, and people are paying (substantially) to play. Keeping it challenging but achievable with highly varied player abilities and group sizes seems hard, especially when each GM only sees a group in one room. I wonder if they're issued any heuristics or if it comes down to individual GMs winging it. (An example: in one of our rooms I bumped into a bucket on the floor and looked inside. It seemed empty, but the GM told me it contained holy water and the person who'd been lobbing flasks of same at an undead monster could refill them instead of turning in the tokens. Actually, the GM told me, there was a leak in the ceiling and that's why the bucket was there.)

I had fun. I'm still looking for the character class(es) that will be the most fun for me, but I have ideas. It's expensive enough that I'm not going to play a lot, so equipping is likely to continue to depend on teammate bounty. Which is fine; the hard-core players seemed ready to equip others. If our tokens were organized we might have been able to make some trades, but when what you've got is a bag of misc, it doesn't seem practical.

cellio: (gaming)
2019-06-05 11:44 am
Entry tags:

bards, simplified

At an upcoming gaming convention we'll be playing in a session of True Dungeons. This is, sort of, RPGs meet LARP -- you go through a series of (actual, physical) rooms and face challenges (monsters and puzzles). But instead of actually fighting with weapons like in LARP or rolling dice like in RPGs, the combat system uses something like shuffleboards, and each round you slide a disk (representing your weapon) down the board and where it lands determines what happens. One of the advantages of taking a fighter class is that you get to practice with this shuffleboard first. Mental abilities including spellcasting are implemented through a system of symbols that you have to memorize -- to successfully cast this spell, tell us the name of this rune (or whatever). I've only played once and we didn't have a spellcaster in our small group, so I haven't seen that part in action. In each room, there is a (human) GM who manages the events in the room and adjudicates as needed.

One of the classes you can play is bard. One of the bard's abilities is "bard-song": everybody else gets a combat advantage while you're singing.

I have questions. :-)

Does the song need to be topical -- for example, do you get better bonuses if you sing a song about fighting a dragon while fighting a dragon? Does the song need to be of a particular type, like inspirational battle songs or ballads about heroes? Does the song need to be in English? Does the song need to have actual words or do fa-la-las and niggunim count? The character description is silent on these important matters. (In the back of my mind I wondered if I could just prepare "Horsetamer's Daughter" or "Maddy Groves" and be good for the whole two-hour game -- just pick up where I left off in the previous battle. :-) )

Last night I found the detailed rules and looked it up. Most bards sing, they say, but you can play an instrument (not a loud one!), recite poetry, or even dance. And then, it says, there is no actual requirement that the player really perform; you can just say you're invoking bard-song.

How disappointing. Fighters need to actually aim. Spellcasters need to actually remember stuff. Rogues (I didn't mention this before) need real dexterity to manipulate certain puzzles. But bards don't need to sing, even if they accept any song at all? Huh. Perhaps this is defense against people who sing badly off-key -- "no no it's ok, we believe you, here's your bonus"?

I won't know what class I'm playing until I get there; it depends on available equipment (each player gets a bag of tokens) and party balance (each class can only be represented once). But bard is on my short list because it sounds like fun, and I will ignore the nerfing and sing actual songs if I do it. They might be 13th-century French songs or 15th-century Italian songs because, hey, why not? But there will be actual singing.

cellio: (gaming)
2018-02-08 03:59 pm

disabilities in RPGs and other fiction

[personal profile] madfilkentist recently pointed me to this article about writing characters with disabilities by Kari Maaren. It's a thoughtful piece, well worth reading. Here's a taste:

So when I see fictional disability, I recognise the tropes. I’ve heard Matt Murdock described as “a blind man whose power is that he can see,” and yeah, that’s a common one. The “blind seer” is a particularly frustrating trope because its purpose is so dazzlingly clear: you want a blind person in your story because that’s so tragic, but you also don’t want the inconvenience of, well, having a blind person in your story. So he’s blind, but it’s okay! He can really see through his magical powers! He’s been compensated for his disability! Yay!

I tweeted a link, and somebody replied there asking for tips on including disabilities in role-playing-game systems without being disrespectful or creating broken player incentives. I said a few things there, but I think my readers are likely to have useful thoughts on this and why should we do it in 140 280-character chunks? So please comment, share useful links, etc. I'm going to share a link to this post.

Game (or other fictional) characters have a variety of traits. We gamers sometimes over-focus on a few stats, but a real, rich character is much more than ratings for strength, intelligence, endurance, dexterity, and so on. That's true whether the extra richness comes from the character's family background, formative experiences in wizard school, handicaps, affinity for fire, compassion for small furry animals, or whatever. So to me, three-dimensional characters depend on the players wanting to play that kind of game. I think these tend to be the same players who are interested in story-based games.

That's not all players. That's ok. You can't, and shouldn't, force richer characters where they're not wanted.

Regardless of game mechanics, players who want to play characters who are disabled in some way -- really play them, I mean, not use them as jokes or sources of offsets for abilities -- will do so. I had a player once who played, well, a vision-challenged character -- a challenge that the player proposed as a logical consequence of the character backstory he'd invented. He wasn't looking for any offsetting benefits.

Now, the game system can help or hinder this, and the person I'm talking with is interested in developing game systems that support disabled characters in a meaningful way. Game systems, like players, come on a spectrum. At one end it's all about optimization; at the other end it's all about good story. At the optimization end, you get players saying things like "I'll take the blindness penalty in order to get extra points for spellcraft". Champions was like this. I never actually played; I went through character creation once and decided it wasn't my style of game. But people did (and I assume do) play, and not all of them are only focused on points optimization, so I'm interested in hearing how they roleplay rich, sometimes-disabled characters in that kind of game system.

At the other, story, end of the spectrum you get games like Dogs in the Vineyard, where characters are nothing but collections of interesting backstory, traits, and growth. I only played a few times and not recently so I might have this wrong, but I don't think there even are stats for things like strength. What you have is things like "I had this formative childhood experience that made me really afraid of guns" (minuses to shooting, panicking under fire, etc), and during the campaign as you have to interact with guns that characteristic might gradually change. You know, just like people often do. Meanwhile, during the game you have other experiences, which might be character-affecting too... There's not a lot of bean-counting, of tit-for-tat -- I took fear of guns, so I'm allowed to be extra-good at riding. It works if the group wants it to work. Dogs has a system (and I'm told there's a broader "Fate" system that uses the same mechanic, if you're not into the setting built into Dogs), but it's not a very pushy system. When we played Dogs, we were mostly telling a collaborative story with occasional dice-rolling.

A story-oriented game system can support character disabilities well. Willing players can support disabilities in any system. What I don't know is how game systems not already at the story-oriented end of the spectrum can facilitate good treatment of character disabilities. Or is this something that is best left out of rules systems and placed in the hands of players?

Thoughts? (If my Twitter correspondent is reading, you can log in using any OpenID credential, create a Dreamwidth account (easy, no spam), or comment anonymously.)

cellio: (hubble-swirl)
2016-01-26 09:22 pm

recent posts on the Worldbuilding blog (mine and others')

You're being too productive. Let me help.

The Worldbuilding blog, Universe Factory, has been publishing a nice mix of articles. (We aim to post something new every three days.) Some recent posts that my readers might be interested in:

- The latest in my "revelation for RPGs" series, in which I talk about transformations in the world and in some of the characters (previous posts in this series are linked)

- Hey look, I was interviewed!

- The third in a series on hard magic (see also part 1 and part 2)

- A Day on Planet Sitnikov, on unusual orbital mechanics and, also by this author, a planet's-eye view of globular clusters
cellio: (gaming)
2015-12-14 07:52 pm
Entry tags:

Revelation for RPGs series (Worldbuilding)

Several weeks ago I wrote about a series of blog articles I was starting over on the Worldbuilding blog called "Revelation for RPGs". This is a series of posts about techniques GMs can use to build, and reveal to players over time, interesting and rich worlds. I'm basing this series on a game run by [livejournal.com profile] ralphmelton years ago and chronicled in [livejournal.com profile] ralph_dnd.

I've added a couple more posts since then. Here's the list so far:

Revelation for RPGs I: Setting the Stage

Revelation for RPGs II: The Written Word

Revelation for RPGs III: Your World is Made of People

Revelation for RPGs IV: I Can See Clearly Now

I'm telling (in high-level outline) the story of the game as I talk about how it was played. We're about halfway through the campaign now; the latest article shares the "big reveal" of that part of the game. (Those who remember the game should know what I mean by that, and for the rest of you, I don't want to spoil it.)

I have a few more planned for this series.
cellio: (gaming)
2015-10-21 04:06 pm
Entry tags:

worldbuilding blog: RPG posts

Worldbuilding Stack Exchange is a site for writers, gamers, and others who build settings and have questions about getting the details right. Questions cover a wide variety of topics -- astronomy, biology, chemistry, sociology, urban planning, creature design, magic, and more. Last month we launched a blog for the kinds of posts that don't really fit the Q&A format so well.

One of the requests from the community was posts about how, as a writer or GM, to effectively reveal the interesting details of your world, so you're not just presenting big blobs of exposition or confusing the heck out of people. Some years ago I played in a D&D game that did this really well (run by [livejournal.com profile] ralphmelton), so I've started a series of posts about what I learned from that.

Here are the first two: Revelation for RPGs 1: Setting the Stage and Revelation for RPGs 2: The Written Word. Future articles will cover NPCs (there are lots of people in the world who aren't your players' characters; use them well), player meta-game contributions (in this case an in-character journal), prophecy & visions, and geography, at least.
cellio: (sheep-sketch)
2012-06-10 11:05 pm

"7 things" #3

More from that parlor game: Comment to this post and say you want a set, and I will pick seven things I would like you to talk about. They might make sense or be totally random. Then post that list, with your commentary, to your journal. Other people can get lists from you, and the meme merrily perpetuates itself.

[livejournal.com profile] alaricmacconnal gave me: Pittsburgh, writing, your favorite song, chicken, D&D, knowledge, and al-Andaluz.

Read more... )

cellio: (sheep-sketch)
2012-05-22 10:43 pm
Entry tags:

parlor game: let's talk about...

This parlor game comes via [livejournal.com profile] talvinamarich:

Comment to this post and I will pick seven things I would like you to talk about. They might make sense or be totally random. Then post that list, with your commentary, to your journal. Other people can get lists from you, and the meme merrily perpetuates itself.

He gave me: Lisp, On the Mark, Accessibility, Books, Role-Playing Games, Filk, Faroe Islands (one of these things is not like the others).

Read more... )

cellio: (gaming)
2011-10-05 10:55 pm
Entry tags:

women and role-playing games

Elsewhere, in a locked entry, a game designer asked what game designers ought to be doing to market role-playing games to women. (Women gamers are definitely a minority.) I wanted to record my (slightly-edited) reply to him. (If this post generates discussion, I'll probably point the original poster at it. This post is public.)

What got me into RPGs, in high school, was that it was a natural outgrowth of the books I was reading. SF&F nerd ostracized by the "cool" kids was the right basis, as it turned out. I, not the guys around me, was the instigator.

Once I got to college I found games to play in, all run by men, and I played rather than running for many years. (As a self-taught GM I was pretty terrible at it.) I was often the only woman in the group despite trying to draw female friends in. I didn't try to analyze it much then; I chalked it up to geek/non-geek rather than male/female. (I didn't know too many female geeks.) There wasn't much "R" in the RPGs I was playing at the time, by the way. More about that later.

More recently, I've seen the "associate" effect [that somebody else wrote about] dominate -- a woman who plays in the game because her husband does, etc. I don't think it's a new trend; I think it's just that I'm now in a position to run into it more. The most recent campaign I played in started with three women (among seven players): one was a not-very-interested wife of a gamer and both of them drifted away after one session; one was the wife of the GM and she was very interested but had a low threshold for rules-geeking; and I was the third. The two women who stuck around both engaged most with (1) storytelling and (2) interesting magic (not just direct-damage spells, though we used those too). I should note that I personally detest games like "Once Upon a Time", but I love the cooperative storytelling of a campaign with a plot and an arc through it. (What's the difference? Maybe the pace? Dunno.) I liked pure-hack-and-slash games when I was in college, but now they don't draw me. I want to craft a three-dimensional character who shares an interesting world with other non-cardboard characters.

To market to women like the two of us, then, emphasize the power of the system to tell interesting stories, to allow character development that isn't pure-optimization stat-wrangling, and throw in some interesting magic. Oh, and don't make the rules so complicated that they get in the way of the story; D&D 3.0/3.5 had its flaws but combat was smooth and spell effects were easy to calculate, and that's huge. I walked out of the only game of Traveller I ever played an hour into character creation because the whole thing was just too complicated. (Bookkeeping is fine -- RuneQuest! was one of my favorite RPGs, back in the day -- but it has to stay in the background.)

So that's one woman's view, for what that's worth.
cellio: (gaming)
2009-10-15 10:23 pm
Entry tags:

D&D: character optimization

I commend this response to a discussion about optimizing RPG characters, by [livejournal.com profile] akitrom, to my role-playing-gamer friends. This captures a big part of what made [community profile] ralph_dnd such a fun campaign: it's primarily about the character development, not the power development.

When I want to play an optimization game, I'll go for one of the German-style games of that sort, like El Grande or Merchants of Amsterdam or Hermagore. Optimization games can be fun for several hours. But when I play D&D (or similar games), that's not the kind of game I'm looking for.

Ralph's game ended several years ago, and I still enjoy remembering and telling stories from it. I've played in, and enjoyed at the time, RPGs that were less about character and more about optimizing power; I don't even remember the names of most of the characters I played in those games. I enjoyed it then, but it didn't stick and it's not very interesting to me now. What attracts me now is the role part of "role-playing game".

Which is kind of funny because I'm a pretty inhibited player, and not very good at role-playing, until I've been with a group and a set of characters for a while. My character in Ralph's game was pretty under-developed for the first several months, while some others sprung to life in the first session or two. Keeping the game journal actually helped a lot.
cellio: (gaming)
2008-10-04 11:25 pm
Entry tags:

D&D fourth edition

Today I played in a test run of D&D fourth edition. None of us (except maybe the GM) had read all the rules in advance, though all but one of us had played extensively under the third-edition rules (3.0 and 3.5). And the GM had a module with pre-fab characters and quick-start rules, which is what we played.

It's different from third edition. Better? Worse? Don't know yet -- just different, with some interesting twists. We'll need to play more before I can make that judgement.

They have made first-level characters much more effective than in previous editions. That's a win in my opinion; it used to be that first-level characters were both fragile and lightly-powered, so you'd start an adventure, have one fight, hole up somewhere to lick your wounds, try again the next day, and so on. One bad role could send a healthy character into near-death (or actual death, if the party couldn't act immediately to intervene). Heroics were pretty much impossible.

Contrast this with the following sequence involving my first-level dwarf fighter under the new rules. The enemies were a priest with half a dozen underlings. They ambushed us and the priest opened by attacking my character with a spell. (And the underlings threw spears and stuff.) This knocked me down almost to half my strength (which is to say, down to 16 of 31 hit points). Our cleric gave me a quick burst of healing and I charged the priest, hitting him but not hard enough to kill him (no surprise there). In the next round the following happened, in order: the priest and about four underlings attacked me, knocking me into negative hit points (and to the ground); another party member attacked the priest from the other side and pushed him into my spot on the board (so he was standing over me); another party member gave me some (ranged?) healing that brought me back to consciousness; I, from the ground, made a big power attack (this character's once-per-day special attack), killing the priest and sending him flying; I stood up, looked at the line of underlings, and said "who's next?". It was fun. :-) And it was fun that I don't think would have been possible under previous editions.

(Now, mind, D&D is as unrealistic as it ever was: I asked if I could make that attack, the GM (and other players) concurred that it was legal, and I said "let me be clear: my dwarf is going to make a big power attack from the ground... with his two-handed maul?". You've got to be willing to suspend some disbelief to play this game, but if you are, it can be fun.)

more rules and analysis )

cellio: (gaming)
2005-07-10 03:35 pm
Entry tags:

yesterday's D&D game

Yesterday we played the penultimate game of our D&D campaign, and it was wonderful. I've never before played in a long-term campaign that had an overall story from beginning to end; we didn't know it had a single story at the beginning, but looking back on it it's obvious that Ralph had planted clues in the very first session. This was very neat. I guess it's sort of like writing a series of books or scripts that span years, with the additional complication that you have players who may take your plot and turn it sideways. I don't know if I'd be able to do that.

plot stuff )

I don't know how soon I'll be able to bring my character's in-character journal up to date, but I didn't want to let this game pass without comment.

I'm a little sad now that this game is ending, but on the other hand, it would be a much weaker story if it didn't have an end. Maybe every now and then we can do some one-shot reunion adventures or something.

cellio: (mars)
2005-06-21 07:51 pm
Entry tags:

short takes

Welcome to LJ, [livejournal.com profile] osewalrus (aka [livejournal.com profile] hfeld_blog).

Last night's D&D game was fun (though long). The campaign will be ending soon, and that makes me sad even though it's necessary. Ralph set out, four years ago, to play out a particular story arc, and we're almost done. We've had some great moments, and we have some good story yet to come. I wonder what we'll do when it's all over.

We're nearly done watching Wonderfalls, a half-season TV show we borrowed on DVD. The first half-dozen episodes were wacky and quirky in a fun way, and on that basis we bought a copy for a friend as a gift. The last few episodes have been growing more dark and weird. While I know that the decision to kill it was made by episode #4 (that's all that aired), I'm not sure the outcome would have differed if the entire run had been allowed to air. But then, maybe something's coming in the last episode to tie it all up; we'll see.

From the "just shoot me now" department: We got a glimpse of the new time-tracking system we'll have to use at work starting in a couple weeks. The first sign that this would not meet our usual high standards for user interfaces came in the text shown in the desktop icon: "3270". Yup -- text-based COBOL system, no shortcuts, no UI brains. Whee.

One WallMart now requires employees to commit to work any shift, 24x7, or be fired (link from [livejournal.com profile] revlaniep). Got kids with specific day-care hours? Have a problem working on the sabbath? Tough noogies. I found this quote from the article ironic: "The officials who did know were attending a conference on diversity and could not be reached, he said." Diversity, huh?

cellio: (tulips)
2005-05-01 11:13 pm
Entry tags:

weekend

Shabbat was also the last day of Pesach (a holiday), so our informal minyan didn't meet in favor of a holiday service at the later time. After the service another regular pointed out to me that while all our other services have gradually changed over the last few years to include more Hebrew, less repetition (in English), and more-accessible music, our holiday service has stayed pretty much the same all along. She's right, but for something that only happens a few times a year I'm not sure how much I want to worry about it. Because this service has Yizkor (memorial prayers), this service particularly attracts a demographic that doesn't show up often otherwise. They're older and more inclined toward "classical reform"; for a few days a year I can just wait for this portion of the congregation to gradually fade away.

There are special torah readings for the holidays (that is, we break the weekly cycle). The last day of Pesach gets the end of the exodus story, with the scene at the sea of reeds. It struck me during the reading that this passage is a pretty good argument for human authorship of the torah. Think about it: God persuades Paro to pursue, interferes with their ability to do so, performs a miracle, and when the Egyptians try to give up and flee, recognizing God's obvious superior might, God picks them up and flings them into the sea, wiping out every last one of them. That sounds pretty vengeful (contrary to the famous midrash about God reprimanding the angels for rejoicing), and it sounds like just the sort of wish-fulfillment fantasy an underdog would write. Mind, I am not actually making this argument (I have different non-orthodox beliefs about that), but it struck me pretty hard during the reading. How odd -- it's not like I haven't heard/read this passage many times before.

Saturday afternoon/evening we had an exciting D&D game. There's some stuff in the game journal about it. I'm way behind on my own entries there; must catch up soon. What made the game especially fun was the good role-playing and scene-painting from everyone there. It's neat when things click.

I don't keep extra days of holidays so Pesach ended for me last night. This morning I had french toast. Mmm. :-) (Random food aside: does brisket, already cooked and in sauce, freeze well?)

This afternoon we visited with my parents. For our anniversary they bought us a Pomerantz Wine Pro cork remover that is a joy to behold (and to use). They found a nice bottle of kosher wine to go with it too; I didn't know that stores in their area carried anything but Manischevitz. I test-drove it tonight with a bottle of Lindeman's (lambic ale, capped and corked and a real struggle for me in the past), and the cork came right out with no effort on my part. Woot! (I did have to use a cutting board to raise the short lambic bottle to a suitable height, but that's fine.)

cellio: (moon-shadow)
2005-03-22 11:45 pm
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evil overlords (short takes)

Last night's episode of 24 really triggered the "if I were the evil overlord and my enemy had delivered himself into my hands I'd just shoot him" reflex. I'm just saying.

Last night's D&D game marked the temporary end of a major arc. We succeeded in killing the evil vampires, but the big nasty one did not in fact crumble to dust when exposed to sunlight, or running water, or both, and a stake through the heart seems distressingly temporary. Whee. So we still have to worry about him. The fight was exciting and we managed to get out alive (though injured in not-entirely-recoverable ways). I expect some good character journal entries from the last several game sessions; I hope to get them written soon.

Thursday night Dani and I head to Silver Spring where we will, with several friends, celebrate a victory over a different evil overlord by consuming vast quantities of food and drink. Someone once said that most Jewish holidays can be reduced to "they tried to kill us; we won; let's eat", and with Purim that's really true. :-)

HP sent me a rebate check for $50. The problem is that they owed me a rebate check for $150 according to CompUSA, and CompUSA itself still owes me $100. The CompUSA folks aren't overlords, but they might well be evil. Time will tell.
cellio: (gaming)
2005-02-17 11:49 pm
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D&D tonight

Fun game tonight. As much as, last session, my character couldn't seem to do anything right, tonight I was on. Ok, I hit a low of 7 hit points (from 88), but it still felt like everything was clicking.

We're in the middle of a big adventure that will be about half an hour of game time but several weeks of real time, so it'll be a while before any of this shows up in my character's journal. But I want to write about some of it now, so here we go.

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cellio: (moon)
2005-01-26 08:17 pm

short takes

The weather has been strange lately. Aside from a couple of very minor glitches, the temperature began rising Monday morning and continued doing so for 48 hours. Nights were warmer than the previous days, twice. The temperature then dropped all day today (and is still doing so). Weird!

We played D&D last night. Third edition is inconsistent in one way -- usually high die rolls are good, except when determining whether something goes wrong during teleports. Those were my only high rolls of the night. Bugger. Well, that's what healing spells are for and third time's a charm, I guess. (I have an in-character explanation for why this happened at this particular time, but the out-of-character explanation is "Monica's dice lice were in open revolt".)

I talked with our associate rabbi this morning. Our senior rabbi, who leads the informal Shabbat morning service, isn't going to be there this week or next, so I had to find out if the associate rabbi is planning to take over or if we're supposed to take care of it on our own. It turns out that he would be delighted to just be a congregant and have us lead things (he's not a regular so he doesn't know the routine very well). He views it as a good learning opportunity for some of the folks in the group. Ok, now I don't need to find a way to make that suggestion. :-) This will probably strike some people as weird ("wait, there's a rabbi here but he's not in charge?!"), but that's actually perfectly normal in Judaism. Any competent adult can lead. So we'll do that for a couple weeks and see what happens. (Fortunately, I have two people I can tap for torah reading on short notice.)