Friday, May 24, 2019

[Three Hexes] Twilight Of Adventure

Campaign: It is the Last Age of  Homo Sapiens on Earth, a dying world long sucked dry of its essence and resources by countless millennia of generations. Thousands of years ago, the bulk of human race left, leaving behind civilization in ruins; those left began to plunder and pillage, setting themselves up as kings and queens fighting over the leftover scrap. Now even those remains are dying off and falling apart; with the remaining population looking for ways to leave themselves, if possible anymore. 

Homebase (Hex 0) (0101): Eclandria - The decaying city of the Nine Queens, once the pinnacle of humankind's achievements, with spires that reached up nearly into space, then fought over by countless factions after The Exodus, now a shell of ruins and farmlands interspersed among rebuilt edifices and smaller towers. The few remaining Servicers continue to attempt to repair themselves and other bits of technology, while the Defenders rust and rot, allowing raiders steal away what remains of the wealth of the city. The remaining Queen has devoted all of her resources to recovering enough technology to repair the last of the Great Silver Arks, but time is running out as energy cells fail and her educated Thinkers die of old age.




Three Hexes
(Hex scale is 24 miles)

Location 1 (0001): Ordrung - Once a massive facility for a long forgotten military unit of the Before times, this fortress is now home to a barbaric, vicious band bent on a final victory. Their kidnap raids on Eclandria has led to the capture of many of the young children of the city now serving as slaves of the gang. Several Eclandrian rescue teams have instead supplied the thugs with updated equipment and a Servitor, which they're now using as a guardian wandering the area around the crumbling edifice.

Location 2 (0201): Capcanav - Festooned with bright banners, tents and dozens of aged humans, the ancient starport also hosts several decayed hulks of spaceships - the Great Arks. The Elders hold daily meditations and rituals in worship of "Those Who Have Gone Up", believing that the long-gone travelers have become gods and will return if humanity is humble enough. The Elders are dismayed at the Eclandrian attempts to repair an Ark and are trying to raise an army to resist them.

Location 3 (0102): Alexindia - The Library of Knowledge and Death is contained in a vast maze underground, full of strange flickering illusions that speak in long-lost languages, crystal discs said to contain forgotten knowledge, and strange metal cabinets full of decaying material. A cult of priests has made themselves guardians of the knowledge, believing that they must die in order to understand what is contained within the archives. On a regular basis, they commit suicide (or kill each other) and resurrect/revive the dead in order to perform a "learning".



"Three Hexes" are simple campaign starters to show that you don't need to do a lot to have interesting settings for people to play in. Feel free to use these in your game, campaign or as ways to spur on your own creativity and imagination!

I've purposefully left a lot of detail out because these are supposed to spur on your imagination! The scale is what I would use in my own world, but if something else suits you better, then go for it. I may have the features moved about on the hexes for clarity, if they don't suit you, move them!

Creative Commons License
Three Hexes by Michael "Chgowiz" Shorten (chgowiz@gmail.com) is licensed under a Creative Commons Attribution 4.0 International License.

FuzzyJCats' Thoughts For The Stream

Collecting the quotes we discussed on stream at FuzzyJCats, starting with most recent.

"Try not to become a man of success. Rather become a man of value"
-Albert Einstein


Those who attain any excellence, commonly spend life in one pursuit; for excellence is not often gained upon easier terms"
-Samuel Johnson

"Like a welcome summer rain, humor may suddenly cleanse and cool the earth, the air and you"
-Langston Hughes

"Freedom is nothing but a chance to be better"
-Albert Camus

Doing nothing is better than being busy doing nothing"
-Lao Tzu


 "Let us be grateful to people who make us happy; they are the charming gardeners who make our souls blossom"
-Marcel Proust

Abundance Mentality Step 2:
"If you count all your assets, you always show a profit".
-Robert Quillen

Abundance Mentality Step 1:
"To be beautiful means to be yourself. You don't need to be accepted by others. Accept yourself"
-Thich Nhat Hanh

"He who has a Why to live can bear any How"
-Nietzsche

"When you are content to simply be yourself
and don't compare or compete
everybody will respect you"
-Lao Tzu, Tao De Ting

The How of Happiness Review

Thursday, May 23, 2019

It's My Birthday!

Just thought I would share that.

An Oasis Of Lotus Eaters

SPOILER ALERT!!!: Plot details for Ready Player One follow.





Ready Player One is probably the most relevant work in pop culture today. It well describes the retromania of the 1980's that has overrun much of film, television, and video games. It is the tableau of our obsession with reference, reverence, and remix. Even if you don't care for Ready Player One, it's worth paying attention to as the premiere epitome of our geek-heavy, nostalgia-driven art.

Ernest Cline's science-fiction "novel", if it can even be called such, is perhaps one of the worst works of literature I have ever tried to read. The prose is the equivalent of hearing of the geekiest friends you know prattle on about every episode of Star Trek that they've ever seen, while failing to translate to you what makes Star Trek so appealing. We've all been on both sides of that. Much of the novel's substance is wholly dependent on reference to other works of media, and it does little interesting with them. Unlike other quality works of crossover fiction, Kingdom Hearts, Super Smash Brothers, Who Framed Roger Rabbit, The Avengers, and The Lego Movie, there's no common theme or coherence to the references aside from the fluid emotion of nostalgia. So the referential composition of Ready Player One can come out looking like a mess. Also, unlike the homage heavy works of Star Wars, Kill Bill, Stranger Things, Pulp Fiction, Super 8, Cowboy Bebop, Dragon Ball, and Indiana Jones, it doesn't properly utilize past reference to create an original mythos. So the whole product can also come off as derivative to the point of near plagiarism. Most of the problems in reading Ready Player One are present in the fact that it is a work of literature that refers more to visual works than to literary ones. It also doesn't help that Cline is hardly an expert at the old rule of "show, don't tell." It's always preferable to see a Quidditch match than to read about it, so it should be of no surprise that Ready Player One translates better into film.

Steven Spielberg, like Wes Anderson, is a director who is able to bring his skills from live-action into animation. Spielberg's adaptation of Herge's Tintin, perhaps the best film ever produced by Nickelodeon, had both engaging adventure and immersive use of cinematography. Spielberg similarly crafts impressive visual set-pieces in Ready Player One. The first is a race through New York City imperiled by Jurassic Park's T-Rex and King Kong's mighty ape. The second is an exploration through The Overlook Hotel in Stanley Kubrick's The Shining. The third is an epic battle where the Iron Giant and Mobile Suit Gundam's RX-78 do battle with Mechagodzilla. The end result makes for some harmless, but shallow fun. Through film, Spielberg is able to express the geeky passion that I imagine drew many to Cline's book. To a degree, every geek can relate to this version Ready Player One. Some not as passionately as others, but still. You also start to wonder what all the damn fuss is about. Fans hail this story as though it is some clever exploration of nostalgia or virtual reality, and not another Millennial-pandering BuzzFeed listicle with a plot written around it. While critics decry it as an alt-right Gamergate fantasy that celebrates the "toxic geek culture" of entitled white males, or whatever. This isn't to say that Ready Player One doesn't have some dumb messages, with its infamous rant on masturbation and such, but this seems more to be Cline's sloppy way of expressing the sexual frustration of awkward introverts, than the crafting of a Breitbart manifesto. He hardly strikes me as the type to make four-hour long rants about why Anita Sarkeesian's videos will bring an end to the video games industry. By the end of the day, Ready Player One is all frosting and no cake, a sugar rush, and a forgettable one. Black Panther and A Quiet Place will probably be the first words on people's lips when they think back on 2018 in film.

Indeed, Ready Player One is forgettable because it is conservative. Its use of reference is minimal, since, aside from the three major set pieces, a great deal of the licenses are blink-and-you'll-miss-it cameos. This restraint is preferable to Cline's scene-for-scene reenactments of WarGames and Monty Python in the book, but the end product is rather deflated. The Oasis in Ready Player One is supposed to feel playing with your toybox, except that it feels like your father is trying to play along with you. The problem is twofold. Spielberg is a fan of 80's culture, but not a fanboy who grew up with it. Cline admires the creativity of these properties, but fails to be very creative himself. In the race, the Batmobile and the Mach 5 both appear, but neither utilize the gadgetry that made them famous. It certainly would've made for a more exciting race. Freddy Kruger and Jason Vorhees only show up to get killed. They would've made interesting additions to The Shining sequence. Gandalf, The Joker, Marvin The Martian, Sonic The Hedgehog, Batman, and Chun-Li all appear in the film, but none of them do anything interesting or noteworthy. It's wasted potential. Any geek worth their salt with these many properties on hand would certainly have done more with them, in fact, we already have examples. The highest aspirations of Ready Player One were already accomplished in Monty Oum's short films: Dead Fantasy and Haloid. Or we can go further back to Gainax's Daicon films, which were a more colorful and vibrant celebration of geek culture than the rather grimy levels of the Oasis. Perhaps I'd be more impressed by the film if it followed more in line with The Shining scene, an exploration of popular 80's films with unexpected variations. We all acted out movies when we were kids, but changed certain things up to make them more exciting. It would've been fun to see Ready Player One explore this creative area of nostalgia, but oh well.

One can't help but suspect that the Oasis is in our future, and to an extent, we already live in it. The world is becoming more and more digital, while nostalgia fills up so much of our entertainment. It is a world where people rarely ever go outside to interact, while we are all too interested navel-gazing at our youth to create anything new. That's worrisome, but given the film's lukewarm reception, it's probably a long way off. Ready Player One's flimsy attempt to compromise between the Oasis and the real world can come off as a cop-out, but it's much closer to everyday life than it appears. While going outside and meeting real people is important, so too is fantasy and escapism. Each of these realms provides us with different levels of experience and emotion. It is true that fantasy doesn't provide everything the real world does, but neither is the real world always a satisfying experience. These two realms should not oppose each other, nor overtake each other, but reinforce each other in symbiosis. This interplay is touched upon in Ready Player One, but never explored in any memorable way. While some fantasies are either deathly or divine in their draw, this one is neither. It's marshmallow cereal without the grains, though it'll probably give you less cavities.




SuperTuxKart 0.9.2 Released & New Website

Great news from our friends of the SuperTuxKart project! Read all the details on their latest blog-post here.

They also made a nice new trailer showing off a more unusual game-mode:



Clearly this project has come a long way and looks better with every release! So grab your copy over at their fancy new website.

Storium Theory: Limiting Your Limitations

Today, I'd like to write a bit about something that I think we all do as narrators from time to time: Limiting the options that players have for writing about a situation.

Limits are good. Limits, at their base, are a way of ensuring that the scene has focus. When we set up a challenge at all, we are putting limits on the scene in general - limits of saying "the scene is now about this problem, and it needs to be addressed." We're defining what the actual problem is, and to some extent unavoidably defining the sort of things that can be done to address the problem.

But it's important to recognize when we take these definitions too far.

I've been playing a roleplaying game outside of Storium recently, using some pre-prepared scenarios that I found, and I've been struck by something in reading those scenarios: Oftentimes, they focus extensively on what definitely won't work. They spend a lot of time discussing why the players should absolutely not try a particular tactic with a situation, and how many brick walls can be thrown in their way should they dare to attempt such a thing. They're not quite set up to allow only one path forward, but they dwell a lot on why solutions A, B, C, D, E, and F are all terrible ideas that will only increase the scenario's difficulty. They show the walls, not the paths forward.

I've noticed a similar mindset subtly sneaking into Storium games at times. In our challenge setups or narration, we can sometimes spend time focusing on what won't work - on the walls set up in the way of particular solutions. Maybe we show the player characters trying a solution and discovering it won't work in the opening narration. Maybe we just describe something as impossible on the card or in the outcomes or in the narration.

Sometimes, this is fine. Sometimes, this is appropriate.

But it is definitely something we should question.

Storium works best, I have found, when players have enough information to focus their writing without limiting their ideas. That is: The problem is well-defined, but the solutions are left as open as possible given the problem at hand.

If the problem is a powerful wizard who the heroes need to get past to get to their goal, the solutions could potentially involve all sorts of things - maybe the heroes manage to fight the wizard and drive him away, maybe they evade his attacks and race beyond him into the fortress. Sometimes, limiting those options is perfectly appropriate...but it's important to be careful just how far you take the limitations. For instance, it might be appropriate to say that the party has to fight the wizard, because he's set up a magical barrier over the exit or because it's just too dangerous with him raining magic around the area. But further defining that the wizard is absolutely invulnerable to non-magical attacks himself is probably going to take it too far - it'll most likely make players of non-magical characters struggle a bit to figure out how to participate in the fight. Or, alternately, it might be appropriate to say that the wizard can't be killed and the characters need to escape - the wizard is just too powerful and his defenses too strong. But it'd take it too far to say that his attacks are unstoppable and his defenses are so strong he can't even be shaken by the characters at all, most likely, because again, it seriously limits what players can write and the ideas they can come up with for the scene. Some characters might have things they can realistically write to make just running away interesting, but others might really need to be able to provide some cover for the others or manage to disrupt the wizard for just a moment (or at least, attempt to do so and get turned aside, if they're playing a Weakness).

Similarly, consider an investigation. Maybe you're asking players to find information on a criminal gang that has troubled the area. That's fine. But if you go to the extent of saying that the other gangs in the area definitely won't share their information, or that police contacts are totally mystified and have no knowledge of the gang at all, well, that's probably going to cause people some trouble. You're limiting the ways that players can write the scene, and that's likely to make it tougher for them to come up with ideas.

Remember: Storium is about helping people write. The things that you put in your narration should encourage writing, not oppose it.

That's not to say that you should totally avoid limitations. Yes, there are times that they fit the story. If it's expressly established that the gang is totally new to the area, for instance, it makes sense that the heroes might not be able to trust contacts that would be working from existing knowledge...but how are the heroes able to get the information? Word the challenge in such a way that you reveal the possibilities rather than set up the walls. And don't just give one option! Show a wider field of openings, something that lets the players still have room to get creative on their own.

And remember to ask yourself: What is this challenge actually about?

In the case of the gang, for instance: Is the question really about who the heroes are able to go to for the information they need? Or is it just about what they are able to find out? If the latter...does it really matter whether they are able to use their contacts with the police? Or is the question just about whether they find information about the gang in the first place?

I want to be clear: Sometimes it does matter how the players are able to accomplish something. Sometimes that can be a problem you need to address as narrator. Sometimes it can cause trouble for a plot if players are allowed to do things a certain way, even if that way fulfills the overall concept of the challenge. That's very true.

But not all the time.

Not even the number of times we as narrators think it is true.

So...when you're setting a challenge up, take a good look over the card and narration associated with it. Look over what you've written, and ask yourself:
  • Have I set up any limitations here I didn't intend to? Are there places where I suggest something is impossible where I didn't mean to?
  • Have I set up limitations that I intended to...but that on second thought, really don't matter? Are there places where I have put limits that will make my players struggle to write, rather than providing useful focus?
If the answer to any of those questions is "yes," think about what you can do to open things up for the players. You still want the challenge to be focused...but focused and limited are two very different things.

Thursday, August 11, 2011

குரு துதிகள்

சுக்லாம் பரதரம் விஷ்ணும் சசி வர்ணம் சதுர் புஜம் 
ப்ரசன்ன வதனம் த்யாயேத் சர்வ விக்னோப சாந்தயே !!

குரு பிரம்மா குரு விஷ்ணு குரு தேவோ மகேஷ்வர 
குரு சாக்ஷாத் பர பிரம்மா தஸ்மை ஸ்ரீ குரவே நம:

சதாசிவ சமாராம்பாம் சங்கராசார்ய மத்யமாம் !
அஸ்மத் ஆசார்ய பர்யந்தாம் வந்தே குரு பரம்பராம்!!