Semester’s end

This is the last week of classes. Mostly done my papers (just need to edit a bit), and then there are some presentations and grading to do.

Also, I’ve made an unordered list of what I want to do with my life:

  • to make RPGs
  • to teach
  • to administer a bunch of linux boxes that other people depend on
  • to sing and play concertina
  • to contra dance
  • to sail and scuba dive
  • to sit by the window with a cup of tea and a good book as a north-atlantic storm rages outside
  • to make and eat large good dinners for good friends
  • to travel with friends

Sometimes Fortune Smiles

I recently, for no good reason and at no expense, won some money. This allowed me to spend tonight doing what I think is the highest calling in my life: treating friends to a good dinner. Good friends, good food, good conversation. We went to Himalayas, the best restaurant in Boulder in my estimation. We stayed a long while, talking and eating. We ended up talking with the guy who runs the place for a while, too. He gave us their chai and saag recipes, and then pointed out that they had accidentally made a double order for some takeout, and that we should take the extra.

Fortune, thank you.

(Beyond that, life has been busy—reading, writing, grading, playing.)

Plain Speech

Language Log informs me that today is International Talk Like a Quaker Day, and so I think I’ll take the opportunity to think about plain speech, and what it means to me. I don’t think that thee-ing (not, as Language Log discusses, thou-ing) is really appropriate in the modern age. I’m generally against orthopraxy, and I think that the idea of plain speech is to set you apart not by strangeness, but by clarity, honesty and directness of speech. Continuing to thee really misses the point, as far as I’m concerned.

So, do I speak plainly? I try to. I fail in many ways, though: I certainly respond reflexively with clearly-false absurdities in many cases talking with small-f friends. I think I also, generally speaking, talk too much, and don’t allow time to consider my statements and what I’m responding to.

I’ll take today as a reminder to talk less, and mean more.

Do Science to It

Note to self: game design is great for many reasons. One reason is that you get to make a game, and then do science to it. We’ve identified a number of possible problems with the current game, and now we’re going to try to isolate them. Control! For variables!

We played a playtest session of Loom tonight, and it went well. Some issues with pacing, which Austin claims are probably just his storytelling, and these might be tied to issues with Arcs. If I were as awesome as Matt McFarland, I’d write more about the system as it currently stands, but I’m not and it’s in Sooper Seekrit mode right now, I guess, anyway. So I’ll just make oblique references, and then explain if anyone asks me. What else? Group size may be an issue—there’s a real sweet spot. Finally, we need to work out whether stakes are independent per party.

John put it well: it’s all about this issue of scope. What is the conflict about? Zoom in to the appropriate level. That is pacing.

EDIT: Due to various problems with the name Loom, it’s now called In a Dragon-Guarded Land.

Dread: Dungeons and Dread AP

I mentioned a bit ago that I played a game of Dread run by the estimable John. Having gotten the permission of the participants, and having edited out some bits like our having dinner in the middle, I now put up the three-part audio of the game. There are five participants, a bit of overlap in the three sections, and a lot of cleaning up I could do if I had time. However, instead, I’ll just put this up and hope people find it useful or at least entertaining.

Audio clip: Adobe Flash Player (version 9 or above) is required to play this audio clip. Download the latest version here. You also need to have JavaScript enabled in your browser.

Audio clip: Adobe Flash Player (version 9 or above) is required to play this audio clip. Download the latest version here. You also need to have JavaScript enabled in your browser.

Audio clip: Adobe Flash Player (version 9 or above) is required to play this audio clip. Download the latest version here. You also need to have JavaScript enabled in your browser.

Easy A

A short one: I saw Easy A today, and it was fantastic. A great movie, possibly a classic-to-be. A great soundtrack. Surprisingly deep and nuanced. Go see it.

A Little Mad

I fear I have gone a little mad. My mind and time have been so occupied by one thing—linguistics—that I retaliate by thinking about another—games and their design—as much as I can. I am filled with a manic energy, and sleep goes by the wayside. I read for my classes as fast as I can, internalize the ideas and render them almost automatic, and then go back to grappling with whatever the question of the week is—how to encourage this sort of story in a game, how to model that. I get to bed at 3am, I wake up at 9 on the days I can get up late. It all fits, somehow.

The theme of one of the games I am working on is this very madness—not the madness of someone trapped by their own mind, but the madness of someone driven, someone with ideas fighting their way out, demanding to be realized. Jonathan Strange in his time in Venice seems not an altogether inappropriate comparison; I fear that were someone to enter my chambers, I might very well be distracted by the sensation that a pineapple were issuing forth from their mouth, rather than words. Except, here, a pineapple is meant to stand for a narrative structure, or a game idea, or perhaps a strange discourse pattern.

This is what I came here for.

And yet, there is more. I do not simply overflow with game design and lack of sleep. I teach, and hopefully clarify. My students are a joy—they ask questions, they understand the material, they dig deeper until they reach the limit of what I can usefully explain and they can understand. I hope I help more than hinder, of course.

So, I ask your pardon if I have been monomaniacal. I am still here, just full-up. I’ve been singing, some. It helps.

Dread

Tonight, John ran a game of Dread. He nailed it. We nailed it. And we recorded it.

The audio quality isn’t the best—we were operating off my computer’s internal mic. But we got the whole game, and most of our post-mortem (an apt choice of words when the game is Dread). I’m gonna clean up the audio a bit and cut out the bit where we have dinner in the middle, and then, with the permission of the participants and the CU IRB*, post it.

The conceit of the game was that we were playing a bunch of roleplayers—and the border between our characters’ real lives and our characters’ characters began to break down when we went down the rabbit hole, as it were. The whole thing was a bit of an Alice story, but with more fear-for-your-life thrown in. The drums in the deep were constantly pounding in our ears. I’ll avoid spoilers until I’ve gotten the audio cleaned and transcribed.


* I originally intended to record this session to get discourse data for use in a class I’m taking. As such, the IRB gets to have a say.

Compassion

This post by Ta-Nehisi Coates is one of the most beautiful things I’ve read in a long time. That’s all for now.

(More coming soon, some questions about linguistics and what areas of research I might want best to pursue. Also, I think a bit of Vincent Baker’s writing style is rubbing off on me.)

Echo

Today, I was staring blankly at Information Structuring in Papago Narrative Discourse (Payne 1987), and getting nowhere. Ever alert and ever insightful, Allison suggested we go for a walk, and get out of the house.

And what a walk! We went up the Wonderland Creek Trail (how perfect for her, right?) where she’s been going for runs lately, and saw the hordes of grasshoppers bouncing around the tall grass. We walked along the creek under the shade of the trees, and it felt perfect. I am glad to have water like that so close.fantastic

But the best was yet to come. On the way back, we went through a tunnel that the creek and the path take under the road. And there, we found the echo. The perfect, amazing echo. We sang Foggy Dew and then I sang Patriot Game, and Allie observed that, given the melodic structure of the song and the strength and timing of the echo, I was accompanying myself. It was just what I needed.

Now, about that information structuring in Tohono O’odham (“Papago” being not the right name).