<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-928710026331957513</id><updated>2011-12-23T18:33:57.268-08:00</updated><category term='randomness'/><category term='pirates'/><category term='roleplaying'/><category term='motorcycle'/><category term='xkcd'/><category term='news'/><category term='movies'/><category term='gadgets'/><category term='twitter'/><category term='retreat'/><category term='programming'/><category term='house'/><category term='roleplaying xkcd'/><category term='acting'/><category term='playtest'/><category term='music'/><category term='blog'/><category term='geeking'/><category term='acnw'/><title type='text'>nerdthink</title><subtitle type='html'></subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://benjaminbernard.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://benjaminbernard.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>Ben</name><uri>http://www.blogger.com/profile/05909943463326709853</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://benjaminbernard.smugmug.com/photos/93920318-Th-1.jpg'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>51</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-928710026331957513.post-791256403351006637</id><published>2011-04-08T17:11:00.000-07:00</published><updated>2011-04-11T17:29:09.600-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='retreat'/><category scheme='http://www.blogger.com/atom/ns#' term='roleplaying'/><title type='text'>Dread: Horror Roleplaying Done Right</title><content type='html'>The last game I ran at the retreat was a game of Dread.  I'm really glad I did that (though it was a little last minute, when we realized that Scott was running more games than others).  Dread has a fantastic mechanic!  In my mind it is one of the best mechanics I've seen, because it does a lot to help the feel of the roleplaying and story.  It doesn't guide as much of the roleplaying, as say Polaris or Shock does, but at the same time I think it does far more for forcing the players to get into the setup of the game, and focusing the game.  But what is the mechanic, I hear you asking!  The mechanic is a jenga tower that you must pull bricks from in order to accomplish things.  That is basically the entire system.  Though the book has a ton of advice on character generation and how to generally run a good horror game.&lt;br /&gt;&lt;br /&gt;The great thing about this mechanic is that it gets everyone very tense and concentrating on the mechanic of the game, and that tension and focus transfers well to the game that is happening around the tower.&lt;br /&gt;&lt;br /&gt;I have since the game run it again for my Seattle group of players, and it worked similarly well.  I'm planning on running a Dread session at ACNW.  I'm not sure if I want to use the same story setup (something terrible happened at camp 10 years ago that is coming back on the players), but I think it could be pretty good.  One of the things in the feedback of the game at the retreat that people latched on to was that I should've given them a roadmap to defeating the evil thing.  That seems like a really good horror trope to give the players, since otherwise they are helpless to make the evil end (which was a focus on the game, though doesn't have to be in general).&lt;br /&gt;&lt;br /&gt;The main problem I had the first time I ran it was a GM/plot issue that I didn't resolve well.  I basically had 2 plots planned: a zombie horror game, and a camp horror one. I didn't know I had this problem, until I started the game and realized that everyone wanted to deal with the camp stuff.  It couldn't be zombies, it had to be related to the dead camper!  This was very obvious in retrospect, but caused the game to suck slightly in the execution.&lt;br /&gt;&lt;br /&gt;I also tried to give something for the "eliminated" players to do.  Namely I asked for some shared GM'ing so we could split the group and also give the dead folks something to do.  I didn't want to decrease the sting of death by giving them another character.  So, I let some folks GM some scenes.  They did a great job at the scenes I asked them for, unfortunately I didn't think through my instructions very well.  Shared GM'ing is something that my friend Mike really likes to do, but I still haven't found the right way to approach the scenes, and this was no exception.&lt;br /&gt;&lt;br /&gt;Anyway, I think the game went well, and my second run of the game also went well.  Dread is a fantastic system that really doesn't get in the way and really encourages the roleplaying.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/928710026331957513-791256403351006637?l=benjaminbernard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://benjaminbernard.blogspot.com/feeds/791256403351006637/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=928710026331957513&amp;postID=791256403351006637' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/791256403351006637'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/791256403351006637'/><link rel='alternate' type='text/html' href='http://benjaminbernard.blogspot.com/2011/04/dread-horror-roleplaying-done-right.html' title='Dread: Horror Roleplaying Done Right'/><author><name>Ben</name><uri>http://www.blogger.com/profile/05909943463326709853</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://benjaminbernard.smugmug.com/photos/93920318-Th-1.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-928710026331957513.post-8050573408533358347</id><published>2011-03-31T14:42:00.001-07:00</published><updated>2011-03-31T15:20:49.754-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='retreat'/><category scheme='http://www.blogger.com/atom/ns#' term='playtest'/><category scheme='http://www.blogger.com/atom/ns#' term='roleplaying'/><title type='text'>Hero's Banner and a new Technique</title><content type='html'>Continuing in my desire to post on more games from the retreat, I'll write up my experience with a slightly tweaked version of Hero's Banner that we playtested for Tim Koppang, and also a new GM'ing technique that Mike and I discussed as a result of the game.&lt;br /&gt;&lt;br /&gt;For those that don't know, Hero's Banner is a game written by my long time friend Tim Koppang, and is designed to tell the story of a young man (or woman) choosing between life paths.  You get 3 life paths: Hero, where you choose to act or be like someone you admire, Blood where your family's desires or needs take prominence, and Conscience where you own desires run free.  The biggest change from other Hero's Banner games was that (at the cues of the write up) we did 3 players, 1 character.  This was interesting, it got 3 very good players to put their head together and make 3 interesting, compelling life paths to choose between.  Indeed, one of the biggest frustrations with the session was that we could only choose 1 path.  Mike in particular wanted to strike compromises between the different life paths.&lt;br /&gt;&lt;br /&gt;Beyond the character generation, there is a mechanic, which lets you succeed more the more passionate you are about one path over the others, which uses percentile dice (oh god why? WHY?), and a sort of game timer that measures overall progress towards narrating the final scene and epilogue of the character.  These mechanics had a major impact on the game play, which in general is, of course, a good thing (in particular I thought it was good for us to abandon one of the paths, as it wasn't compelling or useful anymore), but too many times they felt like a burden.  While we were always in line for choosing a path and agonizing over that decision, it felt like the players were, occasionally, jerked along that path fater or (at the end) slower than desired.&lt;br /&gt;&lt;br /&gt;So what was our game about?  Our Hero was Dame Plowman, a woman from common stock who had won her way into knighthood and an honored place at the Duke's court.  The character (Damien) wanted to be like her, but mainly wanted to court and marry her, achieved by becoming a knight.  The Blood story was the least interesting of the three.  Our family was in trouble after the death of the patron of the family.  Our mother and friend (Baron Landsher) wanted us to take on the duties of a noble and rescue our lands from our debts.  Finally we come to the strongest story like, the horse trainer story.  Conscience told us to become an Arabian horse trainer, which no non-arab had ever been able to do.&lt;br /&gt;&lt;br /&gt;I think the biggest problem was the speed of the plots.  I made the horse plot very strong by kicking it into high gear very quickly.  First I tried to stage a scene in a village, getting Damien to pass judgment on an important matter (for the peasants).  Mike ran from that, because he was late for horse training.  On the way there they ran into Dame Plowman escorting a bandit lord from Uran to the Duke's prison.  They witnessed the bandit lord attempt to stab Plowman, and decided to interfere despite the fact they were in peasant cloths going to the horse trainers (horse people hate nobles).  They ran off quickly, after being stabbed themselves.  At the horse folk's place, they were introduced to the master herdsman, (after meeting the hilarious and awesome Shaliq), and given a horse.  They were then told they would have to stay with the horse for the next week all the time, with their hand sealed in wax to the horse. After that they went to talk to Mom, but found Dame Plowman at home, waiting to ask them why they were in peasant clothes and what this horse thing was about.  Then they talked to mom, who revealed that their major creditor, Lord Fauntleroy was waiting to go over the books with Damien.  Fauntleroy left shortly thereafter, thoroughly upset with the level of commitment Damien showed to his debts.  Damien and the horse then went out to meet Plowman, and they had a romantic ride on the horse (Aiya).  Plowman invited them to a ceremony to recognize her and his contributions to bringing the bandit lord to justice, in 3 days time.  The horse was not invited.  Over the next several days Damien  fixed the village's problems, impressing Fauntleroy, but talked to their mother and told her they would not be the new lord for the land.  They got permission from the master herdsman to be separated from Aiya for the 3 hours of the ceremony. They attended the ceremony where they were knighted in a surprise ceremony.  Then the final horse scene took place, where they had to pass the final trial of the horse (I've skipped over the 7 horse trials they they've been doing each day).  They failed (due to mechanics at this point). Then they went off with Plowman, finding Shaliq and his son fighting bandits, rescueing them and impressing Plowman at the same time.  In the end, they chose to go with Sarah Plowman and join the knights of the garter.&lt;br /&gt;&lt;br /&gt;I promised that I would discuss a new GM'ing technique from this game.  I'm not sure it is coming through in the write up, but the horse plot was very interesting and awesome.  All the players felt a lot of connection to both Shaliq and Aiya (the horse).  So why was this? And could we find a way to replicate the awesomeness to other games?  Mike and I discussed this at some length.  The core of the idea goes like this: you as the GM want to make some item important or special in the player's mind, something that they (or the character) wants.  First, you make them work for it.  You make an entire people or tribe or group who's job it is to gatekeep the item or the best form of the item.  The player gets in good with them.  Then they are given the item or a proto form of the item.  They must doing something that is awkward socially with that item for some time.  After that the item will be completed or otherwise augmented.  So for, say, a chopper character in Apocalypse World, that wants an awesome new bike.  First introduce the nomad group of mechanics that make the best post-apocalyptic motorbikes.  They given him a bike, doing a ritual to seal the bike to him, a lot of hoodoo nonsense with feathers and smoke.  They let him go with the bike, but warn that the bike will have its own demands that if they are not met, will mean the destruction of the bike.  Now comes the important part...  The character now has a spiritual connection to the bike, and she (or he, depending on the sexuality of the character) is around as a hallucination all the time, asking for things, being socially awkward.  Another example we thought of: a katana that must have a Samaurai's hand kept on it at all times for a week.  A book that a librarian character desperately wants that can't be given, but can be copied, over the course of a demanding week.  In all of these cases, a time commitment is important, it is also important for the GM to keep up the pressure.  This shouldn't be a time-off week where nothing else happens, this should be the week that the plague comes to town, and jimmy falls down the well.  There should be pressure to give up the item.&lt;br /&gt;&lt;br /&gt;Obviously this item technique isn't useful in all games, but I think it might be a good idea.  It certainly worked well in the Hero's Banner game we played.&lt;br /&gt;&lt;br /&gt;BTW, &lt;a href="http://tckroleplaying.com/herosbanner/index.html#purchase-info"&gt;Buy Hero's Banner!&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/928710026331957513-8050573408533358347?l=benjaminbernard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://benjaminbernard.blogspot.com/feeds/8050573408533358347/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=928710026331957513&amp;postID=8050573408533358347' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/8050573408533358347'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/8050573408533358347'/><link rel='alternate' type='text/html' href='http://benjaminbernard.blogspot.com/2011/03/heros-banner-and-new-technique.html' title='Hero&apos;s Banner and a new Technique'/><author><name>Ben</name><uri>http://www.blogger.com/profile/05909943463326709853</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://benjaminbernard.smugmug.com/photos/93920318-Th-1.jpg'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-928710026331957513.post-1878317504244708950</id><published>2011-03-30T17:12:00.001-07:00</published><updated>2011-03-30T17:26:28.504-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='retreat'/><category scheme='http://www.blogger.com/atom/ns#' term='roleplaying'/><title type='text'>The Retreat, Take 3</title><content type='html'>Well, another year has come and gone, so its time for me to update my blog again.  We just wrapped up on the 3rd edition of the roleplaying retreat, which some folks are calling BenCon.&lt;br /&gt;&lt;br /&gt;So what was the highlight of the week for me?  I really enjoyed getting to play a bunch of indie games that I hadn't had a chance to try out.  I'm going to try to be blogging for a while about the games we played, but today I'll limit myself to 1, and one I GM'ed no less.&lt;br /&gt;&lt;br /&gt;The first game I GM'ed at the retreat was Dance and the Dawn.  This is a very interesting game, extremely stylized and simple.  The setup for the game is pretty simple.  The players (up to 4) play the Ladies of Ash, which have been brought to the Midnight Waltz by the Duke of Ash at the behest of the Queen of Ice.  The Queen provides 4 (or 5 in the case of 4 players) Lords of Ice, one of which is her son, the Prince of Ice.  After some initial setup of the world (How does magic work? How do the Ladies find themselves on the Island of Ash), you create characters based on completing sentences (I was ____, I loved ____, I lost ____, I will ____), which I felt worked pretty well.  The ladies also compose a couplet of peotry to describe their characters.  The Lords then are created to help them achieve their "I will" sentences.  The game proceeds on a chess board (read the book if you want the full details), there is very constrained interaction between the Ladies and the Lords (and everyone else).  At most you probably get to ask like 3 or 4 questions to a particular lord.  If you pick the one that was created for you, you have a happy life, otherwise, disaster (the left over lord is the soulless lord, whom no one will be happy with).&lt;br /&gt;&lt;br /&gt;So what worked?  I thought the imagery questions from the world setup worked really well.  We quickly sketched out a very stylish setting and one that was intimately realized for each of the players. People were also pretty nervous about their end game decisions, despite everything working out for the best in my group.  Though the soulless one was figured out fairly early by folks.  The sense of courtly intrigue and propriety shown through despite the constricted mechanics and setting, which was awesome (in fact I think the constricted setting and rules that only allowed for a dance were the reasons those pieces worked).&lt;br /&gt;&lt;br /&gt;On the other end of things, I found the lack of real romance to be disappointing.  After having run my True Love game about 4 or 5 times I was looking forward to having a cool romance game that really brought things home other than the one that I made (with the help of others, see last year's write up for details on that game).  But, the constrained nature of the game / characters and the clue-esque mystery that was the centerpiece of the game (who is their true love) served to leech out all of the romance and turn it into a more clinical game, at least in my opinion (though I would love to have comments from my players).&lt;br /&gt;&lt;br /&gt;Over all, "Dance and the Dawn" worked pretty well, and was very cool, and I think we even told a cool story, but it is not a game about love or engendering player emotions. Well worth a play :).&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/928710026331957513-1878317504244708950?l=benjaminbernard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://benjaminbernard.blogspot.com/feeds/1878317504244708950/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=928710026331957513&amp;postID=1878317504244708950' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/1878317504244708950'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/1878317504244708950'/><link rel='alternate' type='text/html' href='http://benjaminbernard.blogspot.com/2011/03/retreat-take-3.html' title='The Retreat, Take 3'/><author><name>Ben</name><uri>http://www.blogger.com/profile/05909943463326709853</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://benjaminbernard.smugmug.com/photos/93920318-Th-1.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-928710026331957513.post-5852854240402411142</id><published>2010-04-08T00:36:00.000-07:00</published><updated>2010-04-08T00:38:54.015-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='retreat'/><category scheme='http://www.blogger.com/atom/ns#' term='roleplaying'/><title type='text'>Cloak, Dagger, and Dragons!</title><content type='html'>Mike and I have come up wth a number of pieces of roleplaying discussion shorthand.  Sort of small quips that remind us of big concepts when we are talking about games (about what went right and what went wrong).  I've already talked about one of these ("stunt your failure") in 'The Death of Cool' post, but there are a couple of others that I think are really useful, and one in particular that caused me to write this article.&lt;br /&gt;&lt;br /&gt;1. The Belly Of the Dragon.&lt;br /&gt;&lt;br /&gt;This is a concept that relates to getting players onto your plot and not some other plot that you might've accidentally hinted at.  Basically the story goes like this:  your players are at the local inn.  You have a big adventure planned with the forest elves.  They need the player's help to overthrow their god and regain their sense of morality.  You have a bunch of NPCs, compelling story hooks and such, but the adventure starts with them in the woods, meeting the elves.  So you give the players the hook:  there have been a lot of bandit attacks out in the woods, if only someone could help!  Instead of charging off into the woods like you wanted, the players say "Well, we should get the local lord or duke or whomever to fix this."  You panic.  Of course there is a duke and he doesn't like bandits, so you need some reason for him not to be interested so you say "the local duke doesn't care about these people, he won't help."  a player responds with "we need to make him see the plight of these people".  And so it continues.  And eventually you find yourself saying something like "Well, you could go up to his castle, which is protected by the king's elite guard and is renowned across the land as the most defensible fortification for 100 miles, but a dragon has swallowed the castle whole and now its in the belly of a gaint dragon.  You think you've won, they won't go up there now.  The players on the other hand hear "there is a lot of cool stuff at the castle, it must be where he wants us to go, plus we get to fight a dragon!".&lt;br /&gt;&lt;br /&gt;This concept boils down to: if you place too many cool obstacles in front of players, it isn't a turn off, sometimes it is a challenge and the more you heap on, the more some players will want to tackle those challenges.  I think this is the reason I sometimes drag games off course.  I almost always seek the plot like an arrow, but if the GM starts building up some problem or place, I will think that in the plot and start pushing towards it.&lt;br /&gt;&lt;br /&gt;Some ways to counteract the belly of the dragon effects include sudden role reversal... "Oh the duke will talk to you, yeah, and he wants to hire you to route out the bandits, no we don't need to roleplay the interaction with the duke".  Another technique would be the metagame hints ("you feel a pull to go out into the woods", or "your childhood friend is traveling this road and he may get hit by the bandits!".  Basically, though it boils down to: if you find yourself talking about things that aren't in your grand plot, stop!  Don't talk about things the players aren't supposed to do, either it convinces them not to do something (which could've happened quicker by not talking about it) or it derails the game.&lt;br /&gt;&lt;br /&gt;2. No more secrets!&lt;br /&gt;&lt;br /&gt;This is a technique that generated some controversy at the retreat.  The basic idea is that secrets are bad, or at least not very interesting.  I want to talk about this from 2 perspectives: player and GM secrets.  This post was actually inspired by &lt;a href="http://geekgirlsrule.wordpress.com/2010/04/05/gentler-sex-my-ass-the-larp-version/trackback/"&gt;this Geek Girls Rule!!&lt;/a&gt; post.  I was struck by one particular sentence: "It’s friends only as much of the information there is not stuff other players/characters would necessarily know".  This is exactly the sort of reasoning I want to argue against. (Note: I have no idea what trust level exists between players in Tammy's game and it may be the case that she has completely valid and awesome reasons for hiding this stuff)&lt;br /&gt;&lt;br /&gt;First off GM secrets.  In general these take the form of plot points or other things.  &lt;i&gt;Some&lt;/i&gt; of this is OK.  But a lot, in my opinion, should just be thrown away.  For instance, lets say you have a game plan of the players creating a rock band, getting killed in a plane crash, and recruited by Satan to corrupt the world through rock and role in order to be placed back on earth.  This was a great game that was run by Keith a long time ago ("Paladins for Satan").  Now that game went well, but it could've easily gone badly, because our character instructions were "make a rock band".  Now, for instance, we could've make a christian country music group.  That would've been bad.  While the character conflict over serving Satan might've been delicious, the meat of the game was supposed to occur after we were back on earth, doing his bidding (As it turns out we made a death metal band and everything was great).  In my opinion, it would've been better to be like "make a rock band who will be recruited by Satan to corrupt the earth".  Now, yes, I have just revealed a major plot point.  But that plot point is going to occur and I need the players to say yes if we are ever going to have that awesome rock off between the players and the 2nd coming of Jesus.  This also allows people to make that christian rock band, with the full knowledge that they WILL be turned to the side of evil (this is a form of player by in through character generation).&lt;br /&gt;&lt;br /&gt;It is my firm opinion that whenever you have a secret as a GM you should think long and hard about keeping it a secret from any players.  Even if it is a secret from the characters (this doesn't really matter), it shouldn't be a secret from the players.  For one thing, people enjoy the game a lot more when they know some big thing is going to happen, and what better way to indicate that than telling them what the big thing is.  Trust in your players to keep it OOC, and run with it.&lt;br /&gt;&lt;br /&gt;I said I also wanted to approach this from a player perspective.  Secrets for players seem to take 2 forms: back story secrets and character planning secrets.  So, lets say you're a Cylon (traitor) in a Battlestar Galactica game.  Think about what is cooler: the other players seeing all the cool cylon things you do as you subtle work to mess up the ship, or the other players being bored as you talk to the GM out in the hall yet again.  Additionally you should always be thinking of ways to reveal to the other characters your secrets.  As Mike once said "if you never reveal a character secret in play, it isn't any different from not having a secret at all".  As a player you should have a plan for the best way the other characters find out your secret.  Do they catch you shooting up before a mission?  Do you tell them in a tear-filled confession.  It may not work out the way you're thinking, but having a plan and communicating that plan to the GM can make for some really awesome roleplaying.&lt;br /&gt;&lt;br /&gt;At the end of the day, both GM and player secrets should be revealed.  If you never reveal them, its like they never happened.  Have  plan for getting them out, and take any opportunity that comes up.  If you hide it away, then you never get to have an awesome story about the secret, and that is what you want, right?  Hiding things from players is almost never right, since it excludes players from enjoying all aspects of the game.  Hiding things from characters has a necessity, but all secrets should have an arc that includes their reveal, so that you have have some cool story around the secret (otherwise why have the secret at all?).&lt;br /&gt;&lt;br /&gt;Thoughts?&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/928710026331957513-5852854240402411142?l=benjaminbernard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://benjaminbernard.blogspot.com/feeds/5852854240402411142/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=928710026331957513&amp;postID=5852854240402411142' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/5852854240402411142'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/5852854240402411142'/><link rel='alternate' type='text/html' href='http://benjaminbernard.blogspot.com/2010/04/cloak-dagger-and-dragons.html' title='Cloak, Dagger, and Dragons!'/><author><name>Ben</name><uri>http://www.blogger.com/profile/05909943463326709853</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://benjaminbernard.smugmug.com/photos/93920318-Th-1.jpg'/></author><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-928710026331957513.post-7992760374994098550</id><published>2010-04-05T18:28:00.000-07:00</published><updated>2010-04-05T18:48:46.351-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='retreat'/><category scheme='http://www.blogger.com/atom/ns#' term='roleplaying'/><title type='text'>Look to the Left, Look to the Right: Who is having fun here?</title><content type='html'>One of the things that was very interesting to me that came up at the retreat was the concept of player engagement rescue.  What I mean by this is, sometimes, for whatever reason, players are not engaged.  As the GM, you try to watch carefully for this, and reengage the player as much as possible.  There are lots of GM'ing techniques for this, and really the GM side of this equation is worth writing about 10 books.  But what I want to talk about today is the player side of this story.  If you are another player in this game, it is a really cool idea to try to look out for this and fix this as well.  It takes the pressure off the GM (if successful) and is often even more engaging than what the GM could do with his limited camera time.&lt;br /&gt;&lt;br /&gt;I first noticed this technique when used by Chris Lightfoot, a great guy and an awesomely experienced gamer, and I'm embarrassed to say I only noticed it because he did it to me.  I and several others were not really engaged with the game or with the plot, and he came over, got us organized and got us back in the game, and it was awesome.  Ever since then I have been trying to do the same for others (in addition to figure out how to be more engaged all the time myself), and sometimes I can do stuff and sometimes I can't.&lt;br /&gt;&lt;br /&gt;The easiest form of this technique is very simple and also, in my opinion, effective.  Simply ask for another player's help.  Going out to investigate something?  You need the taciturn warrior to accompany you, no question, what if you ran into trouble?  Trying to lure the big bad out of a cave, well, the only thing is to have that barmaid turned adventurer on your arm to help you, she might know something about caves!  It's pretty cool to see the other player turn to you and suddenly become more active; to know that you just made their game experience at least a little bit better.&lt;br /&gt;&lt;br /&gt;There are several different ways I've seen to approach this technique.  First of all, ask for their help, as above.  Second would be to look at what they are interested in doing (what do they come alive for) and engineer a spot in the plan for them (perhaps even by scrapping your intricate sneaking plan and letting the 9 ft tall cyborg guy smash through a wall to get into the secret lab).  Another technique, which has to be used with care, is to engage them adversarial, if the game is of that form... See what their characters care about and suggest destroying or maiming it/them.  Or just outright attack them in some manner.  Players are never more involved than when defending what they care about.  (Note: this can only be used with players who can play with this level of confrontation, unsure players or new players will almost always just fold and go along with your plans, even if it does require the bloody sacrifice of Aunt May, and then you've driven them away even more).&lt;br /&gt;&lt;br /&gt;I'd love to hear how people have approached this technique or idea themselves, weather it is what has worked well on you or what you have used to good effect.  As players there are a lot of things that we can do that the GM just can't (like change plans).  This is, in my opinion, a high level technique that a lot of people just don't think about, but can really turn a so-so game into a great game.&lt;br /&gt;&lt;br /&gt;Next time perhaps some review of some interesting concepts we've come up with, like "the belly of the dragon!".&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/928710026331957513-7992760374994098550?l=benjaminbernard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://benjaminbernard.blogspot.com/feeds/7992760374994098550/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=928710026331957513&amp;postID=7992760374994098550' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/7992760374994098550'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/7992760374994098550'/><link rel='alternate' type='text/html' href='http://benjaminbernard.blogspot.com/2010/04/look-to-left-look-to-right-who-is.html' title='Look to the Left, Look to the Right: Who is having fun here?'/><author><name>Ben</name><uri>http://www.blogger.com/profile/05909943463326709853</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://benjaminbernard.smugmug.com/photos/93920318-Th-1.jpg'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-928710026331957513.post-1470577619518589263</id><published>2010-04-01T23:58:00.000-07:00</published><updated>2010-04-02T00:48:47.608-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='retreat'/><category scheme='http://www.blogger.com/atom/ns#' term='roleplaying'/><title type='text'>The Death of Cool</title><content type='html'>Okay, so I don't have as much time to write tonight, so this may not be as long or as thought out as some of my other posts.  In this write up, I would like to discuss stunting (a subject you know I think a lot about if you've read this blog), and make a case &lt;i&gt;against&lt;/i&gt; them, which may surprise some long-time roleplaying companions of mine.&lt;br /&gt;&lt;br /&gt;First of all, what is stunting?  In a great comment to my last post, Tim asked why we needed a special word for it at all, wasn't it simply explaining things in a cool way?  I can definitely see how for most roleplayers I have seen (outside of my weekly groups) and for most systems, their form of stunting is exactly that: a cool way to describe a sword swing or your character's efforts to unlock in the mysteries of the tree folk's magic.  However, I believe that what we normally engage in during play sessions with my group is much more complex, and does deserve its own word, simply because it is that much more complicated.&lt;br /&gt;&lt;br /&gt;A great stunt is a story all on its own. It has a beginning middle and end.  Narrative control is seized from the GM and promptly used to execute feats of awesomeness impossible without the ability to control everyone and everything around them.  There may be dialogue in there, there may be graphically described magical abilities or items.  There will almost certainly be some shaking of the earth or some equally significant sign that the universe is in awe of the proceedings.  Ideally the conclusion brings forth something that has been hinted at throughout the rest of the stunt.  The best stunts call in character traits and previous events that remind everyone why they are here, fighting against the challenge.  And the absolute best stunts leave the other players and the GM gaping, slack jawed at the spectacle of pure imagination that has been erected before them, their minds desperately racing to take it all in, for the stunt only lasts for a moment before the next person wipes the slate clean to begin their sword-born story of glory and death.&lt;br /&gt;&lt;br /&gt;Stunts have become so integral to the ways that the sunday crew played (when it was happening), that we even had games that were essentially nothing but one long stunt after another.  Persona was beaten out of shape in order to support more fully this fully stunt-driven game we were playing.  Now don't get me wrong, that slack jawed amazement is &lt;i&gt;something&lt;/i&gt; to experience.  It is addictive like crack, and you're always looking for the next awesomeness high.  I think it appeals to the action movie fan inside most of us, the one that wants one more explosion in the movie, one more gun fight, or one more no-holds-barred brawl on the wing of the airplane.  It is an adrenaline rush, and it lets you tell very cool stories.  As an example of some of the crazy things that can be done, here is one of the player-created stories that occurred in one of my games without my planning or even helping with it:&lt;br /&gt;&lt;br /&gt;The character was the last detective at the end of time, when murder no longer existed for no one could die. He was the only one to still care, because he was the last one to loose someone.  He coulnd't help but spend every moment thinking about her.  Even when the last star died out signaling the end of humanity he thought of nothing but her.  While traveling back through time to save everyone he thought only of her, and when the climactic battle had finished, he only had thoughts for the one thing that gave him strength to see it through.  He realized something then: in order for the human race to live, in order for him to complete his role in the pivitol battle, he needed his motivation.  So, as his final act, he used his time travel powers to go forward once again to the end of a star and kill his one true love.&lt;br /&gt;&lt;br /&gt;That is a pretty awesome story, I think.  If I saw that as the plot of a movie, I would love it.  And, because the player basically made up the story as he went (for instance: he didn't know at the get-go that time travel would be involved in the game), he couldn't get help from me as the GM to tell his story (or plan it out at all until it was almost the end already).  With our form of stunting, however, he didn't need to get my buy in as the GM.  He was free to tell his story, because like clockwork he got extensive narrative control whenever there was a significant challenge.&lt;br /&gt;&lt;br /&gt;Maybe, hopefully, I have conveyed to some of you what stunting is like in our group.  My opinion is that it is an extreme form of storytelling that occurs at break-neck speed, concentrating on combat (though can be done for just about anything), and whose main focus is to spread awesomeness around like rice at a wedding.&lt;br /&gt;&lt;br /&gt;This, however, isn't good enough for me anymore.  What I have found is that as we concentrate on stunting, as we perform the stunts, even if we are telling an awesome character driven story like the one above, it abandons a large piece of more traditional roleplaying.  One of the great thrills I get in roleplaying is fully connecting with my character, sinking into their mind and their behaviors, and experiencing their emotions.  Its the same thrill I get from acting.  Now,I know that many people approach roleplaying very very differently.  For me its all about the emotion and the in character feelings.  For others, different things (which I won't even try to get into here).   But for me there is this strong element of characterization and of in-character thoughts.  Even if you don't play looking for this feeling, I think / hope most people would say that this is at least part of the roleplaying experience (disagree?  comment it, baby!).  When we stunt, as we have trained each other to do in my groups, the characterization disappears, there just isn't any time or need for it.  Why try to roleplay out a story when I can just tell it easily when the next stunt opportunity comes my way?&lt;br /&gt;&lt;br /&gt;Stunt provides another large challenge: the uninitiated.  I have had countless discussions with people in my group about initiating new players into stunting.  We are all stunting up a story in the game, and the new people probably aren't at all.  In fact they may not know where to begin (those who didn't start stunting with us just see our current level of skill and not the long climb to get there).  It can be very intimidating.  And intimated players rarely have a good time.&lt;br /&gt;&lt;br /&gt;At the retreat (see this had to relate back somehow).  I ran 4 games.  3 of them were stunt platform games, and one was not.  Guess which one worked the best?  People didn't know always how to act or what level of buy-in was expected (fulled-stunted games require all the buy-in you can give).  They would get irritated at their own lack of experience at thinking of stunts and feel discouraged.  Also, as I player I wouldn't've enjoyed these games.  Yes, they could be quite fun on a surface level, there was a lot of action and plot, and if you put it in there, character driven story.  But they wouldn've never triggered any deep emotions within me, and I never feel very connected with my stunt platform characters.&lt;br /&gt;&lt;br /&gt;It is for this reason that I think I'm done with stunt platform games entirely.  Small-scale stunts themselves I definitely will still support and encourage, but I'm going to try to keep the focus away from the stunt platforms and on the characters (or perhaps the spotlight will be on whatever I figure out the players want to be doing with their characters).  I love the large scale stunts a lot, and I think they have helped me to become a much better GM (for several reasons relating to greatly improved descriptive powers to preventing blocking training), but I think it may be time to let stunts take a back burner to other techniques and ideas, like the ones that I have been discussing in this blog this week.&lt;br /&gt;&lt;br /&gt;Tomorrow: Player engagement techniques!  The Retreat continues!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/928710026331957513-1470577619518589263?l=benjaminbernard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://benjaminbernard.blogspot.com/feeds/1470577619518589263/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=928710026331957513&amp;postID=1470577619518589263' title='6 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/1470577619518589263'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/1470577619518589263'/><link rel='alternate' type='text/html' href='http://benjaminbernard.blogspot.com/2010/04/death-of-cool.html' title='The Death of Cool'/><author><name>Ben</name><uri>http://www.blogger.com/profile/05909943463326709853</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://benjaminbernard.smugmug.com/photos/93920318-Th-1.jpg'/></author><thr:total>6</thr:total></entry><entry><id>tag:blogger.com,1999:blog-928710026331957513.post-5062246480103510663</id><published>2010-03-31T22:48:00.001-07:00</published><updated>2010-03-31T23:13:42.562-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='retreat'/><category scheme='http://www.blogger.com/atom/ns#' term='roleplaying'/><title type='text'>Blood and Sand</title><content type='html'>So today I wanted to write about an exciting new GMing technique I tried out at the retreat.  &lt;a href="http://technofetish.net/buffaloblog"&gt;Mike&lt;/a&gt; created this technique for his Amber group down at Georgia Tech.  I think he might've gotten the idea from my series of Devil games that I've run with the experienced Amber crew up here, where hard choices made by the characters shape the world around them.  Unlike my decisions, which for the most part took place outside of combat, Mike places these decisions entirely inside combat (well, I should say that I assume he has hard large-scale choices outside of combat too, but that he also brings them inside combat as well).  What results is something very interesting: roleplaying doesn't stop when the swords come out.&lt;br /&gt;&lt;br /&gt;At least if you're me, every time your character resorts to violence you feel a twinge of regret that you aren't talking in character some more (I'm not saying this ever stops me, as people who play with me will attest).  Additionally, if you're me, you probably wish that you had more character-based decisions to make in combat.  In the current phase of my roleplaying career I look at combat as a place to make the action cool, not as a place to do interesting character decisions or create interesting changes in my characters.  But by forcing hard decisions on the players in a combat, I think it is possible to put the characterization back in the game, even after the thugs start their work.&lt;br /&gt;&lt;br /&gt;Basically how it works is this: say I've got a character who is just a normal, everyday fighter.  For some reason they have gotten into a shouting match with the local village tough, and a fight has broken out.  A standard intro could be something like: "He pulls out his sword, threatening you." or even, with more stunting, something like "His metal-laced scars glinting in the twilight, he begins a chant that draws forth a magical blade from his heart, blackened by his own evil. He begs you to lay your life down on his blade".  Both of those are fine, if all you want is a fight.  But what could be more interesting? Perhaps something like, "Without a second's thought he lunges for a watching lady, his fingers dig into her arm drawing blood.  You see an opening, but the woman will probably be hurt by him as you thrust home, what are you doing?"  Or perhaps he has captured something of value to the players and they must risk breaking it.  Either way, the purpose is clear: by making a choice you reveal something about your character.  Does she care only for justice, thrusting her sword deep into the ruffian's belly?  Does she try to bargain for the woman's life?  Does she purposefully run the woman through in order to complete her mission?  I believe these are much more interesting questions to answer than just how you attack the bad guy, no matter how great a stunt you can make.&lt;br /&gt;&lt;br /&gt;In the game I wrote about yesterday, "Both Alike in Dignity" the second half of the adventure consists of a couple of combats, with a couple of moments of rest to allow the players to do something I didn't think of.  In the most recent iteration of the game, I used this style of combat quite a bit.  Now in my particular setup I didn't have to work to hard to make the players make choices, since their "one true love" was right there with them.  Do you gain an advantage over Benedict or protect your lover?  Do you save the king of Amber or prevent a single scratch from befalling your companion's body.  The best choice I thought up all night was "do you risk your unborn child or allow your lover to be stabbed".  But even when the choice was easy to make, I felt it allowed the characterization to continue to flow.  I really felt like we discovered stuff about the players during the second half that we hadn't in the first, even though the first was pretty much geared solely towards characterization, and discovery.&lt;br /&gt;&lt;br /&gt;I was super pleased with how well this worked and the engagement I think I saw in the players, and I know that the next campaign or adventure I run I will be trying this technique again (perhaps my players will jump in on the comments and tell us otherwise, but I felt it worked well).&lt;br /&gt;&lt;br /&gt;Tomorrow some thoughts on stunting and characterization or perhaps comments on player-assisted engagement!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/928710026331957513-5062246480103510663?l=benjaminbernard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://benjaminbernard.blogspot.com/feeds/5062246480103510663/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=928710026331957513&amp;postID=5062246480103510663' title='12 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/5062246480103510663'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/5062246480103510663'/><link rel='alternate' type='text/html' href='http://benjaminbernard.blogspot.com/2010/03/blood-and-sand.html' title='Blood and Sand'/><author><name>Ben</name><uri>http://www.blogger.com/profile/05909943463326709853</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://benjaminbernard.smugmug.com/photos/93920318-Th-1.jpg'/></author><thr:total>12</thr:total></entry><entry><id>tag:blogger.com,1999:blog-928710026331957513.post-929061887040274906</id><published>2010-03-30T23:09:00.001-07:00</published><updated>2010-03-31T22:47:51.256-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='retreat'/><category scheme='http://www.blogger.com/atom/ns#' term='roleplaying'/><title type='text'>Fiascos, Fights, and Ill-advised sex: Player Scene Generation as Player Buy-in</title><content type='html'>A couple of years ago on the drive back from the incomparable &lt;a href="http://acnw.org"&gt;Ambercon NW&lt;/a&gt;, Mike and I had a discussion about a game I could possibly run the next year.  That game was based on a previous game by mike and focused around the creation of true meaningful relationships created by the players.  The idea way that to start off the game we would have the players break off into explicit couples and come up with scenes they wanted to play through between each other.  These scenes had prompts.  For the ACNW game they were: 1. A scene where you fight each other and it comes to blows, 2. A scene where you defend the other to a family member, and 3. a scene that results in ill-advised sex.&lt;br /&gt;&lt;br /&gt;I ended up running this game both for a Sunday session last summer and for ACNW.  Both of these games went very well, but I never got to the final part of the adventure.  After the scenes were played out, the couples were supposed to face a great challenge, and hopefully overcome it as a couple.  In both previous runs, I was unable to get the players to the conclusion in time.  (In the sunday session we didn't have enough time to explain Amber to a new player and also get through everything, in the ACNW game, my players didn't seem interested in that part of the adventure, so I abandoned it).  So, for the retreat I decided to run "Both Alike in Dignity" once again.&lt;br /&gt;&lt;br /&gt;For the retreat version of this game I changed the scenes (since one person had already played with these scenes), and Keith and I were able to come up with: 1. A scene where you convince the other to love you despite their hatred, 2. A scene where someone dies, 3. A scene that results in ill-advised sex.  We kept ill-advised sex because the relationship doesn't feel solid until you have it, in my opinion.  These scenes worked great and the two couples (Mike and Evelyn, Jesse and Carl) I think got some really excellent roleplaying done in their scenes.  Best of all this time I was able to get everyone to the conclusion!&lt;br /&gt;&lt;br /&gt;This game has worked really well everytime I've run it.  It was certainly the best GM'ing I did at the retreat last week, and it was the best Ambercon game I've run as well.  In thinking about this I figure that one of the big reasons for this is that I'm asking for direct player involvement from moment one in creating these relationships.  I think of how many times I have tried to get a love interest going in a game (normally with an NPC), and it normally takes one of two forms: 1. the player ignores my hints, and nothing happens 2. the player desperately latches on to the hints, and it feels awkward and unfinished.  Maybe all of that is me, but I think the reason these relationships &lt;i&gt;work&lt;/i&gt; is that the players are responsible for making it happen.&lt;br /&gt;&lt;br /&gt;Player Scenes as a method of generating buy-in for adventure ideas I think might be really cool.  I have another idea for generating intense relationships in a family that I think might be very cool, and that I want to try at some point.  I also think this shares a lot with the "stunt your failure" concept that Nikita introduced to our stunting group.  Basically Nikita was the first GM to say "this is too hard, you cannot succeed, please stunt your failure to kill the dragon".  While a little wierd the first time (since people are used to just succeeding all the time in persona), it has really grown on us all.  It is a great GM tool (to be used sparingly, of course), but it really gets the players' buy-in and lets them feel cool while still failing (and lets them fail on their own terms).  In much the same way, I feel that these relationship building scenes generate player buy-in and involvement, and are definitely a valuable tool I am adding to my GM toolbox.&lt;br /&gt;&lt;br /&gt;Tomorrow I'm going to try to write about the cool new GM fighting technique I tried out at the retreat that Mike came up with for his Georgia Amber crew.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/928710026331957513-929061887040274906?l=benjaminbernard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://benjaminbernard.blogspot.com/feeds/929061887040274906/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=928710026331957513&amp;postID=929061887040274906' title='9 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/929061887040274906'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/929061887040274906'/><link rel='alternate' type='text/html' href='http://benjaminbernard.blogspot.com/2010/03/fiacos-fights-and-ill-advised-sex.html' title='Fiascos, Fights, and Ill-advised sex: Player Scene Generation as Player Buy-in'/><author><name>Ben</name><uri>http://www.blogger.com/profile/05909943463326709853</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://benjaminbernard.smugmug.com/photos/93920318-Th-1.jpg'/></author><thr:total>9</thr:total></entry><entry><id>tag:blogger.com,1999:blog-928710026331957513.post-4229591089729670814</id><published>2010-03-29T19:27:00.000-07:00</published><updated>2010-03-29T19:29:02.766-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='twitter'/><title type='text'>Twitter</title><content type='html'>In case you missed it, I'm on twitter now, and I've been using it for a while (couple of months).  I think its pretty cool!  &lt;a href="http://twitter.com/bernard_ben"&gt;Check me out!&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/928710026331957513-4229591089729670814?l=benjaminbernard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://benjaminbernard.blogspot.com/feeds/4229591089729670814/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=928710026331957513&amp;postID=4229591089729670814' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/4229591089729670814'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/4229591089729670814'/><link rel='alternate' type='text/html' href='http://benjaminbernard.blogspot.com/2010/03/twitter.html' title='Twitter'/><author><name>Ben</name><uri>http://www.blogger.com/profile/05909943463326709853</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://benjaminbernard.smugmug.com/photos/93920318-Th-1.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-928710026331957513.post-6035682294537737522</id><published>2010-03-29T18:53:00.000-07:00</published><updated>2010-03-31T10:06:56.792-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='acting'/><category scheme='http://www.blogger.com/atom/ns#' term='retreat'/><category scheme='http://www.blogger.com/atom/ns#' term='roleplaying'/><title type='text'>Roleplaying Retreat II: The Re-retreatening</title><content type='html'>So I just got back from the second roleplaying retreat, and I have to say I think it was a success!  I really enjoyed playing with a bunch of my friends, and making a few new ones to boot!  Everyone was a very skilled roleplayer with a lot to bring to both the gaming table and the discussions, and basically: a smashing success.  In an effort to organize and record my thoughts, I'm hoping to do a couple of blog posts on some of the things we discussed, some of the problems we found, and some of the games we played.  So, hopefully (assuming I'm not a total blog writing loser like normal) this will be the first of 2 or 3 posts.&lt;br /&gt;&lt;p&gt;&lt;br /&gt;One of the most interesting things we did was a session on improv exercises.  &lt;a href="http://www.amazon.com/Impro-Storytellers-Theatre-Routledge-Paperback/dp/0878301054/"&gt;Impro for Storytellers&lt;/a&gt; is, in my opinion, a great resource for anyone looking to work on characterization and plot techniques in a roleplaying game.  It is my belief that almost all of the stuff that goes into making a great improv session can be applied to roleplaying sessions.  I know that since my introduction to this book I have come a long way in terms of blocking, tilts, and predicting the desires of players through their actions.&lt;br /&gt;&lt;p&gt;&lt;br /&gt;For the retreat we first tried to do a couple of the blocking exercises.  For instance, we played the game where you only stayed in until you blocked something.  No one stayed in very long (though we did eventually get into the swing of things).  Another exercise we tried was the butler, where you only block (one person suggests things to do and you have to agree with them incharacter but block them, like "Yes, going outside would be great, but I'm afraid its raining sir).  I thought these went pretty well, though since I had forgotten the book we couldn't do a lot of exercises, only the ones that Mike and I remembered.  But that gave us time to come up with roleplaying exercises!&lt;br /&gt;&lt;br /&gt;Ever since Mike found the improv book above and thought it could apply to roleplaying he and I have been tossing around ideas for small exercises, like the ones suggested in the book.  In general they are short and sharp, meaning they don't take long to do and they focus very tightly on a specific skill.  We finally got to try one that we made up on the spot after we ran out of "normal" improv exercises.  I'll call this exercise "GM Plot Workshop".&lt;br /&gt;&lt;br /&gt;So we had 5 people working on this exercise (Mike, Carl, Evelyn, Brittany, and myself).  One person would be the player, and one the GM.  The other three would each think of one of Setting, Character, Story Goal (in that order).  Then, the player would in a very out of character way, say what the player's plan for achieving or approaching the story goal was.  The GM would then say what they would do.  One example was with me as the GM, and Mike as the player.  Setting: Post-apocolyptic world where humans were forced underground to a Zion-like city.  Character: a young scientist.  Story Goal: Make the surface safe for humans.  Mike said something like "I lead an expedition to the serface to figure out why we can't live up there anymore".  I responded with "After arriving on the surface your scientist team finds that there are microbes in every plant and animal that take over their minds, and that these are fatal to humans".  After doing this, we would then have commentary from everyone.  For instance, in our example one piece of feedback was that the character should have discovered the microbes not just the team he is a part of.  Also alternate plot suggestions like "Wouldn't it be cool if they had to fight to the surface or the microbes were caused by his great-grandfather".  The plan and response would take 2-4 mins, and the discussion anywhere from 5-10mins.  Then repeat.  We did 3 of these per GM/player pair.  This was really great in helping people see problems with their plots "You're right it would be cooler if there was a rival band they had to challenge to a rock-off" to player anticipation: "Oh, I see that I guided the player down a path they weren't excited about, which was indicated by this action".  Plus, for the more experienced GMs it was easy to add in difficulty-increasing elements like "I'm a new player and I don't know how to communicate my story goals other than through character actions, and I get frustrated easily" (which is what mike played for me).  Everyone agreed it was very useful and awesome to be able to do basically entire sessions in about 10 mins and get immediate feedback with different ideas and suggestions.&lt;br /&gt;&lt;br /&gt;In this vein I have thought of a few more exercises that would be cool to try some time:&lt;br /&gt;&lt;ul&gt;&lt;br /&gt;&lt;li&gt;GM player prediction - same setup as above, but have the GM try to guess the hidden story goal only through in character interactions through NPCs&lt;br /&gt;&lt;li&gt;Player assisted engagement - This time there are 3 players, and 2 of them have to work in character to engage the 3rd one, who is disengaged and not having fun&lt;br /&gt;&lt;li&gt;Hooking players - each person thinks of a character and setting, GM suggests plot hooks for each.&lt;br /&gt;&lt;/ul&gt;&lt;br /&gt;&lt;br /&gt;In all of these cases you would engage in a round of discussion after each round of play.  This is the most important part as figuring out what should've or could've happened differently or better is many times something only other people can see (We did the discussion for every game we played at the retreat, not just the exercises, which really brought a new level of awesomeness).&lt;br /&gt;&lt;br /&gt;Let me know if you try out any of these ideas.  I think I will if I ever find some people willing enough again!  I'll try to get another post on the retreat out sometime this week.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/928710026331957513-6035682294537737522?l=benjaminbernard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://benjaminbernard.blogspot.com/feeds/6035682294537737522/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=928710026331957513&amp;postID=6035682294537737522' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/6035682294537737522'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/6035682294537737522'/><link rel='alternate' type='text/html' href='http://benjaminbernard.blogspot.com/2010/03/roleplaying-retreat-ii-re-retreatening.html' title='Roleplaying Retreat II: The Re-retreatening'/><author><name>Ben</name><uri>http://www.blogger.com/profile/05909943463326709853</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://benjaminbernard.smugmug.com/photos/93920318-Th-1.jpg'/></author><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-928710026331957513.post-6857399595484493524</id><published>2009-03-07T19:38:00.000-08:00</published><updated>2009-03-07T19:59:22.055-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='geeking'/><category scheme='http://www.blogger.com/atom/ns#' term='programming'/><title type='text'>The Music Anywhere Project</title><content type='html'>Thought I would post about my 'Music Anywhere' project...  I've been thinking for a long time that I would get &lt;a href="http://jungledisk.com"&gt;jungle disk&lt;/a&gt; or something similar working, and maybe setup backups, but primarily just upload all my music, and use it as my music repository.  Well, last weekend I decided to take the plunge.&lt;br /&gt;&lt;br /&gt;JungleDisk is pretty impressive.  I tried it out shortly after &lt;a href="http://amzonaws.com/s3"&gt;S3&lt;/a&gt; launched, and it wasn't too great back then.  In fact, I couldn't get it working on either my Mac laptop or my windows pc at home.  I abandoned the project at that point... Last weekend, though I just downloaded jungledisk and was off and running.&lt;br /&gt;&lt;br /&gt;Getting jungle disk up and running (even with automated, versioned, backups) was very very easy, jungle disk is well worth the $20 (+ $1/month for "plus" service that lets you access your files via the web).  The hard part was actually getting all the data uploaded.  Evidently my modem or comcast or something destroys my connection with very much upload at all.  I was able to get some of it uploaded, but it was basically powercycling my modem every hour to do that.  So I just waited until monday and started the very long process of uploading 32gigs of music/video to s3.&lt;br /&gt;&lt;br /&gt;Following the advice of another blog post, I actually used the "consolidate library" feature of iTunes to move the files... Which would theoretically allow me to upload files and have itunes change their location in its database to the network drive location.  This was a bad idea...  iTunes frequently crashed, I had to restart the laptop about twice a day to keep the upload going, and at the end of it, though all my music was uploaded (I wrote a couple of scripts to check that), itunes only had the right location for about half of it.&lt;br /&gt;&lt;br /&gt;I tried modifying the itunes library files to point to the correct location (there are XML files sitting in the base directory), but taht didn't work.  It turns out that iTunes actually uses a binary flat file for its db, and those XML files just get re-written about every time anything changes (more on that later).  Eventually I gave up, started a new library (which lived on the network drive itself, so that I would have a backup) and just re-imported my old library + playlists.&lt;br /&gt;&lt;br /&gt;This worked, to an extent.  Unfrotunately iTunes still felt like re-writing its db quite a bit, and it caused jungle disk to re-pull every single file, since itunes had to analyze each file for gapless playback.  This ate through a good chunk of outgoing bandwidth.  Additionally, I still had the crashing issues, though that was old hat by this point.&lt;br /&gt;&lt;br /&gt;The final tweak to the setup came when I tried to get my phone to sync to my "new" itunes library... evidently iTunes doesn't deal well with slow I/O (like a s3 network drive) and mobile applications for the iPhone.  So I moved the library files back to the harddrive, and things are working well now.  (BTW, hold down the 'option' key to select a different library from your default startup library).&lt;br /&gt;&lt;br /&gt;Most of this would've been able to be avoided if iTunes let me fix up its DB manually, or if I used something other than iTunes for playback (but I'm still tied to iTunes' DRM until this summer at least).  But, I did get backups for my home computer, which will ensure that I won't loose a passel of RPG notes, characters, and systems like I did about a year or so ago, again, which is a great thing.&lt;br /&gt;&lt;br /&gt;If anyone wants to attempt this here are my suggestions:&lt;br /&gt;&lt;br /&gt;&lt;ol&gt;&lt;br /&gt;&lt;li&gt;Have a high-speed uplink, doing this at work still took 3 or so days, and they have a fantastic uplink&lt;br /&gt;&lt;li&gt;Just copy the files over, use rsync or something so you can resume easily (don't let it md5 sum the files)&lt;br /&gt;&lt;li&gt;Export your current playlists using itunes, then start a new library and import the file, after using sed or something to fix up all of the file locations.&lt;br /&gt;&lt;li&gt;Give jungle disk a file cache size large enough for your entire collection, its a lot better when jungle disk doesn't have to re-pull files from s3&lt;br /&gt;&lt;/ol&gt;&lt;br /&gt;&lt;br /&gt;BTW, as of right now, this whole project has cost me about $16 in s3 fees, and about $21 dollars for jungledisk, I estimated about $5 per month in storage / bandwidth fees for s3, we'll see how accurate that is!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/928710026331957513-6857399595484493524?l=benjaminbernard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://benjaminbernard.blogspot.com/feeds/6857399595484493524/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=928710026331957513&amp;postID=6857399595484493524' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/6857399595484493524'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/6857399595484493524'/><link rel='alternate' type='text/html' href='http://benjaminbernard.blogspot.com/2009/03/music-anywhere-project.html' title='The Music Anywhere Project'/><author><name>Ben</name><uri>http://www.blogger.com/profile/05909943463326709853</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://benjaminbernard.smugmug.com/photos/93920318-Th-1.jpg'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-928710026331957513.post-329807464853609650</id><published>2008-12-08T17:27:00.000-08:00</published><updated>2008-12-08T17:40:06.092-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='geeking'/><category scheme='http://www.blogger.com/atom/ns#' term='gadgets'/><title type='text'>GPS Tracking at last....</title><content type='html'>So, I finally got real-time GPS tracking up and working... It took a little bit of effort, and some interesting tweaks to get my iphone to update things, but now you can see it:&lt;br /&gt;&lt;br /&gt;&lt;iframe style="border:1px solid;" width="600" height="335" frameborder="0" scrolling="no" src="http://www.instamapper.com/ext?key=15642017985850151252&amp;width=400&amp;height=300&amp;zoom=13&amp;type=roadmap&amp;units=imperial&amp;coords=d"&gt;&lt;/iframe&gt;&lt;br /&gt;&lt;br /&gt;If it's working correctly you should see a little google map insert with my current position (and my recent previous positions.&lt;br /&gt;&lt;br /&gt;Soon-ish this url should work: &lt;a href="https://where.benjaminbernard.com"&gt;https://where.benjaminbernard.com&lt;/a&gt; (DNS servers have to be updated first)&lt;br /&gt;&lt;br /&gt;So how does this work?  4 things combine to make this a functioning system. &lt;br /&gt;&lt;br /&gt;&lt;ol&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://www.ismashphone.com/2008/09/gps-tracker-nev.html"&gt;GPS Tracker&lt;/a&gt; - a free app store iphone app that uploads your data to instamapper.com.  They also provide the actual map display.&lt;br /&gt;&lt;li&gt;&lt;a href="http://67.153.240.68/iv.php"&gt;FastMac iV - Extended battery&lt;/a&gt; - Though it looks like a tumor on my phone and makes things awkward, I really enjoy the extra battery life, and you need it if your gps is going to be on all the time.&lt;br /&gt;&lt;li&gt;&lt;a href="http://modmyi.com/forums/native-iphone-ipod-touch-app-launches/39341-insomnia-keeps-your-internet-connection-alive.html"&gt;Insomnia&lt;/a&gt; - an app that keeps your phone from suspending, which allows apps in the background to keep running and using things like the network (this is a jailbroken app only)&lt;br /&gt;&lt;li&gt;&lt;a href="http://gizmodo.com/5058234/iphone+backgrounder-hack-brings-true-background-multitasking-to-iphone-apps"&gt;Backgrounder&lt;/a&gt; - a jailbroken app that lets you background programs individually&lt;br /&gt;&lt;/ol&gt;&lt;br /&gt;&lt;br /&gt;This all this lets me run GPS Tracker in the background with enough battery power (hopefully) to get me through the day.&lt;br /&gt;&lt;br /&gt;I've been wanting to do this for quite some time, and was the main reason I bought my first GPS-enabled smart phone.  I always meant to write this system myself, but never got around to it...  I'm actually pretty excited about doing the whole lifehacker thing...  If there were a good way to do it I would wear a webcam and have it upload picture feeds all the time, I think that would be pretty cool (if &lt;i&gt;extremely&lt;/i&gt; geeky.  Maybe me and &lt;a href="http://www.geeksaresexy.net/2008/11/19/woman-wants-webcam-fitted-into-prosthetic-eye/"&gt;a few other cyclops&lt;/a&gt; can get this thing going!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/928710026331957513-329807464853609650?l=benjaminbernard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://benjaminbernard.blogspot.com/feeds/329807464853609650/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=928710026331957513&amp;postID=329807464853609650' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/329807464853609650'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/329807464853609650'/><link rel='alternate' type='text/html' href='http://benjaminbernard.blogspot.com/2008/12/gps-tracking-at-last.html' title='GPS Tracking at last....'/><author><name>Ben</name><uri>http://www.blogger.com/profile/05909943463326709853</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://benjaminbernard.smugmug.com/photos/93920318-Th-1.jpg'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-928710026331957513.post-2713226211724247932</id><published>2008-09-04T17:48:00.000-07:00</published><updated>2008-09-04T18:05:10.536-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='roleplaying'/><title type='text'>A Rocket Ride</title><content type='html'>I recently ran a game with a very strong group of players, and I thought I'd relay that experience here.  The game was called "Rocket Ride" and is based on a song by &lt;a href="http://www.tomsmithonline.com/main1.htm"&gt;Tom Smith&lt;/a&gt;.  This is a great song about the joys of old-school sci-fi.  Here is an excerpt from the lyrics&lt;br /&gt;&lt;blockquote&gt;&lt;br /&gt;I want a shining tower of glass and steel,&lt;br /&gt;A rubber jumpsuit and a freeze-dried meal,&lt;br /&gt;The will to survive, the need to explore,&lt;br /&gt;The love of adventure, who could ask for more?&lt;br /&gt;&lt;/blockquote&gt;&lt;br /&gt;&lt;br /&gt;Who couldn't love that?!  Anyway, so based on this, I ran my rocket ride game.  It was an impromptu meeting of the Amber gaming crew, and included Mike (visiting from GA Tech), Chris and Leslie, Andi, and Keith.  I posted a future of the 1950s, complete with finned rockets, smart heros, and the drive for the future.&lt;br /&gt;&lt;br /&gt;We started with the premise that all the characters were employees of a corporation that was trying to make the first space trip.  That right, in grand Heinlein style we had corporations beating the government to space.&lt;br /&gt;&lt;br /&gt;The players began by thinking of characters.  And we had all the old great sci-fi tropes out in force.  We had "Captain Dr. Thruster" the high-flying leader and pilot.  We had the boy-genius "JET - John Edward Thruster, nephew of the captain", guaranteed to get captured by the bad guys, his intelligent dog companion  Sirius, the russian food scientist "Red", and the eccentric mathematician / computer scientist.&lt;br /&gt;&lt;br /&gt;We started with the first launch of the "Liberty Rocket" (the name of their spaceship) being interrupted by the presence of the Evil Galatic Sector Lord.  After arranging a darring escape from Earth with the help of the Air Force, they went to the homeworld of the Sector Lord to see what they could find out about him.  Of course, it was full of communists (who else?).  There was a beautiful princess (the sector lord's daughter) to woo as well as a revolution by the capitalists to help.&lt;br /&gt;&lt;br /&gt;All in all, it was a light-hearted romp through the 1950-based future.  And of course the heros came out on top, evil was vanquished (but lived to fight another day), and Captain Thruster got the girl.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/928710026331957513-2713226211724247932?l=benjaminbernard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://benjaminbernard.blogspot.com/feeds/2713226211724247932/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=928710026331957513&amp;postID=2713226211724247932' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/2713226211724247932'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/2713226211724247932'/><link rel='alternate' type='text/html' href='http://benjaminbernard.blogspot.com/2008/09/rocket-ride.html' title='A Rocket Ride'/><author><name>Ben</name><uri>http://www.blogger.com/profile/05909943463326709853</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://benjaminbernard.smugmug.com/photos/93920318-Th-1.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-928710026331957513.post-2098686864443322812</id><published>2008-07-09T14:12:00.000-07:00</published><updated>2008-07-09T14:17:21.680-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='house'/><category scheme='http://www.blogger.com/atom/ns#' term='xkcd'/><title type='text'>Moved In and Everything</title><content type='html'>Hey Internet,&lt;br /&gt;&lt;br /&gt;I got moved into my place, still have a bunch of boxes everywhere, I'm hoping to have all of those unpacked by the end of summer.&lt;br /&gt;&lt;br /&gt;Last weekend went out to some furniture places to fill my house.  Got a table, 2 recliners, and a sofa.  I also bought a new bed (partially so that I could have a guest bed)... Actually I got a &lt;a href="http://www.lovesac.com"&gt;LoveSac&lt;/a&gt; to use as a bed, it just got delivered yesterday.  We'll see how that goes.&lt;br /&gt;&lt;br /&gt;Just a short post today, for some reason I just love both this discovery channel commercial and the related XKCD comic:&lt;br /&gt;&lt;br /&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/at_f98qOGY0&amp;hl=en&amp;fs=1"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/at_f98qOGY0&amp;hl=en&amp;fs=1" type="application/x-shockwave-flash" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;See the XKCD comic &lt;a href="http://www.xkcd.com/442/"&gt;here&lt;/a&gt;, though I think you may have to have read the comic to fully appreciate it.  Maybe next year I'll fill some room of my house with paypen balls, though I don't think Belle would like it.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/928710026331957513-2098686864443322812?l=benjaminbernard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://benjaminbernard.blogspot.com/feeds/2098686864443322812/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=928710026331957513&amp;postID=2098686864443322812' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/2098686864443322812'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/2098686864443322812'/><link rel='alternate' type='text/html' href='http://benjaminbernard.blogspot.com/2008/07/moved-in-and-everything.html' title='Moved In and Everything'/><author><name>Ben</name><uri>http://www.blogger.com/profile/05909943463326709853</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://benjaminbernard.smugmug.com/photos/93920318-Th-1.jpg'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-928710026331957513.post-3290778990068064574</id><published>2008-05-27T19:35:00.000-07:00</published><updated>2008-05-27T19:53:04.004-07:00</updated><title type='text'>The Hunt is Over!  The Horn of Valere is found!</title><content type='html'>Yes, its true, I've made an offer on a house, and it has been accepted.  As some of you already know, its the split-level house up in shoreline, &lt;a href="http://www.redfin.com/WA/Shoreline/15411-Corliss-Pl-N-98133/home/81069"&gt;MLS 28053247&lt;/a&gt;.  I'm not sure how long that link will remain active, but for now it has some pictures there, and you can always see the video in the previous post (the second video in the previous post)&lt;br /&gt;&lt;br /&gt;Now comes the long part, I'm getting an inspection done tomorrow, and I'm not anticipating any problems.  I'm talking to a couple of lenders for the loan, and we'll see how that works out.  The closing date is 6/20, which gives me until the 31st to actually move in!&lt;br /&gt;&lt;br /&gt;Exciting stuff.  Soon I will have to post about the various house gadgets I'm looking into.  As with all things, the house must be gadgeted up!  Also there will be furniture and art purchasing to be done as well, though all in its own time.&lt;br /&gt;&lt;br /&gt;Oh, and I thought I'd give some explanation for the split level over the weird house, the weird house was 50k more, and very inconvenient to the highways, also, only had a 1 car garage.  That really killed it, since I'd have to put my expensive car or my expensive bike on the street in a very urban area...  So, split-level glory is mine!&lt;br /&gt;&lt;br /&gt;PS: If you get the title, congrats, you read good books.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/928710026331957513-3290778990068064574?l=benjaminbernard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://benjaminbernard.blogspot.com/feeds/3290778990068064574/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=928710026331957513&amp;postID=3290778990068064574' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/3290778990068064574'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/3290778990068064574'/><link rel='alternate' type='text/html' href='http://benjaminbernard.blogspot.com/2008/05/hunt-is-over-horn-of-valere-is-found.html' title='The Hunt is Over!  The Horn of Valere is found!'/><author><name>Ben</name><uri>http://www.blogger.com/profile/05909943463326709853</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://benjaminbernard.smugmug.com/photos/93920318-Th-1.jpg'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-928710026331957513.post-3441222679816206438</id><published>2008-05-23T21:22:00.000-07:00</published><updated>2008-05-23T21:27:52.645-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='house'/><title type='text'>The Great Hunt Continues!</title><content type='html'>So, Mike and I went out today for quite a bit longer than I was expecting.  Anyway, I think we've found two good candidates.  Which is good because the last 2 I posted about are already gone :).&lt;br /&gt;&lt;br /&gt;The first house we're calling the Weird House, &lt;a href="http://www.redfin.com/WA/Seattle/6238-3rd-Ave-NW-98107/home/299764"&gt;MLS 28032152&lt;/a&gt;.  This is a really interesting house because of the whole 2nd living space in the basement.  The spaces is hard to use, but has a lot of charm and character.  Biggest benefit is that its only about 10 mins from South Lake Union, so its the closest house to work that I've looked at so far:&lt;br /&gt;&lt;br /&gt;&lt;object width="425" height="355"&gt;&lt;param name="movie" value="http://www.youtube.com/v/0YxX5iyvr90&amp;hl=en"&gt;&lt;/param&gt;&lt;param name="wmode" value="transparent"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/0YxX5iyvr90&amp;hl=en" type="application/x-shockwave-flash" wmode="transparent" width="425" height="355"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;The second house is a Split-level house &lt;a href="http://www.redfin.com/WA/Shoreline/15411-Corliss-Pl-N-98133/home/81069"&gt;MLS 28053247&lt;/a&gt;.  THis ia a very large house with a lot of bigger rooms.  It has an enormouse garage (4 car) and a great yard.  Its pretty far away, though, ending up all the way in Shoreline.  Video below (less edited than other videos, but you'll have to live)&lt;br /&gt;&lt;br /&gt;&lt;object width="425" height="355"&gt;&lt;param name="movie" value="http://www.youtube.com/v/iP8igC19HS0&amp;hl=en"&gt;&lt;/param&gt;&lt;param name="wmode" value="transparent"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/iP8igC19HS0&amp;hl=en" type="application/x-shockwave-flash" wmode="transparent" width="425" height="355"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;Once again, opinions welcome&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/928710026331957513-3441222679816206438?l=benjaminbernard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://benjaminbernard.blogspot.com/feeds/3441222679816206438/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=928710026331957513&amp;postID=3441222679816206438' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/3441222679816206438'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/3441222679816206438'/><link rel='alternate' type='text/html' href='http://benjaminbernard.blogspot.com/2008/05/great-hunt-continues.html' title='The Great Hunt Continues!'/><author><name>Ben</name><uri>http://www.blogger.com/profile/05909943463326709853</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://benjaminbernard.smugmug.com/photos/93920318-Th-1.jpg'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-928710026331957513.post-6195987486487966780</id><published>2008-05-20T00:32:00.000-07:00</published><updated>2008-05-20T00:54:18.558-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='house'/><title type='text'>House Hunting Videos</title><content type='html'>So, I went to 9 different houses yesterday evening.  Mike and I were a little tired out by the end, but we found 2 winner houses, I think.&lt;br /&gt;&lt;br /&gt;The first is MLS#28082816... It &lt;a href="http://www.redfin.com"&gt;Redfin&lt;/a&gt; isn't pulling it up right now, but you can try looking it up if you want.  This house is nice, with a great yard and a hottub.  Video below&lt;br /&gt;&lt;br /&gt;&lt;object width="425" height="355"&gt;&lt;param name="movie" value="http://www.youtube.com/v/y7lCmU38iNA&amp;hl=en"&gt;&lt;/param&gt;&lt;param name="wmode" value="transparent"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/y7lCmU38iNA&amp;hl=en" type="application/x-shockwave-flash" wmode="transparent" width="425" height="355"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;The Second is the so-called &lt;a href="http://www.redfin.com/WA/Seattle/5550-35th-Ave-NE-98105/home/313687"&gt;"View House"&lt;/a&gt; which has an incredible view out over east capitol hill and out to the cascades.  This one is in the U-District very near university villiage.  This one has a spa tub, very nice, but is sorta small, great location though. Video below&lt;br /&gt;&lt;br /&gt;&lt;object width="425" height="355"&gt;&lt;param name="movie" value="http://www.youtube.com/v/ExMtYiCHyiI&amp;hl=en"&gt;&lt;/param&gt;&lt;param name="wmode" value="transparent"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/ExMtYiCHyiI&amp;hl=en" type="application/x-shockwave-flash" wmode="transparent" width="425" height="355"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;So which is the blog favorite?&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/928710026331957513-6195987486487966780?l=benjaminbernard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://benjaminbernard.blogspot.com/feeds/6195987486487966780/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=928710026331957513&amp;postID=6195987486487966780' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/6195987486487966780'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/6195987486487966780'/><link rel='alternate' type='text/html' href='http://benjaminbernard.blogspot.com/2008/05/house-hunting-videos.html' title='House Hunting Videos'/><author><name>Ben</name><uri>http://www.blogger.com/profile/05909943463326709853</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://benjaminbernard.smugmug.com/photos/93920318-Th-1.jpg'/></author><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-928710026331957513.post-148502405206882687</id><published>2008-05-19T10:56:00.000-07:00</published><updated>2008-05-19T11:09:52.433-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='house'/><title type='text'>House Buying is Hard</title><content type='html'>So, I've finally started the process... Its exciting but also crazy!&lt;br /&gt;&lt;br /&gt;My agent is Tammy Hatch, and I'm going to look at some houses tonight.  I've already got some pre-qualifications on loans, and I'm working with some loan ppl.  Things move fairly fast, it seems.  I started on sunday, so very fast. (So many people are working on sunday, its crazy!)&lt;br /&gt;&lt;br /&gt;I also bought a video camera to help with the process see it &lt;a href="http://www.amazon.com/Creative-Labs-Pocket-Camcorder-Silver/dp/B0018QIOPI"&gt;here&lt;/a&gt;.  This is because everything in life is enhanced with gadgetry. Everything.&lt;br /&gt;&lt;br /&gt;Expect some video posts of possible houses, I think!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/928710026331957513-148502405206882687?l=benjaminbernard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://benjaminbernard.blogspot.com/feeds/148502405206882687/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=928710026331957513&amp;postID=148502405206882687' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/148502405206882687'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/148502405206882687'/><link rel='alternate' type='text/html' href='http://benjaminbernard.blogspot.com/2008/05/house-buying-is-hard.html' title='House Buying is Hard'/><author><name>Ben</name><uri>http://www.blogger.com/profile/05909943463326709853</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://benjaminbernard.smugmug.com/photos/93920318-Th-1.jpg'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-928710026331957513.post-4734627304013874662</id><published>2008-05-14T17:18:00.000-07:00</published><updated>2008-07-09T14:18:04.618-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='roleplaying xkcd'/><title type='text'>"The Will of The Sky People" and "My Soul to Keep"</title><content type='html'>I thought I'd talk about 2 recent games that I ran.  Both of these went pretty well, though suffered from the same stunt platform problems that we've already discussed in this blog. (Both of these were run before the discussion)&lt;br /&gt;&lt;br /&gt;&lt;b&gt;The Will of the Sky People&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;As I told my players, this game arose from the idea that "Dirigible are really cool".  This was mainly brought on by the super awesome web comic &lt;a href="http://www.girlgeniusonline.com"&gt;Girl Genius&lt;/a&gt; which has many awesome blimps and even castles on blimps.  So cool.  Anyway, I wanted some reason for everyone to be up in blimps.  After all, there are really good reasons for people to build things on the ground: its much easier, and results in 100% less parachute-related commuting accidents.  After thinking for a little while, I came up with the idea that there had been some sort of World War and the final stages of that war rendered the earth inhabitable.  But then, how are people living?  How can they create new blimps?  What are they eating?  Where do raw materials come from?  Since I have Keith as a player, I knew I would need some kind of answer for these questions. And what is the best way for GMs to fiat away annoying questions like that?  Magic!  So, I invented some will mages with magic based on the will of the caster.  The defiling of the earth then was easily explained away as the greatest of will mages casting a spell to destroy his enemies and having it backfire on him.&lt;br /&gt;&lt;br /&gt;To start off, we had a quest given to us by the king of the sky nation (I forget its name) to go to the ground and use the will-enhancing machine that has caused the contagion to be released on the ground to reverse the badness.  This was my first mistake.  We had this awesome world of lashed together blimp society with sky divers retrieving material from the seas and will mages and cramped living quarters and not being able to see the sky because of the blimps balloons over head, and what did I do?  I sent them to the earth.  Also I gave the plot to an NPC (I had actually wanted a PC to play the will mage that could get them to the surface, but no one took me up on the offer).  This was terrible.  The game was good, but it would've been much better if I had had the players find some map to the machine that was up in the sky somewhere.&lt;br /&gt;&lt;br /&gt;Anyway, after the players found the machine with much daring do and hooked the NPC up to it to remove the contagion, it was revealed that of course the will of everyone up in the sky was keeping the contagion around (they all believed in it so...).  Well, what is a newly superpowered NPC to do?  Start killing people until not enough believe, obviously.  Some stunts later and the game was concluded.&lt;br /&gt;&lt;br /&gt;I think everyone had a good time with this game, and the blimp setting was awesome, but there were some mistakes.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;My Soul To Keep&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;This game was based off the super awesome &lt;a href="http://www.xkcd.com"&gt;xkcd&lt;/a&gt; comic, &lt;a href="http://www.xkcd.com/390/"&gt;Nightmares&lt;/a&gt;.  See it here:&lt;br /&gt;&lt;br /&gt;&lt;img src="http://imgs.xkcd.com/comics/nightmares.png" /&gt;&lt;br /&gt;&lt;br /&gt;This comic has the alt text of: "Well, *I* think I'm real.  Look at me.  Look at my face.  Cut me and I'll bleed.  What more do you want?  Please don't go."&lt;br /&gt;&lt;br /&gt;XKCD is extremely awesome, and this is one of the best strips in it.  Especially that alt text.  I mean, wow!  Your dreams pleading with you for your very lives, asking that you never leave them, that you live with your dreams forever!  Oh man.&lt;br /&gt;&lt;br /&gt;For this game, I had the players create really really twisted characters.  In particular I asked for characters that had one great dream but had no possibility of achieving it.  The kind of thing that you want so badly that when you wake up you cry because it can never happen in real life.  And they had to dream about it most nights.  I also asked them to come up with how their characters are coping with the dreams.  Do they try to spend all day asleep, spending every moment possible with the dream?  Do they take speed or some other stimulant to prevent them from ever sleeping so they never have to feel the loss of the dream again?&lt;br /&gt;&lt;br /&gt;From that starting point we got several characters.  One guy who wanted to open a french restaurant but really wasn't good a cooking.  One jazz musician who lost the ability to play music and his wife and child in the same night, a paraplegic who had fallen in love with a jock, and a man who had his girlfriend/fiancee killed in a car accident after arguing with her.  &lt;br /&gt;&lt;br /&gt;I started with having their dream people beg them not to kill them everynight.  From there we learned that it might be possible to make the dream world into the real world.  With some shared imagery of a clock towner that signaled the end of dreams, they set off to topple the tower.  Instead they encountered the old dreamers, the ones that had made the current world from the previous dream world.  They fought both in the dream world and in the real world (in the real world the old dreams had positions of power, which makes sense because they made the world)...&lt;br /&gt;&lt;br /&gt;Eventually we concluded with some stunts of putting as much energy and joy into their dreams as possible.&lt;br /&gt;&lt;br /&gt;This game went really well.  I think we had some great characters with some very tragic plot lines.  And even better was the feeling of hope and accomplishment we got.  We started with characters in terrible positions and rebuilt them, and I think that was pretty good for our happiness levels.&lt;br /&gt;&lt;br /&gt;They didn't bite on the more philosophical questions (if we're recreating the world what about people who end up in situations like ours), but it wasn't really necessary to get into that stuff.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/928710026331957513-4734627304013874662?l=benjaminbernard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://benjaminbernard.blogspot.com/feeds/4734627304013874662/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=928710026331957513&amp;postID=4734627304013874662' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/4734627304013874662'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/4734627304013874662'/><link rel='alternate' type='text/html' href='http://benjaminbernard.blogspot.com/2008/03/will-of-sky-people-and-my-soul-to-keep.html' title='&quot;The Will of The Sky People&quot; and &quot;My Soul to Keep&quot;'/><author><name>Ben</name><uri>http://www.blogger.com/profile/05909943463326709853</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://benjaminbernard.smugmug.com/photos/93920318-Th-1.jpg'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-928710026331957513.post-3941566797634954766</id><published>2008-05-13T02:21:00.000-07:00</published><updated>2008-05-13T02:31:10.124-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='programming'/><category scheme='http://www.blogger.com/atom/ns#' term='roleplaying'/><title type='text'>The Art of Being a Nerd</title><content type='html'>I was just reading &lt;a href="http://deskandmind.com"&gt;Tim's blog&lt;/a&gt;, when I came to &lt;a href="http://www.randsinrepose.com/archives/2007/11/11/the_nerd_handbook.html"&gt;this great article&lt;/a&gt;, which describes, in painstaking detail, the thought processes of a nerd.  As a confessed member of that group, I had an intense desire to read it, and it was great.  Its a little too late for me to get really excited about this topic, but I thought I would pass it along to others encase they missed it.&lt;br /&gt;&lt;br /&gt;In roleplaying news, we've been trying some more character-focused roleplaying with immersion rather than stunt platform style games.  I think its been working out fairly well, at least for me. I got to play a completely evil character last game, which is always fun.  I think I've been hitting the evil a little hard recently, though, so I'm planning on a happiness and light character for the next time I get to play.&lt;br /&gt;&lt;br /&gt;A brief glimpse into our last two games: 1. Steve ran a game of human diaspora with the earth being destroyed and us eventually discovering alien life. 2. Keith ran a game of Amber where we started with founding our own new Amber (I was this universe's Oberon)... That character was well an truely evil and sadistic (I really tried to give it that Oberon feel), which worked in some respects but I think in others it was a little too much, which is why I'm planning on going the other way in the future.&lt;br /&gt;&lt;br /&gt;We've also gotten up to session 2 of my new Saturday game &lt;a href="http://drd.benjaminbernard.com"&gt;Devils of Royalty and Divinity&lt;/a&gt;, which I think is going well (though you would have to ask my players, really).  Last session saw the creation of a new god of logrus and pattern and the promise of much havoc to come.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/928710026331957513-3941566797634954766?l=benjaminbernard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://benjaminbernard.blogspot.com/feeds/3941566797634954766/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=928710026331957513&amp;postID=3941566797634954766' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/3941566797634954766'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/3941566797634954766'/><link rel='alternate' type='text/html' href='http://benjaminbernard.blogspot.com/2008/05/art-of-being-nerd.html' title='The Art of Being a Nerd'/><author><name>Ben</name><uri>http://www.blogger.com/profile/05909943463326709853</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://benjaminbernard.smugmug.com/photos/93920318-Th-1.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-928710026331957513.post-7940156078792971226</id><published>2008-04-23T11:29:00.000-07:00</published><updated>2008-04-23T14:08:14.290-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='acnw'/><category scheme='http://www.blogger.com/atom/ns#' term='roleplaying'/><title type='text'>Inner Roleplaying &amp; The Central Library</title><content type='html'>So my previous post has generated some amount of comments :).  (And no, Tim, I never thought you were attacking persona :) ).  I thought I'd respond in a post, and also include a game description for one of the games I'll be running at AmberCon NW&lt;br /&gt;&lt;br /&gt;The thing that seemed to spark the most comment was the remarks I made about looking for a more inwards focused game.  I think I'm not describing myself well with that description.  I feel like the games we've been playing, while very fulfilling in terms of scope, epicness and plot, leave something to be desired when one considers internal character strife.  But even that doesn't really describe the problem...  Closer would be to say that when you're stunting on such a large scale, and with the persona system, character individualization becomes meaningless.&lt;br /&gt;&lt;br /&gt;This of course begs the question, how could one setup mechanics or a game to make the differences between characters more important.  Just asking that question, though, isn't that useful.  We see differences all the time flavor and inform the stunts that occur in game.  This might be the real issue:  I feel like there is no interaction.  We sit down at the table, and no one's characters talk.  The GM gives several challenges to the players, and the players think of some awesome things to do and stories to tell.  What doesn't happen is the players rarely interact in character, in meaningful ways.  &lt;br /&gt;&lt;br /&gt;So, what do we need to make this more apparent?  Bliss Stage is a great example of a system that won't allow you to get away with that style of roleplaying.  Every scene in Bliss Stage is interaction between characters, and it rocks.  Now, I think you loose the epicness of the thing and also plot is extremely difficult to come by.  So I think what I'm looking for is closer to a middle ground.  Something as free and flexible as persona but requiring you to interact like Bliss Stage.  This might be as simple as making fragments purchased through character interaction... I'm not sure of the details of that, but if you had to have some past scene roleplayed in order to take a fragment, that might work.  Even going so far as having the other players take the roles of NPCs in that scene, a la Polaris...  I worry that that won't get the characters together though, just have more roleplaying in the discovery of their own character.  A slight modification of that idea would be to have the scenes only take place between PCs, but I think then the PCs have to have a history together for that to make sense.&lt;br /&gt;&lt;br /&gt;Thoughts?&lt;br /&gt;&lt;br /&gt;Anyway, I thought I'd also include the description of a game I'm running at AmberCon NW.  I've already run it for the sunday crew, and it went very very well.  I'm planning on running 3 games at this con, and I think I'm most excited about this one...&lt;br /&gt;&lt;br /&gt;--- Game Description ---&lt;br /&gt;&lt;br /&gt;Adventure / Heroic -- Non-Amber&lt;br /&gt;&lt;br /&gt;To Leaders of the Houses of Literature&lt;br /&gt;&lt;br /&gt;I hereby summon your representative to the Written Court.  The Great&lt;br /&gt;Scribe Jules Verne has petitioned me to engage a expedition to the&lt;br /&gt;Central Library to bring the Librarian back from that most sacred place&lt;br /&gt;and bring a new golden age to the world.  I am commanding all of the&lt;br /&gt;Houses to send a companion for Sir Verne to assist in this greatest of&lt;br /&gt;quests.  There will be much danger but also much reward, as those who&lt;br /&gt;journey to the center of the world will have their names live forever&lt;br /&gt;in the Word.&lt;br /&gt;&lt;br /&gt;The High Wordsmith&lt;br /&gt;Great Wordsmith of the House of Horror&lt;br /&gt;Queen Mary Shelley&lt;br /&gt;&lt;br /&gt;---&lt;br /&gt;&lt;br /&gt;What if the world really did revolve around books?  What if you could&lt;br /&gt;journey to that fabled Central Library and see what it contained?  What&lt;br /&gt;if lived off of reading books?  What if you gained magical powers from&lt;br /&gt;reading the greatest of novels or becoming widely read?  Journey to the&lt;br /&gt;Central Library with Jules Verne and find out!&lt;br /&gt;&lt;br /&gt;--- Setting ---&lt;br /&gt;&lt;br /&gt;Set in a quasi-historical victorian setting.  A world where reading&lt;br /&gt;books provided sustenance and all the librarians are a little pudgy.  A&lt;br /&gt;fantastical world of literature and magic, all driven by the&lt;br /&gt;imaginations of the Wordsmiths.&lt;br /&gt;&lt;br /&gt;The system will be Persona, a very lightweight and fast system detailed&lt;br /&gt;here:&lt;br /&gt;&lt;br /&gt;&lt;a href="http://tckroleplaying.com/Persona.html"&gt;Persona System&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;------------------&lt;br /&gt;&lt;br /&gt;So if you think that sounds interesting, you should come to ACNW in Portland in November!  Its the best con I go to all year!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/928710026331957513-7940156078792971226?l=benjaminbernard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://benjaminbernard.blogspot.com/feeds/7940156078792971226/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=928710026331957513&amp;postID=7940156078792971226' title='7 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/7940156078792971226'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/7940156078792971226'/><link rel='alternate' type='text/html' href='http://benjaminbernard.blogspot.com/2008/04/central-library.html' title='Inner Roleplaying &amp; The Central Library'/><author><name>Ben</name><uri>http://www.blogger.com/profile/05909943463326709853</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://benjaminbernard.smugmug.com/photos/93920318-Th-1.jpg'/></author><thr:total>7</thr:total></entry><entry><id>tag:blogger.com,1999:blog-928710026331957513.post-1750602362794971473</id><published>2008-04-21T11:25:00.000-07:00</published><updated>2008-04-21T11:43:25.402-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='roleplaying'/><title type='text'>The Dying of the Light</title><content type='html'>We played a great game last night.  Ok, so I'm biased, especially since I ran the game, but I thought it went well in any case.  But first things first; the title of the game was "The Dying of the Light".  Which you should recognize as a quote from a famous poem, right?!?  4 intelligent players last night, and not one of them were familiar with &lt;a href="http://www.poets.org/viewmedia.php/prmMID/15377"&gt;Dylan Thomas' famous poem&lt;/a&gt;!  Anyway, I will refrain from continuing to rail against my player's erudition.&lt;br /&gt;&lt;br /&gt;The basic idea for the game was that we lived in the final stages of the universe.  Somehow Humanity has survived the trillions of years necessary, and but a whisper remains of both the universe and the human civilization that spanned it.  The sky is dark, because all of the stars have burned themselves out.  The final members of humanity huddle in their Dyson Sphere huddled around the last stars.  The remaining stars have been frozen in time, and strung in a line.  The death of the old star is used to power the un-freezing of the next star, and we join the PCs at this change over.&lt;br /&gt;&lt;br /&gt;Of course, given the title of the game, there was no way that star was actually starting up.  And in fact, humanity gave all of their remaining stored energy (it was essentially a golden age post-singularity civilization, so the only thing you could lack for was energy) in a useless attempt to help the new star restart.  Instead the PCs followed a crazy guy into the new star, armed with devices he claimed would transport them back in time to fix the issue (there was some evidence that the star had been sabotaged billions of years ago).&lt;br /&gt;&lt;br /&gt;So they travel back, and emerge at the birth of the star they went into.  As it turns out I had already made a big deal that the Final War had started right after the last star was born.  So, of course, this star was that last star born and they emerged to see an entire dyson sphere of humanity watching the last starbirth.  As they emerged from the star, the Final War between the nihilists and the continueists began.  Giant planetoid warships rampaged across the stars.  Also, the PCs gained the power to time travel in any way they wished.&lt;br /&gt;&lt;br /&gt;Well... That was basically the setup for the game, I'm sure you can agree that it was quite epic.  But that doesn't really give you the scale of things.  Soon the villain of the piece (who I made the mistake of making understandable and a little sympathetic) was flying around in a literal Starship (with a star completely inside of it!) and causes galaxies to collide so that they would tear each other apart and deny their energy to the end times.  After the PCs saved the milky way, we upped the ante to all the galaxies smashing together and eventually to trying to rob the big bang of its energy.  This was great for the most part, extremely epic and awesome.&lt;br /&gt;&lt;br /&gt;So, that was great, but I've begun to worry that we're getting into a rut of just stunt after stunt, without any real character interaction.  Stunting is very good and fun, but I've begun to feel that our games are becoming just stunt strings with nothing else.  There needs to be character interaction and acting-roleplaying, or at least my heart of hearts things that.  I sorta think we've really explored the whole epic side of adventures, which I've had issues with in the past, but it may be time to turn the games inwards and see what kind of roleplaying will result from that.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/928710026331957513-1750602362794971473?l=benjaminbernard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://benjaminbernard.blogspot.com/feeds/1750602362794971473/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=928710026331957513&amp;postID=1750602362794971473' title='8 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/1750602362794971473'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/1750602362794971473'/><link rel='alternate' type='text/html' href='http://benjaminbernard.blogspot.com/2008/04/dying-of-light.html' title='The Dying of the Light'/><author><name>Ben</name><uri>http://www.blogger.com/profile/05909943463326709853</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://benjaminbernard.smugmug.com/photos/93920318-Th-1.jpg'/></author><thr:total>8</thr:total></entry><entry><id>tag:blogger.com,1999:blog-928710026331957513.post-8316298611242703331</id><published>2008-02-11T01:40:00.000-08:00</published><updated>2008-02-11T02:34:35.785-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='roleplaying'/><title type='text'>Roleplaying in 20% time</title><content type='html'>We just completed an interesting game...  I thought of it just before tonights regularly scheduled Sunday session and I thought I would give it a try.  The premise goes something like this: 'We stand at the twilight of Humanity.  The great engines of creation are grinding to a halt and the universe is coming to close.  All hope is not lost, however, as the legends tell us that in the last moments of life, the Great Dreamers will come to humanity again, and they will use their power to save us one last time, to bring humanity to a new era of prosperity and life.'  The premise is that each of the players (and the GM) are one of the Great Dreamers, one of the people who brought some aspect of the universe into being.  In our crew we had:&lt;br /&gt;&lt;br /&gt;&lt;ol&gt;&lt;br /&gt;  &lt;li&gt;The Dreamer of the Stars - Me - who brought the stars into being and let humanity play amongst them&lt;/li&gt;&lt;br /&gt;  &lt;li&gt;The Dreamer of Shadows - Nikita - who brought shadows and darkness to the universe&lt;/li&gt;&lt;br /&gt;  &lt;li&gt;The Dreamer of Ambition and Ruin - Ghen-ki - Who brought humanity's drive to better itself, and the fact that that very drive leads most to ruin&lt;/li&gt;&lt;br /&gt;  &lt;li&gt;The Dreamer of Harmony - Keith - Who let the animals and creations and things of the world exist as part of a group, who created civilization&lt;/li&gt;&lt;br /&gt;  &lt;li&gt;The Dreamer of Perspective - Jes - Who gave everything a place in history, and let them know it.&lt;/li&gt;&lt;br /&gt;  &lt;li&gt;The Dreamer of Consciousness - Steve - Who created thought itself&lt;/li&gt;&lt;br /&gt;&lt;/ol&gt;&lt;br /&gt;&lt;br /&gt;Together the dreamers came to the convocation and, as has been decided eons ago, they brought with them their proposals for the new universe.  For the Dreamers were not to save this life, but were to create the world anew, and allow humanity to play there.  Practically, how this worked was I signed up to run 5 games, each of the other player's world designs.  Each person in tern would think of a world, I would generate an adventure, they would generate characters, and we would play for about 40-50 mins in the world.  So, for this game, we had 5 times the worlds and 5 times the character generation.  Despite how that might sound, it actually turned out really well.&lt;br /&gt;&lt;br /&gt;I was very concerned going into this about a couple of things.  First and foremost was the buy-in from the players.  If I had lost them in the setup or scared them off with the creativity requirements, the game would've been a non-starter.  Fortunately, we're all friends and we all bought into the game.  Secondly, was thinking up 5 interesting and compelling plots, on the fly, for 5 different settings.  Also fleshing out those settings, making them real.  We had one snafu with the settings, but other than that it went very well, and even that one, I thought wasn't terrible, I just didn't do a great job with it.&lt;br /&gt;&lt;br /&gt;If any of you have read 'The Golden Age' this adventure idea was based off of the Universe creation contest that is held in the first book.  It was one of the best pieces of an &lt;em&gt;incredible&lt;/em&gt; series, and I wondered if that could be reproduced in roleplaying.&lt;br /&gt;&lt;br /&gt;So on to the worlds:&lt;br /&gt;&lt;br /&gt;&lt;ul&gt;&lt;br /&gt;&lt;li&gt;The first world was from Ghen-ki.  He gave us a world with humanity just beginning to diaspora out into the stars.  He gave us great world-ships where humanity would travel in hollowed out planets.  I started everyone off in just about modern day.  Richard Fine, a very rich entrepreneur had secretly hollowed out the moon and was going to take as many people as he could get to come along.  The players each made a semi-modern day character who would leave their entire life to go on a trip to the stars.  The game went from trying to get past the millitary that was trying to shut down the shuttle launch that was getting the characters to the moon, and quickly moved to the moon.  On the moon, we blasted off after some words from Richard, and then visited a couple of worlds, leaving small colonies in our wake.  On the third world, an alien ship was encountered, which proceeded to assault the moon.  Just before the moon lost all atmosphere and everyone died, the characters got nano-disassembled into computer-based beings.  After that, everyone decided that we would need to build and armada of ships to fight the alien menace.  We left the universe just as the alien armada, and the human fleet of planetoid warships began their epic clash.&lt;/li&gt;&lt;br /&gt;&lt;li&gt; The second universe was from Nikita.  He envisioned a world were your shadow was just as much you as you were yourself.  It could interact with things, you could pick things up by their shadows, and in general crazy shadow and light based things were possible.  To this description I added the City of the Great Sheik Yusef.  This was a city that was under seige from 'The Other', and we would be joining the player characters as members of the honor guard of the sheik, attempting to get the sheik's son Darien out of the city while The Other finally sacked the city.  There was a lot of detail with the crazy world, as the city changed its shape through out the day as the shadows moved, and there was a ton of stunting around the projection of shadows and its effect on fighting therein.  The plot went something like: the characters are all standing guard, the notice freewalkers (shadows freed from their physical bodies) moving like a wave across the courtyard and coming to the Shadow Palace.  After a great battle, they rushed the son Darien by order of the sheik out of the castle by way of the Dark Ways.  In the Dark Way, they were ambushed by a man that looked a lot like a younger sheik Yusef, and were about to barely fight him and his demonic shadow minions off.  They then took the son to the hill people were they raised him.  After about 20 years, the son gathered them to him, and took away their aging physical bodies and left only enternal shadows to aid him in his quest to take back his father's city.  Eventually Darien and the players stormed the city.  As the game came to a close, we left the characters run down the Dark Ways after the new honor guard trying to save the son of the old sheik (and thus, time itself is a mere shadow of what has come before)&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Third, Jes brought us the backwards world.  In this world, rather than making a new universe, the scientists figured out out to reverse entropy, so that the universe would travel backwards towards the big bang.  It was a great idea, but hard to wrap our heads around.  Eventually we decided that time still moved forward, it was just the the universe tended to order rather than entropy.  The players played scientists involved in the construction of the entropy engine responsible for reversing time.  After activating the engine, and having a big big party, the characters (especially the youngest) began to wonder what would happen as they aged backwards, youthining towards their birth.  After some investigation (for only the youngest children were near this happening), it was discovered that God himself took a hand in the situation.  For as the young disappeared, an Angel would appear, and create a new (very old) body for the soul, and place the soul in it.  It was also revealed that as the soul experienced death, it would remove some extraneous portion of itself, become more and more pure as we approached the end of the universe.  Now that entropy was backwards, your soul gained pieces as you youthined to a new body.  When the first player character, the first scientist involved in the project had this happen, the Angel spoke to him, telling him that God intended all things to come to an end, and either he and his companions would work to stop the engine or God would wipe the slate clean.  There was much arguing as to what should be done about that, but eventually the engine was shut down (but not before someone shot an Angel, just to see what would happen), and the universe resumed its march to death.&lt;/li&gt;&lt;br /&gt;&lt;li&gt;From Keith we got a post-apocolyptic cyberpunk world where humanity had been mainly taken over by a mind virus.  That virus wanted ultimate order in the universe, so it proceeded to organize and stack the elements of the city, and take over more and more humans.  The PCs started the game as members of a tribe of humans just outside BAMA (Boston-Atlanta Metropolitan Area, my favorite cyberpunk setting).  They each created a character and a strong link.  Then I set them to gather supplies for the tribe from the city.  Chris, Steve's link, was a scientist trying to figure out how reverse the virus to save his sister, had decided that the only way to investigate the virus was to get someone he knew infected and watch them.  He took Alex, Keith's link, and put a tracker on him and then arranged to have him captured by the virus's zombies.  Jenna (Keith's character) then proceeded to rescue alex, come hell or high water.  At the end of the session, Steve's character sacrificed himself so that Chris could live, and Jenna had discovered a way to destroy the virus, one drone at a time.&lt;/li&gt;&lt;br /&gt;&lt;li&gt;The final universe (from Steve) was a universe of pure thought.  The was a universe were only consciousness existed, and the only thing those minds could do was talk to other minds.  This one really gave me a fit...  In fact, Steve pitched his idea and then we ran Keith's first because I was having a hard time thinking of what kind of adventure could happen in this world of zero physicality.  After the cyberpunk game, though, I had an idea.  Basically, I said that as the conscious universe grew, it was inevitable that a group mind, a universal mind, would emerge. Moments before the universal mind formed, erasing all individuality, the last strong individuals gathered to decided what kind of being would be formed.  Each person was given 1 minute to pitch their idea of universal consciousness to the others, advocating for one purpose of existence or another.  After that we concluded.  At this point, despite my time management, we only had about 10 mins for this entire universe, so this was all we had time for.&lt;/li&gt;&lt;br /&gt;&lt;/ul&gt;&lt;br /&gt;&lt;br /&gt;This was a pretty fun game, but it was definitely challenging.  Not just for me (and it was no easy feat), but also for my great players, who had to generate 5 characters and a world each (6 characters if you count the Dreamer itself).  We all came through great and everyone had a good time, I think.  One thing I'll definitely say is that even though we had a great time, the creativity requirement for the game was so high we were all nearly dead when the final universe rolled around, it was intense, but very rewarding.  If any of you players are reading this, thanks for the great game and your patience with it!&lt;br /&gt;&lt;br /&gt;I felt compelled to tell this story, but hopefully soon I'll write up a post about the 'Central Library' game were the world literally revolved around books.  Or maybe I won't, I may run it at a con...&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/928710026331957513-8316298611242703331?l=benjaminbernard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://benjaminbernard.blogspot.com/feeds/8316298611242703331/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=928710026331957513&amp;postID=8316298611242703331' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/8316298611242703331'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/8316298611242703331'/><link rel='alternate' type='text/html' href='http://benjaminbernard.blogspot.com/2008/02/roleplaying-in-20-time.html' title='Roleplaying in 20% time'/><author><name>Ben</name><uri>http://www.blogger.com/profile/05909943463326709853</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://benjaminbernard.smugmug.com/photos/93920318-Th-1.jpg'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-928710026331957513.post-6863148285552594685</id><published>2008-02-02T14:33:00.000-08:00</published><updated>2008-02-02T15:10:01.509-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='programming'/><title type='text'>The Super Nun Killing Clan of Cyber-Programmers</title><content type='html'>Mike has an interesting &lt;a href="http://technofetish.net/buffaloblog/wp-trackback.php?p=88"&gt;post up over on his blog&lt;/a&gt; which is a response to &lt;a href="http://blog.reverberate.org/2008/02/02/brilliant-programmers/"&gt;Josh&lt;/a&gt; which is itself a response to &lt;a href="http://www.artima.com/weblogs/viewpost.jsp?thread=221622"&gt;Bruce Eckel&lt;/a&gt;.  After seeing that long line of discussion, how could I refrain from adding my own brilliant thoughts to the conversation??&lt;br /&gt;&lt;br /&gt;On the whole 5% thing...  I don't know.  Its a widely held belief in programming circles, one I've heard numerous times (certainly as Mike says, the number is made up, but the sentiments are there).  I used to believe this idea with all my heart.  Now?  I don't know.  I certainly used to not only believe it, but was absolutely convinced I and my close friends were a member of that elite group.  I still think I'm a great programmer, one of the best, and my friends as well.  But,  I've started to doubt the other side of the equation the 20x as productive.&lt;br /&gt;&lt;br /&gt;I've just going to skip over Mike's arguments of measurement.  They are valid, and well put, but I'm  not interested in that side of the discussion.  In my career as a programmer (yes, all 5 years of it!) I have seen a lot of productive people and a number of non-productive people.  My consensus is that people who want to be productive are, and people who just want to not get fired aren't.  Are you excited about your space?  Are you committing yourself to the successful completion of the project?  There are a dozen ways (ok, way more) to waste time on the job, without looking particiularly unproductive.  Everything from reading email, attending all the optional meetings, to things like reading web comics and even coding, but not tackling the hard parts of the project.  It seems to me that those who want to succeed move those obstacles and distractions out of the way and those who don't embrace them.&lt;br /&gt;&lt;br /&gt;So, I guess it is possible for the top programmers to be 20x more effective, becuase of the effort they put in.  If you spend 5 mins an hour checking email, and another doesn't, he's already 40mins ahead of you at the end of the day.  Add in some meetings that he skips, and some of the other stuff, and its easy to see how even similarly skilled people differentiate themselves.&lt;br /&gt;&lt;br /&gt;I will agree with Bruce Eckel that programmers can really differentiate themselves with continual learning.  Its really important in any technical fields (look at surgeons or scientists) to continually learn, and it's no less true in programming.&lt;br /&gt;&lt;br /&gt;Maybe with all these factors together you get up to something like 2x... But most of the times these numbers are bandied around its always something like 20x.  I think 2x is already waay awesome.  Additionally, Josh's comments on letting less skilled programmers write until the heat death of the stars is also a good point.  Its definitely true that less skilled people just can't produce the same code as others, and in many cases could never implement the same feature jumps that the masters can.&lt;br /&gt;&lt;br /&gt;Hmm... that is a little long and rambling, but I still have something else to address.  Mike's question of taking 50 cs students and getting them into the top 5%.  Well, I think there are a couple of important pieces to this puzzle.  First of all: screw traditional curriculum.  As my dad has told me a couple of times, Colleges don't want to teach practical skills anyway.  Is it any real surprise that they aren't very good at it?  You want to know who the best new hires at Amazon are?  They aren't traditional undergraduate students.  They aren't any students from the US even.  They are Waterloo students.  You want to know why?  Its very simple.  Waterloo students spend (I believe) 5 tri-mesters working in Co-Ops at companies.  They quickly get exposed to a number of languages, design methodologies, companies, etc.  Most importantly... They know what source control is.  They know how to really write code for re-use.  THey have some idea of how to work with others to get projects done.&lt;br /&gt;&lt;br /&gt;So, if you want 50 people to be the best, how do you do that?  You could just emulate waterloo, but I think you'd need to go farther.  Start a startup with them.  Teach them datastructures and algorithms while you're under pressure to get a website up.  Let them learn about file size limits when their logs grow larger than 2GB.  Learn by doing.  In the world of software, there is little cost to screwing up.  Its not like bridge building or even auto repair where you might be hurting others.  I think the heart of learning in CS is related to doing and figuring out for yourself what works and what doesn't.&lt;br /&gt;&lt;br /&gt;But even that is not enough.  You must must must get people excited about the act of programming itself.  How can this be done?  For one, I think you pick projects to tackle that are exciting to people.  One of the most time-consuming applications I've written was a character generator that was written over the summer.  I would work all day as an intern, come back to the apartment, and code until it was time to go to bed.  Why did I do this?  I saw real use for this program and I wanted to make an awesome program I and others would really use.  You want to know what I did in my programming languages and compilers class at UIUC?  I implemented half of a lisp compiler.  Who wants a lisp compiler?  I'm sure there are those that do, but I didn't.  Wouldn't it be immeasurably better to have projects your excited about?&lt;br /&gt;&lt;br /&gt;I think there are other, more gimmicky things you could do as well.  Give monetary awards to those who do well.  College students will do a whole lot for some money.  Really do a start-up, let the students really feel like they're a part of something worth working hard for.  Have people teach topics as they come up, and make sure that anyone who teachs is really excited about what their teaching.  When I give tech talks about Amazon, I see people light up and get interested.  Why?  Because when I speak I put a lot of emphasis on how much I like Amazon and how exciting and interesting it is to work there.  My material is normally less exciting than others (Build tools vs. awesome Kindle or Scalable Storage for the Internet, etc), but people take notice because &lt;em&gt;I&lt;/em&gt; am excited about it.  Make sure you provide the tools for those studnets to be productive both in and out of class.  Make sure teachers are available one on one.  And most of all be focused on projects, not on chapters in a book.&lt;br /&gt;&lt;br /&gt;If it were possible, I would find the 50 most excited, talented and teacher-y programmers in the world, and have the 50 students apprentice to them for 4 years, maybe on a rotating basis.&lt;br /&gt;&lt;br /&gt;I don't know if any of this is possible in the reality of the collegiate environment.  But I know it would be cool to try.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/928710026331957513-6863148285552594685?l=benjaminbernard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://benjaminbernard.blogspot.com/feeds/6863148285552594685/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=928710026331957513&amp;postID=6863148285552594685' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/6863148285552594685'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/6863148285552594685'/><link rel='alternate' type='text/html' href='http://benjaminbernard.blogspot.com/2008/02/super-nun-killing-clan-of-cyber.html' title='The Super Nun Killing Clan of Cyber-Programmers'/><author><name>Ben</name><uri>http://www.blogger.com/profile/05909943463326709853</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://benjaminbernard.smugmug.com/photos/93920318-Th-1.jpg'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-928710026331957513.post-4477433207814977508</id><published>2007-12-18T17:04:00.000-08:00</published><updated>2008-05-03T00:58:20.061-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='randomness'/><title type='text'>Funny and Horrific.  At the same time!</title><content type='html'>So today, I had to good fortune to learn about "Chick Tracts".  Contrary to what you might initially think, these have nothing to do with women or about tracts of land.  No, instead these long comic strips are of the proselytizing variety...  I should really just let the work speak for itself.  Here is a gem about roleplaying:&lt;br /&gt;&lt;br /&gt;&lt;div style='text-align:center;margin:0px auto 10px;'&gt;&lt;A HREF='http://bp0.blogger.com/_mL2omNEAz9U/R2nXGQuY3xI/AAAAAAAAABg/bqBYW0pf-3c/s1600-h/0046_01.jpg'&gt;&lt;IMG SRC='http://bp0.blogger.com/_mL2omNEAz9U/R2nXGQuY3xI/AAAAAAAAABg/bqBYW0pf-3c/s320/0046_01.jpg' border=0 alt='' id='BLOGGER_PHOTO_ID_' &gt;&lt;/A&gt;&amp;nbsp;&lt;/div&gt;&lt;br /&gt;&lt;div style='text-align:center;margin:0px auto 10px;'&gt;&lt;A HREF='http://bp0.blogger.com/_mL2omNEAz9U/R2nXGQuY3yI/AAAAAAAAABo/DelcW8lDY24/s1600-h/0046_02.jpg'&gt;&lt;IMG SRC='http://bp0.blogger.com/_mL2omNEAz9U/R2nXGQuY3yI/AAAAAAAAABo/DelcW8lDY24/s320/0046_02.jpg' border=0 alt='' id='BLOGGER_PHOTO_ID_' &gt;&lt;/A&gt;&amp;nbsp;&lt;/div&gt;&lt;br /&gt;&lt;div style='text-align:center;margin:0px auto 10px;'&gt;&lt;A HREF='http://bp1.blogger.com/_mL2omNEAz9U/R2nXGguY3zI/AAAAAAAAABw/DFgZEdxQ2Y8/s1600-h/0046_03.jpg'&gt;&lt;IMG SRC='http://bp1.blogger.com/_mL2omNEAz9U/R2nXGguY3zI/AAAAAAAAABw/DFgZEdxQ2Y8/s320/0046_03.jpg' border=0 alt='' id='BLOGGER_PHOTO_ID_' &gt;&lt;/A&gt;&amp;nbsp;&lt;/div&gt;&lt;div style='clear:both; text-align:CENTER'&gt;&lt;/div&gt;&lt;br /&gt;&lt;div style='text-align:center;margin:0px auto 10px;'&gt;&lt;A HREF='http://bp0.blogger.com/_mL2omNEAz9U/R2nXXQuY30I/AAAAAAAAAB4/Mmw_kUe8L2A/s1600-h/0046_04.jpg'&gt;&lt;IMG SRC='http://bp0.blogger.com/_mL2omNEAz9U/R2nXXQuY30I/AAAAAAAAAB4/Mmw_kUe8L2A/s320/0046_04.jpg' border=0 alt='' id='BLOGGER_PHOTO_ID_' &gt;&lt;/A&gt;&amp;nbsp;&lt;/div&gt;&lt;br /&gt;&lt;div style='text-align:center;margin:0px auto 10px;'&gt;&lt;A HREF='http://bp0.blogger.com/_mL2omNEAz9U/R2nXXQuY31I/AAAAAAAAACA/v__Wiyn2wFU/s1600-h/0046_05.jpg'&gt;&lt;IMG SRC='http://bp0.blogger.com/_mL2omNEAz9U/R2nXXQuY31I/AAAAAAAAACA/v__Wiyn2wFU/s320/0046_05.jpg' border=0 alt='' id='BLOGGER_PHOTO_ID_' &gt;&lt;/A&gt;&amp;nbsp;&lt;/div&gt;&lt;br /&gt;&lt;div style='text-align:center;margin:0px auto 10px;'&gt;&lt;A HREF='http://bp1.blogger.com/_mL2omNEAz9U/R2nXXguY32I/AAAAAAAAACI/4njMQiiDQaE/s1600-h/0046_06.jpg'&gt;&lt;IMG SRC='http://bp1.blogger.com/_mL2omNEAz9U/R2nXXguY32I/AAAAAAAAACI/4njMQiiDQaE/s320/0046_06.jpg' border=0 alt='' id='BLOGGER_PHOTO_ID_' &gt;&lt;/A&gt;&amp;nbsp;&lt;/div&gt;&lt;br /&gt;&lt;div style='text-align:center;margin:0px auto 10px;'&gt;&lt;A HREF='http://bp1.blogger.com/_mL2omNEAz9U/R2nXXguY33I/AAAAAAAAACQ/gGMXsV6d5UM/s1600-h/0046_07.jpg'&gt;&lt;IMG SRC='http://bp1.blogger.com/_mL2omNEAz9U/R2nXXguY33I/AAAAAAAAACQ/gGMXsV6d5UM/s320/0046_07.jpg' border=0 alt='' id='BLOGGER_PHOTO_ID_' &gt;&lt;/A&gt;&amp;nbsp;&lt;/div&gt;&lt;div style='clear:both; text-align:CENTER'&gt;&lt;/div&gt;&lt;br /&gt;&lt;div style='text-align:center;margin:0px auto 10px;'&gt;&lt;A HREF='http://bp2.blogger.com/_mL2omNEAz9U/R2nXfwuY34I/AAAAAAAAACY/HOKZ0gUkOrQ/s1600-h/0046_08.jpg'&gt;&lt;IMG SRC='http://bp2.blogger.com/_mL2omNEAz9U/R2nXfwuY34I/AAAAAAAAACY/HOKZ0gUkOrQ/s320/0046_08.jpg' border=0 alt='' id='BLOGGER_PHOTO_ID_' &gt;&lt;/A&gt;&amp;nbsp;&lt;/div&gt;&lt;br /&gt;&lt;div style='text-align:center;margin:0px auto 10px;'&gt;&lt;A HREF='http://bp2.blogger.com/_mL2omNEAz9U/R2nXfwuY35I/AAAAAAAAACg/HxBsj25p4kw/s1600-h/0046_09.jpg'&gt;&lt;IMG SRC='http://bp2.blogger.com/_mL2omNEAz9U/R2nXfwuY35I/AAAAAAAAACg/HxBsj25p4kw/s320/0046_09.jpg' border=0 alt='' id='BLOGGER_PHOTO_ID_' &gt;&lt;/A&gt;&amp;nbsp;&lt;/div&gt;&lt;br /&gt;&lt;div style='text-align:center;margin:0px auto 10px;'&gt;&lt;A HREF='http://bp3.blogger.com/_mL2omNEAz9U/R2nXgAuY36I/AAAAAAAAACo/31iJoGt0H5s/s1600-h/0046_10.jpg'&gt;&lt;IMG SRC='http://bp3.blogger.com/_mL2omNEAz9U/R2nXgAuY36I/AAAAAAAAACo/31iJoGt0H5s/s320/0046_10.jpg' border=0 alt='' id='BLOGGER_PHOTO_ID_' &gt;&lt;/A&gt;&amp;nbsp;&lt;/div&gt;&lt;br /&gt;&lt;div style='text-align:center;margin:0px auto 10px;'&gt;&lt;A HREF='http://bp3.blogger.com/_mL2omNEAz9U/R2nXgAuY37I/AAAAAAAAACw/-H47qIw2vT4/s1600-h/0046_11.jpg'&gt;&lt;IMG SRC='http://bp3.blogger.com/_mL2omNEAz9U/R2nXgAuY37I/AAAAAAAAACw/-H47qIw2vT4/s320/0046_11.jpg' border=0 alt='' id='BLOGGER_PHOTO_ID_' &gt;&lt;/A&gt;&amp;nbsp;&lt;/div&gt;&lt;div style='clear:both; text-align:CENTER'&gt;&lt;/div&gt;&lt;br /&gt;&lt;div style='text-align:center;margin:0px auto 10px;'&gt;&lt;A HREF='http://bp0.blogger.com/_mL2omNEAz9U/R2nXpQuY38I/AAAAAAAAAC4/P9cpXbHiNAA/s1600-h/0046_12.jpg'&gt;&lt;IMG SRC='http://bp0.blogger.com/_mL2omNEAz9U/R2nXpQuY38I/AAAAAAAAAC4/P9cpXbHiNAA/s320/0046_12.jpg' border=0 alt='' id='BLOGGER_PHOTO_ID_' &gt;&lt;/A&gt;&amp;nbsp;&lt;/div&gt;&lt;br /&gt;&lt;div style='text-align:center;margin:0px auto 10px;'&gt;&lt;A HREF='http://bp1.blogger.com/_mL2omNEAz9U/R2nXpguY39I/AAAAAAAAADA/WVWbgCYGhuY/s1600-h/0046_13.jpg'&gt;&lt;IMG SRC='http://bp1.blogger.com/_mL2omNEAz9U/R2nXpguY39I/AAAAAAAAADA/WVWbgCYGhuY/s320/0046_13.jpg' border=0 alt='' id='BLOGGER_PHOTO_ID_' &gt;&lt;/A&gt;&amp;nbsp;&lt;/div&gt;&lt;br /&gt;&lt;div style='text-align:center;margin:0px auto 10px;'&gt;&lt;A HREF='http://bp2.blogger.com/_mL2omNEAz9U/R2nXpwuY3-I/AAAAAAAAADI/qW2cbpvZWy0/s1600-h/0046_14.jpg'&gt;&lt;IMG SRC='http://bp2.blogger.com/_mL2omNEAz9U/R2nXpwuY3-I/AAAAAAAAADI/qW2cbpvZWy0/s320/0046_14.jpg' border=0 alt='' id='BLOGGER_PHOTO_ID_' &gt;&lt;/A&gt;&amp;nbsp;&lt;/div&gt;&lt;br /&gt;&lt;div style='text-align:center;margin:0px auto 10px;'&gt;&lt;A HREF='http://bp2.blogger.com/_mL2omNEAz9U/R2nXpwuY3_I/AAAAAAAAADQ/UvY_AP5E9pA/s1600-h/0046_15.jpg'&gt;&lt;IMG SRC='http://bp2.blogger.com/_mL2omNEAz9U/R2nXpwuY3_I/AAAAAAAAADQ/UvY_AP5E9pA/s320/0046_15.jpg' border=0 alt='' id='BLOGGER_PHOTO_ID_' &gt;&lt;/A&gt;&amp;nbsp;&lt;/div&gt;&lt;div style='clear:both; text-align:CENTER'&gt;&lt;/div&gt;&lt;br /&gt;&lt;div style='text-align:center;margin:0px auto 10px;'&gt;&lt;A HREF='http://bp0.blogger.com/_mL2omNEAz9U/R2nXzQuY4AI/AAAAAAAAADY/s98ir2Q__PM/s1600-h/0046_16.jpg'&gt;&lt;IMG SRC='http://bp0.blogger.com/_mL2omNEAz9U/R2nXzQuY4AI/AAAAAAAAADY/s98ir2Q__PM/s320/0046_16.jpg' border=0 alt='' id='BLOGGER_PHOTO_ID_' &gt;&lt;/A&gt;&amp;nbsp;&lt;/div&gt;&lt;br /&gt;&lt;div style='text-align:center;margin:0px auto 10px;'&gt;&lt;A HREF='http://bp0.blogger.com/_mL2omNEAz9U/R2nXzQuY4BI/AAAAAAAAADg/s24ZTOTQHQI/s1600-h/0046_17.jpg'&gt;&lt;IMG SRC='http://bp0.blogger.com/_mL2omNEAz9U/R2nXzQuY4BI/AAAAAAAAADg/s24ZTOTQHQI/s320/0046_17.jpg' border=0 alt='' id='BLOGGER_PHOTO_ID_' &gt;&lt;/A&gt;&amp;nbsp;&lt;/div&gt;&lt;br /&gt;&lt;div style='text-align:center;margin:0px auto 10px;'&gt;&lt;A HREF='http://bp0.blogger.com/_mL2omNEAz9U/R2nXzQuY4CI/AAAAAAAAADo/sJ8zKCU4YrE/s1600-h/0046_18.jpg'&gt;&lt;IMG SRC='http://bp0.blogger.com/_mL2omNEAz9U/R2nXzQuY4CI/AAAAAAAAADo/sJ8zKCU4YrE/s320/0046_18.jpg' border=0 alt='' id='BLOGGER_PHOTO_ID_' &gt;&lt;/A&gt;&amp;nbsp;&lt;/div&gt;&lt;br /&gt;&lt;div style='text-align:center;margin:0px auto 10px;'&gt;&lt;A HREF='http://bp1.blogger.com/_mL2omNEAz9U/R2nXzguY4DI/AAAAAAAAADw/rGD1qvq5lsU/s1600-h/0046_19.jpg'&gt;&lt;IMG SRC='http://bp1.blogger.com/_mL2omNEAz9U/R2nXzguY4DI/AAAAAAAAADw/rGD1qvq5lsU/s320/0046_19.jpg' border=0 alt='' id='BLOGGER_PHOTO_ID_' &gt;&lt;/A&gt;&amp;nbsp;&lt;/div&gt;&lt;div style='clear:both; text-align:CENTER'&gt;&lt;/div&gt;&lt;br /&gt;&lt;div style='text-align:center;margin:0px auto 10px;'&gt;&lt;A HREF='http://bp0.blogger.com/_mL2omNEAz9U/R2nX7QuY4EI/AAAAAAAAAD4/f5QQw5ygTNo/s1600-h/0046_20.jpg'&gt;&lt;IMG SRC='http://bp0.blogger.com/_mL2omNEAz9U/R2nX7QuY4EI/AAAAAAAAAD4/f5QQw5ygTNo/s320/0046_20.jpg' border=0 alt='' id='BLOGGER_PHOTO_ID_' &gt;&lt;/A&gt;&amp;nbsp;&lt;/div&gt;&lt;br /&gt;&lt;div style='text-align:center;margin:0px auto 10px;'&gt;&lt;A HREF='http://bp0.blogger.com/_mL2omNEAz9U/R2nX7QuY4FI/AAAAAAAAAEA/6oI2l09ULYA/s1600-h/0046_21.jpg'&gt;&lt;IMG SRC='http://bp0.blogger.com/_mL2omNEAz9U/R2nX7QuY4FI/AAAAAAAAAEA/6oI2l09ULYA/s320/0046_21.jpg' border=0 alt='' id='BLOGGER_PHOTO_ID_' &gt;&lt;/A&gt;&amp;nbsp;&lt;/div&gt;&lt;br /&gt;&lt;div style='text-align:center;margin:0px auto 10px;'&gt;&lt;A HREF='http://bp0.blogger.com/_mL2omNEAz9U/R2nX7QuY4GI/AAAAAAAAAEI/nQ5Zxrn7XR8/s1600-h/0046_22.jpg'&gt;&lt;IMG SRC='http://bp0.blogger.com/_mL2omNEAz9U/R2nX7QuY4GI/AAAAAAAAAEI/nQ5Zxrn7XR8/s320/0046_22.jpg' border=0 alt='' id='BLOGGER_PHOTO_ID_' &gt;&lt;/A&gt;&amp;nbsp;&lt;/div&gt;&lt;div style='clear:both; text-align:CENTER'&gt;&lt;/div&gt;&lt;br /&gt;&lt;div style='text-align:center;margin:0px auto 10px;'&gt;&lt;A HREF='http://bp2.blogger.com/_mL2omNEAz9U/R2nXFwuY3wI/AAAAAAAAABY/1xWghM60834/s1600-h/enGeneral.jpg'&gt;&lt;IMG SRC='http://bp2.blogger.com/_mL2omNEAz9U/R2nXFwuY3wI/AAAAAAAAABY/1xWghM60834/s320/enGeneral.jpg' border=0 alt='' id='BLOGGER_PHOTO_ID_' &gt;&lt;/A&gt;&amp;nbsp;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;p&gt;Wow, huh!  That was crazy.  For citation's sake &lt;a href="http://www.chick.com/reading/tracts/0046/0046_01.asp"&gt;visit the original&lt;br /&gt;page&lt;/a&gt;.  At first it reads like a deliciously funny play off of the 1980s&lt;br /&gt;fears about roleplaying... But then... around about where the gal dies, you&lt;br /&gt;relize that its not really all that funny.  Oh, and also its being serious...&lt;br /&gt;&lt;br /&gt;So in this vein we found a few other chick tracts that are good:&lt;br /&gt;&lt;br /&gt;&lt;ol&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://www.chick.com/reading/tracts/0034/0034_01.asp"&gt;Not Even Christian Rock is good Rock&lt;/a&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://www.chick.com/reading/tracts/1000/1000_01.asp"&gt;Love the Jews, lest you get smited&lt;/a&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://www.chick.com/reading/tracts/1054/1054_01.asp"&gt;Islam, the I is for evIl!&lt;/a&gt;&lt;br /&gt;&lt;/ol&gt;&lt;br /&gt;&lt;br /&gt;Pretty crazy stuff...  The ultimate chick tract isn't even written by Jack&lt;br /&gt;Chick! &lt;a href="http://www.yourmomsbasement.com/archives/2006/11/galactus_is_com.html"&gt;You too should learn about the dangers of Galactus!&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;I think my team probably lost half a day to this insanity.  Its pretty crazy&lt;br /&gt;stuff... I'll try not to insult anyone, but everyone has their crazies...&lt;br /&gt;&lt;br /&gt;Oh, and here's a great video about &lt;a href="http://youtube.com/watch?v=zy0d1HbItOo"&gt;&lt;em&gt;MORMONISM!&lt;/em&gt;&lt;/a&gt;. Evidently the native americans were once white and from israel, who knew?? The mormons, thats who.  In case it wasn't obvious, BTW, I'm not trying to hurt morman faith in any way, but the video is hilarious (I have no idea how closely it matches with their beliefs and a similar video could be made about christanity, probably even more ridiculous!)&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/928710026331957513-4477433207814977508?l=benjaminbernard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://benjaminbernard.blogspot.com/feeds/4477433207814977508/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=928710026331957513&amp;postID=4477433207814977508' title='13 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/4477433207814977508'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/4477433207814977508'/><link rel='alternate' type='text/html' href='http://benjaminbernard.blogspot.com/2007/12/funny-and-horrific-at-same-time.html' title='Funny and Horrific.  At the same time!'/><author><name>Ben</name><uri>http://www.blogger.com/profile/05909943463326709853</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://benjaminbernard.smugmug.com/photos/93920318-Th-1.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://bp0.blogger.com/_mL2omNEAz9U/R2nXGQuY3xI/AAAAAAAAABg/bqBYW0pf-3c/s72-c/0046_01.jpg' height='72' width='72'/><thr:total>13</thr:total></entry><entry><id>tag:blogger.com,1999:blog-928710026331957513.post-4993370248702502626</id><published>2007-12-17T13:57:00.000-08:00</published><updated>2007-12-17T14:12:07.530-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='news'/><category scheme='http://www.blogger.com/atom/ns#' term='programming'/><title type='text'>Programming and Christmas</title><content type='html'>So, someone complained to me that my blog hadn't been updated in a while.  I admit that that is correct.  I've been extremely busy at work.  I'm on a big project that keeps sucking all of my time.  Also, I've been waiting for a hordes of loyal fans (yes all 2 of you) to comment on Chrome Dawn.  Given that no one has, I'm guess no one will.  I know a couple of you have definitely given it a look, so tell me what you think!&lt;br /&gt;&lt;br /&gt;In other news, Keith and I have finally gotten our Record Stream project up on the web.  Check out the project site &lt;a href="http://recordstream.googlecode.com"&gt;here&lt;/a&gt;.  If you want submit access to the project, let me know!  For those of you who don't know, RecordStream is a project that takes input (like from log files, configuration files, etc), creates JSON hashes with them, and then gives you a set of tools to slice and dice on the command line.  One good example is havn't you ever wanted to grep for a column where the column value is &gt; 5?  Well, I have... and RecordStream lets you do that.  It also lets you produce some very awesome statistics using recs-collate, like what is the average connect time for each url people access on my site (this would be analyzing apache access logs).  Anyway, I'm sure I'll post more about record stream later.&lt;br /&gt;&lt;br /&gt;The first version of the code is up on Google Code, we're currently in the middle of re-writing all of the scripts to be modules and adding tests.  This is all driven by the recs-chain idea, which is that we'll turn shell pipe chains into in-memory chains, avoiding JSON serialization/deserialization costs.  I'm also hoping to get Josh's &lt;a href="http://blog.reverberate.org/2007/12/16/gazelle-01-released/"&gt;fast-as-hell collate&lt;/a&gt; integrated into RecordStream proper in a manner that all of us can appreciate.&lt;br /&gt;&lt;br /&gt;On another note... Unfortunately I won't be making it back to Oklahoma for Christmas.  This big project at work is too important for me to be missing around this critical time.  I also have extremely few vacation days, what with the 2 emergency trips to Oklahoma back in October and driving Mike to Atlanta back in August.  I'm hoping to get back to OK-land this spring or summer though.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/928710026331957513-4993370248702502626?l=benjaminbernard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://benjaminbernard.blogspot.com/feeds/4993370248702502626/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=928710026331957513&amp;postID=4993370248702502626' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/4993370248702502626'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/4993370248702502626'/><link rel='alternate' type='text/html' href='http://benjaminbernard.blogspot.com/2007/12/programming-and-christmas.html' title='Programming and Christmas'/><author><name>Ben</name><uri>http://www.blogger.com/profile/05909943463326709853</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://benjaminbernard.smugmug.com/photos/93920318-Th-1.jpg'/></author><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-928710026331957513.post-8228081768576902867</id><published>2007-11-28T00:23:00.000-08:00</published><updated>2007-11-29T00:37:44.087-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='roleplaying'/><title type='text'>Chrome Dawn</title><content type='html'>Just before Mike left for Georgia Tech, he and I began discussing a new roleplaying system.  Nothing crystallized since he and I were running around trying to get him ready to leave.  However we did have some time available on the 3k car ride to Atlanta.  Now  as some of you &lt;a href="http://technofetish.net/buffaloblog/?p=66"&gt;may have heard&lt;/a&gt;, that particular trip didn't go entirely smoothly.  But, we were able to come with a pretty awesome system, called &lt;b&gt;&lt;i&gt;Chrome Dawn&lt;/b&gt;&lt;/i&gt;.&lt;br /&gt;&lt;br /&gt;Before I get too far into it, here is a link to a pdf version of our booklet: &lt;a href="http://technofetish.net/ChromeDawn.pdf"&gt;ChromeDawn.pdf&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;The thing to know about Chrome dawn is that, as Mike likes to say, its a system for those of your who think current cyberpunk games are missing some cyberware.  This is a hardcore game for really cyberpunk lovers.  Once example of this is the power level, Chrome Dawn rangs from levels 1 to 10.  We figure most other systems top out at level 2 and some manage to make it to level 3.&lt;br /&gt;&lt;br /&gt;Perhaps it is better to take an example from the write up.&lt;br /&gt;&lt;br /&gt;For instance, at level 8, the level at which you can modify groups of other people at will, the Dawn of Cyberspace and the Engine of Cyberspace Child Adept could read like:&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;With the power and wisdom of the King, the great net gates are built: orante magnificent archways that allow AI and man to pass freely from one realm to the next.  Also forged are the great Cyberswords: Excalibur, Arondight, and others; physical weapons of pure cybernetic energy identifying the avatars of the King.  These terrible weapons carry almost he full power of their creator - dangerous and powerful in both worlds and accorded great respect among all those who seek the favor of the king of cyberspace&lt;/blockquote&gt;&lt;br /&gt;&lt;br /&gt;I highly recommend reading through the examples of various cyberware, its a cool read and part of the system we spent a great deal of time on (starts at page 4 in the pdf).&lt;br /&gt;&lt;br /&gt;I really like the system, in concept at least.  Having cooperatively chosen realms of conflict (the first thing you do in the game is define the 3 dawns of cyberware that are the only areas in which you have stats / tests) is great.  Having "Just In Time Character Creation" is another great thing.  But I think one of the neatest things is having an entire character defined in terms of cyberware (the only stats in the game are all cyberware related).&lt;br /&gt;&lt;br /&gt;We took this game to GenCon and played 3 games with friends.  I think it went OK.  Mike and I I think were both a little bit overwhelmed by the 4 days of driving we had just done, and I think our games suffered a little bit.  Nevertheless there were some cool moments, and I really enjoyed the fashion dawn that occurred in one of Mike's games.&lt;br /&gt;&lt;br /&gt;Anyway, I would love to get the opinions of some people out there, I know there are a number of roleplayers who read this blog, and I'd love to get your comments.  I think there are some rough edges.  In particular, I fear the Steel (the defensive version of Engine) may be too powerful.  I also feel like the overemphasis on Engine means that chrome (smaller pieces of cyberware) fall by the wayside.&lt;br /&gt;&lt;br /&gt;For those of you who aren't roleplayers, you may still get a kick out of the cyberware descriptions in the booklet.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/928710026331957513-8228081768576902867?l=benjaminbernard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://benjaminbernard.blogspot.com/feeds/8228081768576902867/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=928710026331957513&amp;postID=8228081768576902867' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/8228081768576902867'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/8228081768576902867'/><link rel='alternate' type='text/html' href='http://benjaminbernard.blogspot.com/2007/11/chrome-dawn.html' title='Chrome Dawn'/><author><name>Ben</name><uri>http://www.blogger.com/profile/05909943463326709853</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://benjaminbernard.smugmug.com/photos/93920318-Th-1.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-928710026331957513.post-1061609510847959915</id><published>2007-11-26T23:53:00.000-08:00</published><updated>2007-11-27T00:09:06.872-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='news'/><category scheme='http://www.blogger.com/atom/ns#' term='gadgets'/><category scheme='http://www.blogger.com/atom/ns#' term='roleplaying'/><title type='text'>Kindling and other news</title><content type='html'>As per my previous post, I do now have an Amazon Kindle.  Perhaps even more interesting is that I've almost finished reading my first Kindle book.  It works pretty well.  Books are actually still better (due to being able to grip it anywhere, but it definitely works even for long reading sessions.&lt;br /&gt;&lt;br /&gt;In addition to the book I'm reading ("Poison Study" if you care), I am also experimenting with a newspaper and magazine subscription (Seattle Times and Times, respectively).  This is actually going really well for the newspaper, every morning I take a little time to skim the headlines and read some of the articles, and I feel much more in touch with the world.  The convenience of having it wireless delivered is really quite large.&lt;br /&gt;&lt;br /&gt;I'm also trying to convert my library of DRM-free roleplaying books to the Kindle.  I already have a really good version of Bliss Stage on there, but Amber and Exalted are having a very tough time getting translated (partially because they are 50 MB in size).  But it is working somewhat, and does allow me to search through the books on the kindle.&lt;br /&gt;&lt;br /&gt;But enough about what I love about the device, if you really want to read poetic verse about it, read &lt;a href="http://www.macworld.com/news/2007/11/26/kindle/index.php"&gt;this MacWorld opinion piece&lt;/a&gt; on the subject, its very very positive, but I enjoyed it nonetheless.&lt;br /&gt;&lt;br /&gt;Moving on... I'm not sure I ever updated the blog with car news, but I did end up buying a BMW 5 series. It has been built (I had to order it because I wanted a manual transmission), and is currently on a boat coming to california.  It will arrive there in 24-30 days, and another 10 days after that will be up here in Seattle.  It's a long process, but hopefully one that will be worth it.&lt;br /&gt;&lt;br /&gt;I recently bought several bookshelves, 2 6ft. tall ones and 2 "media" bookshelves for DVDs/video games.  I've got all but one of them assembled and put together, and I'm really glad I got them all.  Now I have room for all of my books that heretofore were piled in stacks throughout my apartment.  My dad is coming to visit next week, which is why all of the work.  Hopefully I'll have it all done by the time he gets here.&lt;br /&gt;&lt;br /&gt;We finished the Bliss Stage game.  The endgame, at least when you're trying to force your crew to an end, doesn't work as smoothly as other portions, and I kept having trouble trying to bring about the semblance of a plot I cooked up, but overall I'm pretty sure everyone had a great time.  I for one hope to play another game, and maybe then I can play a pilot and actually get a mecha.  We had a little wrap up and we all agreed that the best portion of the game was the interludes with the character development rather than the mecha fighting, even Nikita, whom I had to entice to the game with talk of laser guns and missile tubes and so forth.  Next week we try out my crazy DnD idea, where we take DnD for a 2-4 session trial to see how the other side lives.  And yes, we've all pointed out that we're playing DnD on "indie" night, but we're still going to do it.&lt;br /&gt;&lt;br /&gt;Thats all for now!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/928710026331957513-1061609510847959915?l=benjaminbernard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://benjaminbernard.blogspot.com/feeds/1061609510847959915/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=928710026331957513&amp;postID=1061609510847959915' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/1061609510847959915'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/1061609510847959915'/><link rel='alternate' type='text/html' href='http://benjaminbernard.blogspot.com/2007/11/kindling-and-other-news.html' title='Kindling and other news'/><author><name>Ben</name><uri>http://www.blogger.com/profile/05909943463326709853</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://benjaminbernard.smugmug.com/photos/93920318-Th-1.jpg'/></author><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-928710026331957513.post-1278375097456292755</id><published>2007-11-19T11:09:00.000-08:00</published><updated>2007-11-19T13:29:30.966-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='news'/><category scheme='http://www.blogger.com/atom/ns#' term='gadgets'/><title type='text'>Amazon Kindle: The Re-readin-ing</title><content type='html'>Just a quick note: &lt;a href="http://www.amazon.com/gp/product/B000FI73MA"&gt;Amazon Kindle&lt;/a&gt; is out!  This is big because its the first e-ink device to launch with a good library of titles, IMO.&lt;br /&gt;&lt;br /&gt;Yes, I've already ordered mine.  Cool features include:&lt;br /&gt;&lt;ol&gt;&lt;br /&gt;&lt;li&gt;EVDO Wireless Internet Access - Anywhere, always on, for FREE! No service contracts, no worries!&lt;br /&gt;&lt;li&gt;Free Wikipedia access - The power of the world's shared brain anywhere on a great screen&lt;br /&gt;&lt;li&gt;E-ink display - no backlight need apply, no eye strain, it looks like printed paper&lt;br /&gt;&lt;li&gt;Wireless purchase books where ever you are&lt;br /&gt;&lt;li&gt;3 thousand launch titles in Sci-Fi/Fantasy alone (88k total)&lt;br /&gt;&lt;li&gt;Email content to your kindle wirelessly&lt;br /&gt;&lt;li&gt;Just In: You can go to arbitrary web pages! (according to the device manual)&lt;br /&gt;&lt;/ol&gt;&lt;br /&gt;There are some disappointments.  I don't think a $400 device is going to really revolutionize things, but I hope it will get cheaper as time.  Also, its not shipping with PDF support.  Hopefully that will change, but it does support MOBI files, which I hear there are PDF -&gt; MOBI file converters.&lt;br /&gt;&lt;br /&gt;Anyway, I'll be getting the device tomorrow, so more on it then!  Welcome to the future!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/928710026331957513-1278375097456292755?l=benjaminbernard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://benjaminbernard.blogspot.com/feeds/1278375097456292755/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=928710026331957513&amp;postID=1278375097456292755' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/1278375097456292755'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/1278375097456292755'/><link rel='alternate' type='text/html' href='http://benjaminbernard.blogspot.com/2007/11/amazone-kindle-re-readin-ing.html' title='Amazon Kindle: The Re-readin-ing'/><author><name>Ben</name><uri>http://www.blogger.com/profile/05909943463326709853</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://benjaminbernard.smugmug.com/photos/93920318-Th-1.jpg'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-928710026331957513.post-1143673004029345854</id><published>2007-11-19T00:45:00.000-08:00</published><updated>2007-11-19T01:08:35.425-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='playtest'/><category scheme='http://www.blogger.com/atom/ns#' term='roleplaying'/><title type='text'>Playtest: Bliss Stage Part 2/3</title><content type='html'>So we just wrapped up the 3rd game in our Bliss Stage campaign.  I know I never blogged about our second game, but I'm here now aren't I...  Next week we're going to play a little bit of a fourth game, but we could probably keep playing for at least another 3-6 sessions if we let it.  This game is awesome.&lt;br /&gt;&lt;br /&gt;There are definitely some hiccups with the game, and perhaps I should detail them before going into how awesome it is.  The structure of the game is such that as the GM I feel that I am very powerless to effect a story.  I have almost no control over the mission actions, other than to state their goal in the voice of a character, and I have even less control over interlude actions other than to specify who is in them.  I have more control as a player of the authority figure / secondary characters than I do as the GM.  I don't really have a problem with taking away the GM's power, quite the contrary, I enjoy even GM-less games like Polaris and Shock.  But this in between state where I have to decided what interlude actions exist, and what the missions goals are makes it very difficult to craft some kind of story (like the players want) without stepping on their toes by giving motivations to characters or by taking little bits of narration over from the anchor in the mission actions.&lt;br /&gt;&lt;br /&gt;The other big problem with Bliss Stage, I think, is the big dichotomy between mission actions and interlude actions.  Interlude actions are where the meat of the story lies.  Its where all the betrayal happens, where the trust building happens, where the gritty life of the characters occur.  After 3 sessions of play, I can definitely say that it seems like the interlude is what we want to be playing, and the mission actions exist just to give us a break and to effect our characters mechanics.  They are necessary to propel change and strife in the relationships, but are not the meat of the story.  Consequently, they lack a certain earnestness on the part of the players.  To counterbalance that effect, I try to provide the characters with meaningful goals that are personal and character related (or I try to do that by adding nightmare elements to the scene, galvanizing the character).  See above for why that is difficult to do.&lt;br /&gt;&lt;br /&gt;So, now that I've mention the two difficult things about Bliss Stage, I should definitely talk about the awesome things about Bliss Stage.  The greatest thing about Bliss Stage is that there is nothing to do but develop relationships.  Its like the designer removed from the entire universe everything that wasn't either developing or destroying a relationship.  Indeed except for 2 things (trauma and bliss) there are no stats other than relationships.  That combined with the fact that ever interlude action has to have a mechanical effect of some sort, means that every time characters are interacting they are effecting a relationship.&lt;br /&gt;&lt;br /&gt;Because of this, you can effect some significant change in relationships.  In the last session we saw:&lt;br /&gt;&lt;br /&gt;&lt;ol&gt;&lt;br /&gt;&lt;li&gt;An abusive father apologize to his daughter, and a new, changed, interaction between the two arise.&lt;br /&gt;&lt;li&gt;A devoted lover enter into an affair while the other side was reaffirming their relationship by rejecting another suitor&lt;br /&gt;&lt;li&gt;A brand new relationship gain intimacy up to and including sex.&lt;br /&gt;&lt;li&gt;Two old lovers rekindle their relationship in a completely new and different way.&lt;br /&gt;&lt;/ol&gt;&lt;br /&gt;&lt;br /&gt;Maybe I'm not playing the right kind of games, but those kind of actions are a once a campaign style of thing, not all in one session.  This compression of development is incredible and really gives you a feeling of anticipation as you wait with baited breath for the next shoe to drop.&lt;br /&gt;&lt;br /&gt;The most amazing part to me is that despite all the character development emphasis, everyone in my group has seemed to enjoy the game.  This includes people whom I wouldn't have predicted enjoying a purely relationship focused game.  If that particular feat is repeatable, then Bliss Stage will have achieved something truly remarkable.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/928710026331957513-1143673004029345854?l=benjaminbernard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://benjaminbernard.blogspot.com/feeds/1143673004029345854/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=928710026331957513&amp;postID=1143673004029345854' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/1143673004029345854'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/1143673004029345854'/><link rel='alternate' type='text/html' href='http://benjaminbernard.blogspot.com/2007/11/playtest-bliss-stage-part-23.html' title='Playtest: Bliss Stage Part 2/3'/><author><name>Ben</name><uri>http://www.blogger.com/profile/05909943463326709853</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://benjaminbernard.smugmug.com/photos/93920318-Th-1.jpg'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-928710026331957513.post-1392106769857391733</id><published>2007-11-18T16:51:00.000-08:00</published><updated>2007-11-18T17:19:26.599-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='news'/><category scheme='http://www.blogger.com/atom/ns#' term='roleplaying'/><title type='text'>Ambercon Northwest 2007</title><content type='html'>&lt;a href="http://www.amberconnw.org/"&gt;Ambercon NW&lt;/a&gt; happened again this year, this time it was the first weekend in November (they've moved it up to accommodate another scheduling conflict).  Once again, it was held at the glorious &lt;a href="http://www.mcmenamins.com/index.php?loc=3&amp;id=30"&gt;McMenamins Edgefield&lt;/a&gt;, and incredible hotel, with what looks like 9 restaurants or bars on site.  This is the best convention I go to all year, and a decent part of that is the Edgefield.&lt;br /&gt;&lt;br /&gt;This is the first year that I managed to get another person (besides myself and Lee) to come to North West, Keith joined us.  This was Keith's second Ambercon and I think he really enjoyed coming to this one.&lt;br /&gt;&lt;br /&gt;The big event of the con turned out to be the plague.  Evidently Guy (one of the con organizers) got a bad stomach virus right before the con, and before he knew he was sick, managed to infect several people.  This provided merry fun as games had to be canceled or combined with others due to missing people, and in general it seemed like every 3rd person you talked to was either sick or getting there.  There was even a story of one GM trying to run his game from the bathroom!  I managed to avoid it, though Keith did not.&lt;br /&gt;&lt;br /&gt;But besides the plague, the con went very well, and I got to play in a lot of very cool games.  The most memorable were:&lt;br /&gt;&lt;br /&gt;&lt;ol&gt;&lt;br /&gt;&lt;li&gt;Monster Mayhem III - Run by Lee, this is the continueing moster movie themed game that I had played in twice before.  I played a very fun character "Robert Noble (, yes I am)" and his sidekick "Pippy" a tweleve year old girl.  Actually a horde-quantity 52 pt item, but you get the idea.  There was much frivolity, and Pippy managed to get killed at least 13 times by player characters, the first one before character description!&lt;br /&gt;&lt;li&gt;Giants in the Playground - We played a game-within-a-game with the elders playing DnD with &lt;a href="http://www.giantitp.com/comics/oots0001.html"&gt;Order of the Stick&lt;/a&gt; characters.  This was hilarious!  All the sniping between elders and all the grittiness of DnD.  The game was made especially good by (I believer her name was) Susanne, who played Dara, the mother of Merlin the GM.  It was priceless, and a lot of fun.&lt;br /&gt;&lt;li&gt;To Trip the Light Fantastic - I ran a game of Persona cyberpunk, and for once a con game by me went well.  There were only 3 plaerys, but I think they all enjoyed themselves a lot, as they got to experience the craziness that is persona in all its glory.  At the end of the game, humanity evolved into a group mind and left earth behind... Very Cyberpunk.&lt;br /&gt;&lt;li&gt;OMG!! We're like totally BFFs! - Ah yes, the Best Friends game.  Or more appropriately, the game were Ben, Leslie, Chris, John, and Pol get to play snarky backstabbing high school girls.  It was awesome.  Leslie started us with the idea of all playing girls with T names (Tina, Trisha, etc), and Chris expanded that to be all variations of Kristen.  So we had: Keirstan, Krysten, Christina, and Kristeen.  Oh, and June.  June had replaced Kris (the villian of the story, sorta), whom we had had a falling out with last year after she stole a boyfriend or some such.  We had a secret sign and a load of puns, like Kris-tastic, Krissy Council, Krissy Quorum, and the best, Krys-tastrophy (which must be said with a frown, and very sadly).  Additionally we had I believe no less than 3 or 4 boyfriend stealing events (the game started with one), a car accident while trying to make a subtle get-away, and one girl getting herself drunk to seduce someone.  It was glorious.&lt;br /&gt;&lt;/ol&gt;&lt;br /&gt;&lt;br /&gt;As always, I had fun with all my games, those were just the highlights.  We are now looking forward to ACUS in March.  Oh, also, I even managed to win an Obie (think Oscar, only for ACNW) in the category of "The Prince Brand Memorial Award for Necrotic Merit" for Pippy. ;)&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/928710026331957513-1392106769857391733?l=benjaminbernard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://benjaminbernard.blogspot.com/feeds/1392106769857391733/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=928710026331957513&amp;postID=1392106769857391733' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/1392106769857391733'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/1392106769857391733'/><link rel='alternate' type='text/html' href='http://benjaminbernard.blogspot.com/2007/11/ambercon-northwest-2007.html' title='Ambercon Northwest 2007'/><author><name>Ben</name><uri>http://www.blogger.com/profile/05909943463326709853</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://benjaminbernard.smugmug.com/photos/93920318-Th-1.jpg'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-928710026331957513.post-1951698943338844758</id><published>2007-11-15T17:10:00.000-08:00</published><updated>2007-11-16T17:18:01.838-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='playtest'/><category scheme='http://www.blogger.com/atom/ns#' term='roleplaying'/><title type='text'>Playtest: Wacky Samurai Sports</title><content type='html'>The last week of indie night we eschewed our Bliss Stage game (though it will return at least once more, we can't get enough of those angsty teenagers fighting for humanity).  Instead, we returned to Persona and played a great game of Squash.  Yes, thats right.  We roleplaying a high-school squash team.  And it rocked.&lt;br /&gt;&lt;br /&gt;For those of you who aren't aware, there is a sub-genre of anime that can be very strange.  Mike and I call it "wacky samurai action anime." But that isn't quite fair because its not exactly wacky (at least the characters in the series take is very seriously), there are never any samurai involved, and unless you count high school sports as action, there isn't action.  There is, however anime.  Its wacky samurai action because these showes generally follow a formula that we were first exposed in Rurouni Kenshin, a samurai anime.  Generally they will concentrate on one particular sport or activity (Street Racing, Go, Girls Baseball, American Football, Soccer, etc), and they will have crazy techniques with names ("Oh my god, its the Dunk Smash", "Drive B!", "The Hand of God"), and a lot of commentary.  Generally the main character is extremely good at the sport (from breeding, practice, or natural talent), and they join a team, and proceed to have many many many fights exploring their skill relative to others.&lt;br /&gt;&lt;br /&gt;So, last sunday, after explaining all of this to my reluctant players, we attempted to play some wacky samurai sports anime.  I suggested Squash because it seems to have a lot of awesome stunting potential, and one of our players plays.  I read up on wikipedia about the game, and we were just about off.&lt;br /&gt;&lt;br /&gt;Our cast of characters consisted of:&lt;br /&gt;&lt;br /&gt;&lt;ol&gt;&lt;br /&gt;&lt;li&gt;Hideki - The old captain, experienced in the ways of squash, and therefore life.&lt;/li&gt;&lt;br /&gt;&lt;li&gt;John Cockran - The former curling player who brought the skills of the ice to the court&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Naoki - Tragically injured in a Kendo match, and never able to play again, Naoki has entered the squash circuit looking to escape his past&lt;/li&gt;&lt;br /&gt;&lt;/ol&gt;&lt;br /&gt;&lt;br /&gt;In addition, we generated rivals for everyone.  This worked out pretty well, as there was a lot of room for comedy.&lt;br /&gt;&lt;br /&gt;&lt;ol&gt;&lt;br /&gt;&lt;li&gt;Squash Player X - With special dispensation for medical reasons, squash player X wears a face mask at all of his actions.  He also goes to the same school as Hideki's younger brother, and, oddly, those two are never seen together&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Hiroyuki Sakai - This french chief has been insulted one too many times by Cockran, and is now out for blood&lt;br /&gt;&lt;li&gt;Ryu Hiyote - Naoki's former kendo rival, responsible for his inability to ever play kendo again has followed Naoki to the squash courts&lt;br /&gt;&lt;/ol&gt;&lt;br /&gt;&lt;br /&gt;As you can see we had a colorful cast of characters.  After having our first clash of the titans and establishing the Hideo High squash style as the "Squash of the Heart", we quickly moved into the training portion of the adventure.  At this point, I went all out on the comedy.  After flying the team to tibet, the coach informed them that in order to have any hope of competing at nationals, they would have to climb a mountain without gear, without food, and without help. That mountain: Mt. Everest.&lt;br /&gt;&lt;br /&gt;They had to face 4 challenges:&lt;br /&gt;&lt;br /&gt;&lt;ol&gt;&lt;br /&gt;&lt;li&gt;Don't die from starvation! - Wherein we learned that the northern bear squash style can evidently take out goats&lt;br /&gt;&lt;li&gt;The Ice Cliffs of Death - Wherein we learned serving strategies for climbing sheer cliffs&lt;br /&gt;&lt;li&gt;The Thin Air of Everest - Wherein we learned that the vaccuum ball technique can be used to increase the air pressure of an area, also evidently the Squash of the Heart only requires one breath to accomplish anything&lt;br /&gt;&lt;li&gt;The Helicopter of Death - Wherein machine-gun like squash serving machines were imployed to knock the characters off the mountain&lt;br /&gt;&lt;/ol&gt;&lt;br /&gt;&lt;br /&gt;These were a lot of fun.  And everything culminated in the nationals.  There was &lt;b&gt;much&lt;/b&gt; stunting and awesome tricks played on opponents.&lt;br /&gt;&lt;br /&gt;In the end, I think I convinced myself of a couple of things: almost anything can be a fun roleplaying game, as long as you're willing to be loose about it (and you use Persona).  Making technique a cheap fragement is really effective at promoting a "wacky samurai" feel.  Fun games don't have to be planned, at all, but it helps to know the rules of squash.&lt;br /&gt;&lt;br /&gt;I'm not sure if I'll run another wacky samurai game soon, but I do know I won't hesitate to in the future.&lt;br /&gt;&lt;br /&gt;And just to sum up, some of the awesome techniques we saw:&lt;br /&gt;&lt;br /&gt;&lt;ol&gt;&lt;br /&gt;&lt;li&gt;The Spirit Of Japan&lt;br /&gt;&lt;li&gt;The Eiffel Tower (and its cousin - The Tokyo Tower)&lt;br /&gt;&lt;li&gt;Vaccuum Exploding Ball Serve&lt;br /&gt;&lt;li&gt;Hurricane Whirlwind Double Wall Bounce&lt;br /&gt;&lt;li&gt;Snowman-san&lt;br /&gt;&lt;li&gt;Squash of the Heart&lt;br /&gt;&lt;li&gt;Gyrosopically Minded Ball&lt;br /&gt;&lt;/ol&gt;&lt;br /&gt;&lt;br /&gt;If anyone from the game remembers any of the names better or more techniques, tell me and I'll update this&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/928710026331957513-1951698943338844758?l=benjaminbernard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://benjaminbernard.blogspot.com/feeds/1951698943338844758/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=928710026331957513&amp;postID=1951698943338844758' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/1951698943338844758'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/1951698943338844758'/><link rel='alternate' type='text/html' href='http://benjaminbernard.blogspot.com/2007/11/playtest-wacky-samurai-sports.html' title='Playtest: Wacky Samurai Sports'/><author><name>Ben</name><uri>http://www.blogger.com/profile/05909943463326709853</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://benjaminbernard.smugmug.com/photos/93920318-Th-1.jpg'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-928710026331957513.post-5381235291976493336</id><published>2007-10-28T08:50:00.000-07:00</published><updated>2007-10-28T17:20:32.363-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='news'/><title type='text'>Today's Jeopardy Category: Potpourri</title><content type='html'>If you don't watch Jeopardy, you should.  The show is awesome.  Unless you get 75% of the questions correct, though, don't try out.  From my research from when Ken Jennings (google it) was on the show, most contestants know all the answers, and its mainly a buzzer issue (or at least that is what the jeopardy forums will tell you).  Anyway, if you watch jeopardy then you know I'm about to throw a bunch of random things out, so here goes.&lt;br /&gt;&lt;br /&gt;First of all I'm off to Ambercon North West next week, and I can't wait.  I've got some great games lined up, and I'm even running a game.  This will be my second con game of all time, and the first one didn't go so well.  I've got some more GM'ing experience, and I'm running a less out there adventure (the previous one was Little Fears), and the game is right in my comfort zone, so here's to hoping everything goes well!&lt;br /&gt;&lt;br /&gt;The second thing, I suppose is that my ancestral dog died (the one I grew up with).  As I've mentioned previously, Kiwi had lymphoma, but I was hoping she would be able to make it a bit longer.  I'm sorry to say that that didn't happen, but I'm sure she's happier now and in a lot less pain.&lt;br /&gt;&lt;br /&gt;My car is in the shop (finally), after getting it running and driving it to a closed service station (I didn't KNOW it was closed at the time), we finally went and got it again.  Then we drove to a Chrysler service center that didn't even exist (much less out of business), and finally we took a long trek across the lake to Bellevue and found an actual service location, and left it there.  Of course, they couldn't reproduce the problem, and couldn't find any faults, so I'm just having them replace the starter anyway.  There goes another $700 :/.  But, thats ok, as long as they get it done in time to go to ACNW, I'll be fine, but you can bet I'm bringing a hammer on the trip (you can get the starter to work again by hitting it with a hammer, believe it or not).&lt;br /&gt;&lt;br /&gt;Sort of in response to this, and also because I've been dissatisfied with my car for a while, I'm also considering replacing that car.  On principal, I wouldn't do that, because I always wanted to be more like my parents, who seem to drive cars until they quit than like someone who replaces there car every 3 years (I've had mine for just 5 years), but I've never really liked the PT Cruiser, and with these service issues, I've been considering solving my problems with money...  I haven't even really decided what price range I'm in yet.  Maybe a Saturn thats under 15k?  But, to be honest, I test drove a 3 series BMW, and I am intrigued.  I'm planning on driving an Audi A3 or A4 today, hopefully, and maybe also looking into a Chrysler 300, which my dad has, and I like quite a lot.  Fortunately, unlike the last time, I have almost as much time as I need to make a decision, so I can even factory order a car to meet my specifications, which seems likely to me (unless I go the cheap route).  If any of you have suggestions in this area, I'm all ears.&lt;br /&gt;&lt;br /&gt;If anyone is an anime fan out there, I highly recommend "Prince of Tennis."   Its a sports anime, so it really is wacky samurai tennis action, and it is a little slower even than most wacky samurai action series (which are slow to begin with), but its a lot of fun, nonetheless.  I'm looking forward to finishing up volume 3, which I received from the fine folks at Amazon this week.&lt;br /&gt;&lt;br /&gt;Well, thats about all the news thats news.  I should have Bliss Stage pt. 2 up soonish (we play tonight).&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/928710026331957513-5381235291976493336?l=benjaminbernard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://benjaminbernard.blogspot.com/feeds/5381235291976493336/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=928710026331957513&amp;postID=5381235291976493336' title='10 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/5381235291976493336'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/5381235291976493336'/><link rel='alternate' type='text/html' href='http://benjaminbernard.blogspot.com/2007/10/todays-jeopardy-category-potpourri.html' title='Today&apos;s Jeopardy Category: Potpourri'/><author><name>Ben</name><uri>http://www.blogger.com/profile/05909943463326709853</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://benjaminbernard.smugmug.com/photos/93920318-Th-1.jpg'/></author><thr:total>10</thr:total></entry><entry><id>tag:blogger.com,1999:blog-928710026331957513.post-8021665486108364046</id><published>2007-10-22T23:32:00.000-07:00</published><updated>2007-10-23T00:20:46.484-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='playtest'/><category scheme='http://www.blogger.com/atom/ns#' term='roleplaying'/><title type='text'>Playtest Report: Bliss Stage Part 1</title><content type='html'>This is the first installment of what I hope to be a number of playtest reports.  See, I am a member of 3 different gaming groups.  Wednesdays is Exalted, approximating twice monthly on Saturdays is the "Amber" group (though we often end up playing non-amber games), and Sundays is the "Indie" group. &lt;br /&gt;&lt;br /&gt;The original goal of the indie group is to play a new game every week.  Sometimes, we just play some persona setting, or someone wants to run a particular system that we've tried before, but I do think we see a decent variety of systems.  We've managed to try out: Shock, Polaris, Dogs in the Vineyard, Hero's Banner, Shockaris (A blend of Shock and Polaris), L5R (Legend of the Five Rings, not exactly indie, but what can you do), and maybe a couple of others that I can't remember.  I hope to write up play reports for each of these games, now that I'm blogging, so that others can live vicariously through me (Mike, I'm looking at you ;))&lt;br /&gt;&lt;br /&gt;This last Sunday, we managed to get together a crew for the very awesome Bliss Stage game.  This is part one of the report, because we all agreed to play another session of it, since we didn't get through all of the adventure I had planned.&lt;br /&gt;&lt;br /&gt;Let me start by giving a brief overview of the world of Bliss Stage and the system.  Basically, at the moment you sit down to the game (as far as a timeline goes), "The Bliss" takes out the adult population of the world (16-17+).  Everyone just gets sleepy and falls asleep, never to wake up.  For a little while, the children have fun with that, looting stores, eating candy and the like.  But after a while, you want your mother and father to wake up and take care of you.  Too bad.  After a month, all the modern services, like water and electricity are completely shutdown.  After 2 years, some sort of society is beginning to form.  Then the aliens come.  They brought the bliss, and now they have remotes that can operate in our world, and they begin hunting down the nascent society that is forming (which already has troubles, with its oldest members "Blissing out").  5 years after the Bliss, someone finally manages to take down one of the alien remotes.  They begin studying its technology.  6 years out, they start experimenting with reversing the technology and allowing some of the kids to enter the dreaming with their own remotes, the tests are brutal.  At 7 years, the technology is ready and the pilots are trained, and its time to strike back!&lt;br /&gt;&lt;br /&gt;So, if you haven't picked up on this yet, its a roleplaying game for playing mecha pilots who are children, fighting against an alien force that has already conquered the Earth.  Wow!  But the fun doesn't stop there, it gets much better.  The mecha that the children pilot in the alien world of the dreaming are formed out of the strong relationships the children have with other characters in the resistance cell!  Your shield is your love of Alice, your lover, your rocket powered fists is the loyality you feel towards the cell's leader, etc. Wow!  But wait, there's more.  When  a pilot enters the dreaming, his anchor (another child trained in instrument reading) must interpret the reading and tell the pilot what he is seeing and what he should do.  Thats right, the anchor (a child in the cell) GM's the pilots combat actions &lt;i&gt;in character voice!&lt;/i&gt; Wow!  Ok, now I'm basically done.&lt;br /&gt;&lt;br /&gt;Those of you who know my roleplaying preferences and my anime preferences have probably realized that it would be difficult to make a game more to my liking.  Add in the fact that every number / mechanic in the game is designed to either reaffirm or destroy your relationships with other characters, and you've basically got everything &lt;i&gt;I&lt;/i&gt; could ask for in a game.  Now that I've told you a bit about the game setup, let me tell you about the world we created.&lt;br /&gt;&lt;br /&gt;We started with where we were located.  The book suggests that we create a resistance cell somewhere near where we are physically in the world.  So we thought about where around post-apocalyptic Seattle a resistance cell might be.  After discarding as too obvious the Bus Tunnels and the Space Needle, we settled on House boats, lashed together in the middle of Lake Washington.  We decided that we had ready access to fish (being on the water), and were fairly able to defend the boats against other bands of children.  We decided we didn't have electricity and that sanitation in the middle of a lake was also an issue.  When it came time to decided what the aliens were like, it was a little more difficult.  We tossed around a couple of ideas, but eventually decided on the very awesome "they are twisted mimicries of people you have relationships with." Going from there, it was fairly obvious that the dreaming was a twisted mimicry of the physical world around Seattle.  Some color includes trees growing upside down and buildings in the real world occasionally being replaced by their twisted doppelgangers.  That dream stuff, we decided, is what powers the mecha creches we use to fight the aliens.&lt;br /&gt;&lt;br /&gt;Once we had established our setting, it was time to get into character creation.  Characters in Bliss Stage are generated by the group collaboratively all at once.  Once they are all created, the characters are handed out to various players sort of willy nilly (with characters with close ties hopefully going to different players).  We started with the Authority Figure.  The AF is an adult who has managed to stay awake for the last 7 years.  After 7 years, these guys are normally a bit crazy and only being kept alive through some combination of drugs, meditation, gilligan's island tapes and lots of coffee.  They are the leader of the cell, and the person who brought in the mecha machines.  For our group, we made Robert Morealis.  He was a commercial fisherman, who when the Bliss hit was forced to pilot the big hauling boat back to seattle by himself (throwing overboard his shipmates, probably).  When he returned to Seattle he found some kids looting his house boat (let by Jed, a pilot), and got them to rally around him.  He also led a search team to find his daughters Kat (A pilot) and Meredith (older sister, since fallen into the Bliss, but kept around on the boat and regularly visited by Robert and Kat).  Kat is a young hotshot pilot trying to prove herself; to the world, to Robert and also to herself.  Jed is the most experience ANIMa (mecha) pilot, and he is growing bitter with the world (and getting close to the Bliss), he has authority issues with Robert and probably half the kids on the House Boat Rafts are still loyal to him.  Roderick (Ro for short) is the final of three pilots, who is in love with his Anchor Alice, and the only couple of have had a child "Spike" a one year old boy.  Other characters include Sergey, the son of meth lab junkies who carries on his parents work to help keep Robert awake.  Megan a girl on the rafts that is in love with Ro, who schemes with Jed (who has a crush on Alice) to break up the only fruitful relationship on the boat, and Shevaun, the unsteady Anchor for Jed (replacing the one that died in his arms after one disastrous mission), who is still unsure of her worth to the group.&lt;br /&gt;&lt;br /&gt;Needless to say, with a twisty maze of relationships like that (I haven't even enumerated all of the craziness we came up with), the character interaction just basically flowed easily from there.  I think we were also all grateful for the shared character creation, which allowed a lot of voices to really get into these characters and really make them damaged or ambitious or caring. &lt;br /&gt;&lt;br /&gt;After that, it was finally time to play (only took about 2.5 hrs to explain the rules, eat, and generate characters and setting).  Every game of Bliss Stage is supposed to start with a "defend the base!" kind of mission.  This was definitely what we did, and it was really cool to see people get into character voice on both sides of the equation, and really go at the aliens.  By the end of the mission, everyone had nightmare elements (sent by the aliens) in their world view, and there are some really twisted things we were able to come up with.  The mecha combat was fairly smooth and not very painful as far as mechanics are concerned.&lt;br /&gt;&lt;br /&gt;Once that was done, it was time to tackle interlude actions, where we get the chance to really get some character interactions and play with our relationships.  Jed and Shevaun had an interesting interaction where they talked about some of what it really meant to be involved in the resistance and why they both worked as pilot/anchor.  And what it meant to see the dead anchor reflected in the aliens as Jed fought them. Ro and Alice had it out about why Ro was able to so casually destroy aliens that looked like both Alice and their son Spike.  And, in one of the funnest roleplaying moments I have ever taken part in, Robert and Kat argued about how she failed to really give it to the aliens, and hesitated over the demon that looked like Robert.  Robert also pointed out that she has to be better than she is if she ever expects to save anyone from the aliens.  Then they slapped and punched each other, really hitting and hating the other one.&lt;br /&gt;&lt;br /&gt;We were about to go into the next mission, when we realized it was late, and we should probably play again next week.&lt;br /&gt;&lt;br /&gt;Once we understood the system, it was fairly lightweight and generally awesome.  It really forced us to focus on the twisted, strained relationships that must happen in such a horrific situation.  And it allowed for some awesome mecha combat.  Wow!  What more could you want from an indie RPG?&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/928710026331957513-8021665486108364046?l=benjaminbernard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://benjaminbernard.blogspot.com/feeds/8021665486108364046/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=928710026331957513&amp;postID=8021665486108364046' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/8021665486108364046'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/8021665486108364046'/><link rel='alternate' type='text/html' href='http://benjaminbernard.blogspot.com/2007/10/playtest-report-bliss-stage-part-1.html' title='Playtest Report: Bliss Stage Part 1'/><author><name>Ben</name><uri>http://www.blogger.com/profile/05909943463326709853</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://benjaminbernard.smugmug.com/photos/93920318-Th-1.jpg'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-928710026331957513.post-5713759422327573994</id><published>2007-10-20T11:10:00.000-07:00</published><updated>2007-10-20T11:45:03.465-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='roleplaying'/><title type='text'>Goal Oriented Stunting</title><content type='html'>Recently, I saw the epic action masterpiece that is &lt;a href="http://www.gametrailers.com/player/usermovies/115884.html"&gt;Dead Fantasy&lt;/a&gt;.  The second totally awesome "EAM" from Monty Oum (the previous being &lt;a href="http://www.gametrailers.com/player/usermovies/57998.html"&gt;Haloid&lt;/a&gt;).  If you haven't seen these two movies, you should see them immediately (just click those links), at least if you like video games characters doing very awesome violence to each other. &lt;br /&gt;&lt;br /&gt;While watching &lt;i&gt;Dead Fantasy&lt;/i&gt;, I got annoyed once again by how movies and action sequences can do outrageously great stunts that just do not work in roleplaying.  Some of these are fairly simple to describe, like the in ability to just be fast.  In the mind's eye of roleplaying combat, moving fast just isn't anything, timing things correctly just isn't anything awesome either.  But these are both techniques exploited to great effect in action movies.  With &lt;i&gt;Dead Fantasy&lt;/i&gt;, however, I saw a different kind of stunting that we never use in roleplaying, but that really rocked.  That is linked stunting where you do something awesome in one action, and that changes the environment and you doing something enabled by that in the next action, and so on.  Occasionally, you do get this kind of imaginative synergy, and it is really awesome, but the system is actually driving you away from it. &lt;br /&gt;&lt;br /&gt;See, the way it works is that as soon as you know there is going to be combat, you immediately start thinking of stunts to do, once you do them, you don't try to build off the last one because someone else's awesome stunt will probably change the situation enough that if you build stunt to stunt, your idea would just be wiped away.  In combat you always have goals (hurt the enemy), but you rarely have a specific moment of time (you have a setting of some sort, but not a bunch of things flying through the air or thing moving or toppling), generally you're stunting in a time vaccuum.&lt;br /&gt;&lt;br /&gt;I was discussing this issue with Mike, and I even challenged him to get us to develop a system that explicitly encouraged linked stunting (as I was calling it), but instead Mike made a very interesting suggestion:&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;i&gt;One thing that might be interesting to me is if we explored how to use stunts to exert more careful control on the game.  What if you tried to stunt loosing a fight?  Or maybe stunt a fight in which after 3 rounds, the Zeppelin you're riding crashes into a city building?  Or a conversation in which (to nobody's in-character desire) a PC and an NPC fall in love?&lt;br /&gt;&lt;br /&gt;Perhaps something like a system in which, at beginning of a conflict, the GM and players try to interest each other in challenges with this more subtile stunt goal system.  With the prize being experience maybe if the stunting was good?  A system like this might also make it possible to try new stuff - like these linked stunts you're talking about - and see what happens.&lt;/i&gt;&lt;/blockquote&gt;&lt;br /&gt;&lt;br /&gt;I thought this was very interesting.  Plus, I was very excited about the possibility of doing some of the things that are more far afield for most roleplaying games (like the PC and NPC falling in love).  I was especially excited about getting more stunting going on outside of combat, which I feel is a big hole in our stunting abilities.&lt;br /&gt;&lt;br /&gt;So in last Wednesday's game we tried some of these.  Only briefly, but I hope we get to continue to work with it, because I think it has a lot of value.  Actually re-reading it, I don't think I accurately conveyed Mike's idea to the group, but what we did was interesting nonetheless.  We tried a scene in which we stunting getting a lead on finding someone in the city we were in.  This worked OK, but we were very unsure of how it was supposed to work.  If instead of stunting a nebulous goal, we use the kind of goals that mike was talking about, which are very specific sort of side-goals to the stunting, this work work better...  Instead of stunting getting a lead for instance would could stunt finding someone, but causing a riot in the process (causing the riot would be the side-goal side of the stunt).  I think this could be a useful tool for getting player buy in for plot elements that the GM wants to introduce...&lt;br /&gt;&lt;br /&gt;Needless to say, this kind of stunting I think requires a lot of trust between GM and players (and between players too), but I think we can manage it.  Unfortunately with new people joining us, I don't know when we'll be able to get back into this experimentation, but hopefully it won't be too long (we don't want to be trying out new things that we're not comfortable with until the new people get comfortable with our group, goes back to the trust thing).&lt;br /&gt;&lt;br /&gt;Anyway.  We're playing Bliss Stage tomorrow, and I can't wait to see how that turns out.  Children in a world of sleeping adults fight aliens in giant fighting robots comprised of their relationships with other characters!  Who could want more!?!  Assuming we do play, I'll post something about what happened.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/928710026331957513-5713759422327573994?l=benjaminbernard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://benjaminbernard.blogspot.com/feeds/5713759422327573994/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=928710026331957513&amp;postID=5713759422327573994' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/5713759422327573994'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/5713759422327573994'/><link rel='alternate' type='text/html' href='http://benjaminbernard.blogspot.com/2007/10/goal-oriented-stunting.html' title='Goal Oriented Stunting'/><author><name>Ben</name><uri>http://www.blogger.com/profile/05909943463326709853</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://benjaminbernard.smugmug.com/photos/93920318-Th-1.jpg'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-928710026331957513.post-8054769217490752146</id><published>2007-10-20T10:52:00.000-07:00</published><updated>2007-10-20T11:08:02.234-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='news'/><title type='text'>Its been a little while...</title><content type='html'>So, I've been running around pretty swamped recently, and this blogging thing has suffered a little bit, but not to fear, I still have 11 draft posts in flight, and I plan on getting back into the swing of things.  So, what has happened since I last posted.&lt;br /&gt;&lt;br /&gt;Just before the previous post, I went to see my grandfather in Oklahoma.  As it turns out, he wasn't doing so well.  He had been diagnosed with lung cancer back in April (I think), and due to his age (I believe he was 92), they weren't going to be able to do anything for him.  So I went back to see him.  I should've gone back earlier, but I was very glad to be able to talk to him nonetheless.&lt;br /&gt;&lt;br /&gt;It was pretty clear how things were going from that visit, and so I was not very surprised (although deeply saddened) to hear about his death a little time after the post on the 9th.  So I managed to get a flight back very quickly and I went to his funeral.  Emily also made it (back from France) which I think was very nice.  One note: I flew on frequently flyer miles, and I recommend the strategy of saving up enough miles to have an anytime trip to everyone, it takes a lot of the stress away if you have to fly for an emergency.&lt;br /&gt;&lt;br /&gt;Anyway, I'm back in Seattle again, a little bit light on vacation, but ready to get back into the swing of things again.&lt;br /&gt;&lt;br /&gt;Other news from my front.  I think I may have found 2 different people to join my two roleplaying groups (looking like 1 for each).  I hope they do show up, and I hope they enjoy themselves.  We also have another maybe from a TPM at work, which would also be cool.  This is great news because those groups have been shrinking for a while and were almost at criticality now (3 players, 1 GM; I consider 4-5 players to be optimal, and 2 players to be uncomfortable).&lt;br /&gt;&lt;br /&gt;My older childhood dog (not Belle, but Kiwi) is probably going to die fairly soon.  She has lymphoma, which would be hard to beat, especially in dog of 14 years.  I just hope she enjoys what time she has left :)&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/928710026331957513-8054769217490752146?l=benjaminbernard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://benjaminbernard.blogspot.com/feeds/8054769217490752146/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=928710026331957513&amp;postID=8054769217490752146' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/8054769217490752146'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/8054769217490752146'/><link rel='alternate' type='text/html' href='http://benjaminbernard.blogspot.com/2007/10/its-been-little-while.html' title='Its been a little while...'/><author><name>Ben</name><uri>http://www.blogger.com/profile/05909943463326709853</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://benjaminbernard.smugmug.com/photos/93920318-Th-1.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-928710026331957513.post-7232207276104577202</id><published>2007-10-09T18:14:00.000-07:00</published><updated>2007-10-20T11:09:08.460-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='news'/><title type='text'>Promotion!</title><content type='html'>Sorry for the delay in updates, I was traveling last week and I only really had time for the one on thursday.  My goal is about 2 a week, and I think I still made it last week, but it still feels like a long time. So on to the big news!&lt;br /&gt;&lt;br /&gt;&lt;b&gt;I made SDE III!&lt;/b&gt;  With the help of Paul (my new manager) and Tim (my old manager), we were able to make the case that I've been performing at the III level, and its finally official.  I've been working towards this seriously since around January when I decided to step it up and see what I could do.  I'm pretty excited about this development, and looking forward to the new challenges.  So , what are the new challenges?  Well, I'm not really sure.  As a good friend of mine says, "Amazon is in the habit of promoting people who are already performing at their new level", so perhaps not that much will change.  I hope to be more involved in cross-team efforts, in driving them, in creating them, being involved in their design and initial planning.&lt;br /&gt;&lt;br /&gt;Along with awesome new responsibilities (who doesn't love responsibilities!) I also got some stock (golden chains), and a nice raise, so gadgets, here I come ;).&lt;br /&gt;&lt;br /&gt;Anyway, I've suspected for a little while, but I just got official word today along with the compensation changes, so I can now shout it to the heavens :).&lt;br /&gt;&lt;br /&gt;I don't have much more than that on this particular subject.  Look for returning to our regularly scheduled blog soonish :)&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/928710026331957513-7232207276104577202?l=benjaminbernard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://benjaminbernard.blogspot.com/feeds/7232207276104577202/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=928710026331957513&amp;postID=7232207276104577202' title='5 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/7232207276104577202'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/7232207276104577202'/><link rel='alternate' type='text/html' href='http://benjaminbernard.blogspot.com/2007/10/promotion.html' title='Promotion!'/><author><name>Ben</name><uri>http://www.blogger.com/profile/05909943463326709853</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://benjaminbernard.smugmug.com/photos/93920318-Th-1.jpg'/></author><thr:total>5</thr:total></entry><entry><id>tag:blogger.com,1999:blog-928710026331957513.post-9019575564670778372</id><published>2007-10-04T23:44:00.001-07:00</published><updated>2007-10-20T11:08:48.190-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='news'/><category scheme='http://www.blogger.com/atom/ns#' term='movies'/><title type='text'>A Quick Update</title><content type='html'>So, I wanted to post some sort of long ramblings on subjects only a few people in the world could care about, but instead, I'm going to just drop a note here.  I've been out on a recruiting trip to UIUC since monday.&lt;br /&gt;&lt;br /&gt;The recruiting went pretty well, I think.  We got a lot of resumes and a few did manage to stand out from the rest.  The big highlight was that the Tech Talk was on the following day at 5:00, which meant I had about 24 hours of free time at UIUC.  So, I went up to Chicago and saw Dave Goodell.  It was great to see Dave and Heather, and I enjoyed getting to see their house as well (its very nice, with an extremely well appointed kitchen).&lt;br /&gt;&lt;br /&gt;I got back to Urbana-Champaign in time to eat something and collapse, for I had gotten a little sick.  Nevertheless, I made it on time for the tech talk.  I think the talk itself went pretty well (at least I hope it did), and I could see some additional excitement in the students after I was finished.&lt;br /&gt;&lt;br /&gt;So, now I find myself back in Seattle for one night only (16 hours only) before getting back on a plane to see family in Oklahoma.  Woof.  If I had this to do over, I think I would've flown directly to Oklahoma or maybe (just maybe) scheduled them on different days.&lt;br /&gt;&lt;br /&gt;I did manage to watch a few movies on the trip (some with Dave, some on the DVD player, one in a theater), some of which I liked, and some of which I didn't... Heres the break down:&lt;br /&gt;&lt;br /&gt;&lt;ul&gt;&lt;br /&gt;  &lt;li&gt;Wonderfalls - Ok not really a movie, but definitely funny and cool, series is being delivered to me from Amazon&lt;/li&gt;&lt;br /&gt;  &lt;li&gt;Madlax - Anime, I liked half the story, but its by the same people that do Noir, and suffers from the same slowness and empty scenes&lt;/li&gt;&lt;br /&gt;  &lt;li&gt;Fracture - Anthony Hopkins!  Oh Sir Hopkins, you are so very awesome.  The plot was superb if one or twice predictable.  Definitely worth seeing, especially if you enjoy Tony at his most evil&lt;/li&gt;&lt;br /&gt;  &lt;li&gt;Next - Great action film, but the ending leaves you wanting&lt;/li&gt;&lt;br /&gt;  &lt;li&gt;Aqua Teen Hunger Force - Very funny at points, better than the series&lt;/li&gt;&lt;br /&gt;  &lt;li&gt;Condemned - Stone Cold Steve Austin.  Those pro-wrestling guys can really do a great stunt or two.  Austin isn't as good as, say, The Rock, but is as good as John Cena (The Marine).  The stunts are a little less flashy than the other two, but all in all a decent action movie, that will have you squirming from societal insights at times.&lt;/li&gt;&lt;br /&gt;  &lt;li&gt;The Brave One - &lt;b&gt;Awesome&lt;/b&gt;.  Jodie Foster shows us again why I consider her to be one of the best female actors of the modern age.  Really really powerful and striking and thought provoking.  Plus, based loosely on an NPR radio person&lt;/li&gt;&lt;br /&gt;  &lt;li&gt;Fantastic Four 2 - About as good as the first movie, which is to say not very good.  How did they greenlight a second one?  While I didn't regret watching these, I probably wouldn't see a third one&lt;/li&gt;&lt;br /&gt;  &lt;li&gt;Vacancy - Ok horror/slasher fic.  Clumsy storytelling, but the thriller aspects were gripping nonetheless.&lt;/li&gt;&lt;br /&gt;&lt;/ul&gt;&lt;br /&gt;&lt;br /&gt;Hmm... that does seem like an awful lot of movies... Oh well, I do like watching 'em.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/928710026331957513-9019575564670778372?l=benjaminbernard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://benjaminbernard.blogspot.com/feeds/9019575564670778372/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=928710026331957513&amp;postID=9019575564670778372' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/9019575564670778372'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/9019575564670778372'/><link rel='alternate' type='text/html' href='http://benjaminbernard.blogspot.com/2007/10/quick-update.html' title='A Quick Update'/><author><name>Ben</name><uri>http://www.blogger.com/profile/05909943463326709853</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://benjaminbernard.smugmug.com/photos/93920318-Th-1.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-928710026331957513.post-1134012779374080165</id><published>2007-10-01T01:54:00.000-07:00</published><updated>2007-10-01T01:55:39.164-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='roleplaying'/><title type='text'>Stunts: A Glorious Passion</title><content type='html'>I just got done with a pretty stunt-tastic game (yes, I stand by my word choice).  Keith GM'ed a pretty rockin' Rifts-in-Persona game.  Yes, once again we have decided to play an established setting (Rifts) in our home brew generic system (Persona), and I think it works better than the published system, but that may just be me.  Rifts, as I found out, is sort of an interesting setting.  Its the future, and society has had some  sort of great apocalypse that killed 3/4s of the word's population.  This meant that all of their gooey ectoplasm went into the ley lines, and restarted magic.  Oh, and it also opened up a whole bunch of "rifts" in the world that are actually portals to other dimensions/worlds/universes.&lt;br /&gt;&lt;br /&gt;The cool thing about this setting is that you can (if you're playing PersonaRifts) create a whole world that your character is from, you can craft out a very strange situation, or you can play a human who's gained magic powers, or anything in between.  To give you a sample, one of the characters was a wolf, who was actually an energy being (from an appropriate dimension) forced into corporeal form.  He just found himself one day in the body of a wolf.  Combine that with a crazy gun nut and an even crazier Glitterboy pilot who won't leave her armor because the world scares her, and you have a glimpse at some of the interesting characters possible in this dynamic setting.&lt;br /&gt;&lt;br /&gt;Anyway, my point with this post is not to talk about Rifts but to talk about stunts.  For those of you not familiar, stunts are the awesome favor text you put around what your character does.  For instance, instead of saying "I get on the computer and hack into their mainframe", you might say "I leap into my fully prepared computer sensorium, where my every body movement is interpreted into the electric impulses computers need to function on.  As I submerse myself into the electronic world, it is almost as if the computer reads my mind as node after node of the public 'net flits by in the blink of an eye.  I lift my fingers and begin to play a symphony as electrons spew forth from my fortress, attacking the enemy.  Indeed, what electronic guardian could resist my siren musical call?".&lt;br /&gt;&lt;br /&gt;Great stunts have only recently begun to come up in the games I play.  About 1.5 years ago, I think, Ghen-ki, Mike, and I were in a car, and it came up that we all thought we could be stunting more in our exalted game.  In response we decided to make a couple of changes to the way stunts were given out:  1. Award all stunts, even if its just minorly. 2. Allow all kinds of stunts, including flashbacks we you can reveal some scene from your past. 3. Try to think of something for every action.  After committing to these changes, our stunting game started to become much much better.&lt;br /&gt;&lt;br /&gt;It is interesting to watch what stunting does for a game.  I don't think every game should be heavily stunted, in fact I think for many games, that would ruin the atmosphere of the game, in particular character drama oriented games, I think suffer from too much heroic stunting.  In those kinds of games, character emotion and acting I think play a bigger role.  But, in an adventure oriented game where everyone is out to have some fun, I think stunting can be a big influence on the fun.  Rather than just hitting him with your sword, you're now leaping from rope to rope, brandishing your rapier as you barely mange to keep the pirates at bay.  Much more evocative, much more engaging, and it's a whole rush when you finish describing a particularly cool action, and you get to see the reactions of the other players (oo, wow, etc).&lt;br /&gt;&lt;br /&gt;One bad thing I have noticed about stunts is when there are different levels of stunting in the crew (players) or when a new player is joined.  On several occasions it has seemed to me that new players were getting overwhelmed by the amount and voraciousness of the stunts, and it has actually intimidated players.  This is really bad because any healthy group is going to see people come and go from it, and you have to be able to recruit new players.  This is one of the reasons I think my wednesday and saturday games are struggling a little bit for players.  This badness can also manifest through other players disengaging from the adventure, because they don't feel like they contribute as much to the game as others.&lt;br /&gt;&lt;br /&gt;So, concluding, I thought I would take a little bit and describe some of the techniques I use to craft my stunts, and ask anyone reading my ramblings if they might contribute as well in the comments.&lt;br /&gt;&lt;br /&gt;If I'm struggling to think of something I will often do two things: 1. Ask the GM for details of the setting... What is in the room?  What are people wearing?  How is the ceiling or floor constructed? Who is in the crowd (if anyone)? 2. Take stock of what my character has / is doing / is thinking about.  The best stunts are ones that combine some part of your character with some part of the setting and some part of the enemy.  Show emotion!  Grab his scarf and use it to fling him around the room!  Use the extras in the area as an appreciative audience.&lt;br /&gt;&lt;br /&gt;Sometimes it can help to work from the problem backwards, especially in fighting stunts.  Stunting against a blank page can be extremely difficult but if someone asks you how you're going to get to say drilling your sword like a spinning top into the guy's chest, that is much much easier.  So, you might think of one awesome way to hurt or injure you're opponent.  For instance, maybe you're fighting some sort of demon three times the size of you.  Well, how might you hurt them?  Say, drop a mountain on it?  Ok, now you have to think of a way to do that... Much easier than hurt the demon (In this particular case, I attacked the side of the mountain we were in and caused an landslide).&lt;br /&gt;&lt;br /&gt;Another great source of inspiration are movies.  Try to get the GM to set the scene, and then picture it in your mind.  Now think about how a movie might play out with that setup, what is dramatically appropriate?  What are some catch phrases your character might use?  You do have to be careful here, though.  Lots of movie scenes can come out very very poorly in stunts.  For instance, if in the movie Jet Li seems to move into a blur of motion and attacks the 10 guys basically simultaneously, well, thats great for Jet Li and whatever movie he is in, but multiple attack stunts rarely work out that well for roleplaying games.  Another type of stunting that doesn't work out well is the skillful stunts.  He skillfully jabs a dagger through the metal rings of his ring mail isn't really the best you can do.&lt;br /&gt;&lt;br /&gt;One thing that Keith pointed out to me one night when we were discussing stunts is that you want to use words that evoke visuals.  For instance if your stunt involves something happening "skillfully" you need to think of other words.  How can someone move skilfully?  It doesn't evoke any visuals.  But if someone moves gracefully like a hunting tigress (or "as graceful as a cow is not", sorry in-joke), that can really invoke a certain feel or scene.&lt;br /&gt;&lt;br /&gt;Another technique I sometimes use is to have my characters emotions or feelings manifest physically, for instance, if my character is shouting, screaming in pain, perhaps their swords is forced out of the way by the power of my words.  In a magical setting, I one has a songstress who regularly blocked swords with the notes of her songs made physical through her desire.&lt;br /&gt;&lt;br /&gt;Well, thats about all I have time for right now, but I'm sure that I'll be posting more on stunts in the future.  In the mean time, anyone out there have other suggestions?&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/928710026331957513-1134012779374080165?l=benjaminbernard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://benjaminbernard.blogspot.com/feeds/1134012779374080165/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=928710026331957513&amp;postID=1134012779374080165' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/1134012779374080165'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/1134012779374080165'/><link rel='alternate' type='text/html' href='http://benjaminbernard.blogspot.com/2007/10/stunts-glorious-passion.html' title='Stunts: A Glorious Passion'/><author><name>Ben</name><uri>http://www.blogger.com/profile/05909943463326709853</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://benjaminbernard.smugmug.com/photos/93920318-Th-1.jpg'/></author><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-928710026331957513.post-6433396451928633146</id><published>2007-09-28T18:27:00.000-07:00</published><updated>2007-09-28T18:28:33.462-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='house'/><title type='text'>A house a house my kingdom for a House</title><content type='html'>Or is it that a man's home is his kingdom, so giving it up for a house wouldn't make sense?  I don't know.  What I do know is that I don't really believe in owning property.  Why?  Well that is a simple question with a complicated answer.  While growing up, my family moved an awful lot.  While I don't think that was necessarily a bad thing, it did give me an extreme adversion to owning any property.  How can you really think sinking a whole bunch of money (including opening/closing/commission/etc costs) when you move every 4 years?  One thing is for certain, I almost never believe that it is a good deal.&lt;br /&gt;&lt;br /&gt;But, not to get too hippie here, the American ideal certainly includes home ownership.  Car, home, kids.  I'm currently at 1 of 3.  And you can feel the other 2 closing in from all sides.  Friends all over Seattle are buying houses, and loving it.  And to be honest, I do want to live in a house (though not necessarily own it).  It's a little trying to have 2 motorcycles and a large dog with no garage and no back yard.&lt;br /&gt;&lt;br /&gt;So in response to societal pressures and my own hidden desires (even if I think its actually a bad idea) I'm embarking on a house buying.  I've been saving since april or so, and plan on actually sealing the deal in may/june of next year.  I guess I'll start looking in February or so.  But as soon as you say something like that, things start happening and you start having to make a decision.  Where do you look?  Well, if money were no object, Mercer Island, or some place on one of the lakes.  Both of those places are upscale (nice) and fairly close to work (almost as close as you can get and be in a house).  But, seeing as how I don 't have a couple of million dollars to spend (or borrow), I guess I'll have to settle for something else.  So, if you take what my mid-west upbringing says I should pay for a house (80k - 150k), we get a very different neighborhood.  So different its in Montana.  So you pick some price range, size/features, and try to find a neighborhood.  But the decision is so monumental.  Will I live there for the next 20 years... What will it be like in 20 years?  I know I don't want to move if I can avoid it, but that doesn't seem very likely, so you also have to look for a place that is appreciating.&lt;br /&gt;&lt;br /&gt;At the end of the day, I'm currently thinking about: Greenlake, Ballard, Issaquah, Delridge, and someplace down by SeaTac that I can't remember.  Don't worry, I think you'll be seeing a bunch more posts about this subject as the time gets nearer.  I anticipate stressing about lenders, agents, inspectors, what books I should be reading, and the color of the door :).&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/928710026331957513-6433396451928633146?l=benjaminbernard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://benjaminbernard.blogspot.com/feeds/6433396451928633146/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=928710026331957513&amp;postID=6433396451928633146' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/6433396451928633146'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/6433396451928633146'/><link rel='alternate' type='text/html' href='http://benjaminbernard.blogspot.com/2007/09/house-house-my-kingdom-for-house.html' title='A house a house my kingdom for a House'/><author><name>Ben</name><uri>http://www.blogger.com/profile/05909943463326709853</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://benjaminbernard.smugmug.com/photos/93920318-Th-1.jpg'/></author><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-928710026331957513.post-3676236082274040579</id><published>2007-09-27T01:11:00.000-07:00</published><updated>2007-09-27T01:23:57.148-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='music'/><category scheme='http://www.blogger.com/atom/ns#' term='programming'/><title type='text'>Amazon MP3: w00t!</title><content type='html'>Amazon finally launched our &lt;a href="http://www.amazonmp3.com"&gt;Digital Music Store&lt;/a&gt;, and get this: the music is plain old MP3s.  No DRM, no nonsense.  I've already switched to using it as my primary source of music, going there first before iTunes.  So far, I've been impressed with its selection.  It has a bunch of independent artists as well as some of the more popular musicians I look for.  In particular it seems to have a very good folk selection and I've already been able to discover several pieces I probably wouldn't've found otherwise (iTunes discoverability is abysmal, IMO, and its just the sort of thing we're (Amazon) is good at).&lt;br /&gt;&lt;br /&gt;I'm super excited about possibly no longer having Apple's vendor lock in.  For a long time I've had some ideas about a sort of programmable playlist program that could really let you tweak what songs get played.  For instance... Most of the time I have about 2-4 songs that I want played a &lt;i&gt;lot&lt;/i&gt;.  These are songs I've generally just added to my collection, that I'm trying to memorize and enjoy.  But, I really don't want to listen to just those 2-4 songs.  What I'd really like is for half of the time to pick a song from that small set and the other half, choose from my regular playlist (of about 3k songs).  Whats more is that I want to be able to do this for a play list or for a set of songs.  Even more, maybe what I want is for from that 1/2 time playlist, 1/2 the time for songs to come from one set of songs, and the other half from another.  And so on.  You should also be able to apply specific percentages as well as timing "17% or every 5th time should both be valid.  Also, I want to have the ability to easily "link songs" together.  For instance, if you play one of these tracks you then &lt;i&gt;must&lt;/i&gt; go on to the next song.  These linked songs should be able to say whether or not you can play the second song without the first one as well.  All of these rules should apply to playlists (which can contain other playlists) as well as individual songs.  There are a couple of other ideas involving track splitting and track management, as well as volume management (tweak a song to be higher or lower volume all the time), but I think you get the gist.  I've been wanting to do this for a while, but ever since I've been locked into iTunes, such a thing has been essentially beyond my control (yes, you can probably do it through AppleScript or some such, but the documentation for application interface with iTunes doesn't seem that good).&lt;br /&gt;&lt;br /&gt;Anyway, now that there seems to be a good alternative, I may be embarking on this project in my spare time.  Especially if I can convince someone else (like Keith) to help me out on the project.&lt;br /&gt;&lt;br /&gt;So check out the new store, I think its pretty kickass.  There is both a Windows and Mac downloader program (though you don't need it to download individual tracks), and a Linux version is said to be coming soon.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/928710026331957513-3676236082274040579?l=benjaminbernard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://benjaminbernard.blogspot.com/feeds/3676236082274040579/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=928710026331957513&amp;postID=3676236082274040579' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/3676236082274040579'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/3676236082274040579'/><link rel='alternate' type='text/html' href='http://benjaminbernard.blogspot.com/2007/09/amazon-mp3-w00t.html' title='Amazon MP3: w00t!'/><author><name>Ben</name><uri>http://www.blogger.com/profile/05909943463326709853</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://benjaminbernard.smugmug.com/photos/93920318-Th-1.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-928710026331957513.post-7355905220958728316</id><published>2007-09-25T17:30:00.000-07:00</published><updated>2007-09-25T17:32:29.049-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='programming'/><title type='text'>Palantir - To the Future and Beyond?</title><content type='html'>Recently, my good friend John Carrino stopped by Seattle to do some recruiting for &lt;a href="http://www.palantirtech.com/"&gt;Palantir&lt;/a&gt;, his new company (John used to work for Amazon, even on the team that I recently joined, but left this last June).  It was really great to see John again, and evidently Palo Alto is treating him and Robin (his girlfriend) well.  While he was in Seattle, he mentioned that his company was doing a recruiting event, so I decided to attend.&lt;br /&gt;&lt;br /&gt;I've never been to a startup recruiting event before, but this one was pretty jazzy.  It sorta felt like like dot-com late 90s.  The event was held at an expensive downtown hotel (Hotel 1000), and it was very posh.  The event was catered and had an open bar (I think they won over about half the people with just that fact).  Josh (another former Amazonian) was also there, and it was great to have a very nice meal with both of them (as well as Catherine, one of Josh's &lt;a href="http://billmonk.com"&gt;BillMonk&lt;/a&gt; colleges).  The niceness of the setting aside, the presentation was extremely compelling.&lt;br /&gt;&lt;br /&gt;They started by talking about the development of one of their two products, the government application (I believe called simply Palantir).  This is a program for government analysts, to try to make sense of large amounts of data to spot suspicious behavior.  Very big brother, but awesome nonetheless.  Just the interface alone was extremely cool.  Evidently its all done in swing (java), but you really can't tell by looking at it.  Everything was done up with images, slick opening and closing.  But the real meat of the presentation was how powerfully they are able to work with the data.  Every time we thought we had seen everything, they blew our minds &lt;i&gt;again&lt;/i&gt; with a whole additional set of functionality, with a clear and compelling interface.  The collaboration tools and the abstraction of work with metaphors familiar to the user is a really really powerful concept.  It was extremely exciting, compelling.&lt;br /&gt;&lt;br /&gt;After that they talked a little bit about the company life.  They definitely have the excitement factor down.  They also seem to be playing to the creature comfort desires of programmers.  Two catered meals a day, great office space, a game room.. All the hallmarks of a fun startup.&lt;br /&gt;&lt;br /&gt;After this they went on to the financial software.  It used similar abstraction techniques to the government application, but was fairly obviously a less polished product.  That's not a real knock, I believe its been in development for a lot less time, and the functionality looked incredible, once again, it was just that the shine wasn't quite there.&lt;br /&gt;&lt;br /&gt;One thing that became quite clear to me was that their software was extremely focused.  It seems obvious to me that without experience in the two target demographics, I would not be able to make the best use of the software, not even close.  This lead me to wondering about the future of programming.  Are we all going to have an extremely targeted application custom built for our field of work?  I think we might, because a really compelling interface can be the greatest thing ever for productivity and general happiness.&lt;br /&gt;&lt;br /&gt;I'm convinced that both products, and the company in general, is going to make it fairly big.  If they can parley all their great talent into software useful for other areas (programming?? please!), I think they could be huge.  John is in for an exciting ride :).&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/928710026331957513-7355905220958728316?l=benjaminbernard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://benjaminbernard.blogspot.com/feeds/7355905220958728316/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=928710026331957513&amp;postID=7355905220958728316' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/7355905220958728316'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/7355905220958728316'/><link rel='alternate' type='text/html' href='http://benjaminbernard.blogspot.com/2007/09/palantir-to-future-and-beyond.html' title='Palantir - To the Future and Beyond?'/><author><name>Ben</name><uri>http://www.blogger.com/profile/05909943463326709853</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://benjaminbernard.smugmug.com/photos/93920318-Th-1.jpg'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-928710026331957513.post-1348237357935397521</id><published>2007-09-24T18:30:00.000-07:00</published><updated>2007-09-24T18:31:02.933-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='roleplaying'/><title type='text'>A History of a Roleplayer</title><content type='html'>I've been roleplaying for a while... Maybe not as long as _some_ people, but 16 years is still a long time.  During that time I've gone through several of what I'll call stages for lack of a better term.  At the end of each stage, my style of play / GMing changed in some significant way.  Mainly because I want to and partially because I think it might be useful, I'm going to go through the stages that I've gone through.&lt;br /&gt;&lt;br /&gt;I was introduced to roleplaying by a student teacher in the small, small town of Bethany, WV.  See, in Bethany it was a regular thing for college students on the teaching track to mentor in some way a long kid.  I was in fourth grade at the time, and had never heard of roleplaying, but Becky (I believe her name was) roleplayed with some other students at the college, and one day she brought me along.  I can't really remember what the adventure was about, but I do remember playing a wizard and casting magic missile at least once.  What I do remember is that the world they lived in seemed to be pretty cool.  Everyone had an awesome character, and they got visions about the future, and where on some sort of holy quest of some sort.  After playing with them (once and only once) I asked my parents for a DnD box set for Christmas.  I remember being disappointed that I didn't get the monster manual (because monsters are what the game is about, right?!?), mainly because it was bigger and had cooler pictures, but I did actually manage to play a few times with my sister...  I don't even consider this to be a stage in my gaming development, since so little was done, and I quickly lost most of my interest.&lt;br /&gt;&lt;br /&gt;While I lived in Indianola, IA I did what I consider to be my first roleplaying.  In many ways I consider this to be the most pure of my roleplaying...  We had the Shadowrun rules, but only vaguely used them for anything (character generation mainly).  Mainly this was pure far future fantasy, no rules.  Our GM (Tony) would talk to us separately (this was a kind of PBeM where it was by phone instead of by eMail) and synthesize them into terns.  And the scale was massive.  Empires in space colliding, hundreds of years, etc.  Rules did not bind us into a cramped pre-defined setting, and it was &lt;i&gt;fun&lt;/i&gt;.  That being said, it was little different from games of pretend, except that we kept developing the world and decisions had consequences.&lt;br /&gt;&lt;br /&gt;After leaving Indianola, I entered into the second phase of my roleplaying career, the guns and grit stage.  This was the most simulationist I ever played, and is the first time I ever used the real rules for a game.  We were generally still playing shadowrun, and it was still fun, it was just a different kind of fun.  Now it was more like playing a strategy game.  You had to carefully balance points between equipment, stats, and skills.  Your characters were more defined by their style of fighting and make of guns then they were by relationships or personality.  This style of play is very seductive, and I know that some people prefer this style and never really leave it.  Certainly, I think it is this aspect of roleplaying that causes me to enjoy Exalted, for the most part.&lt;br /&gt;&lt;br /&gt;After high school, my roleplaying style changed yet again.  I started concentrating more and more on the character and what it meant to play him/her.  They became living people with thoughts, feelings motivations.  While the external things where necessary for the rules of the game, it was mainly an internal thing for me.  I longed for serious games where my characters would be challenged in their beliefs (I wasn't really ready to play these kinds of games, yet, but I knew I wanted to play them).  I played a long time at this stage, and some of my favorite gaming moments come from college.  For the most part, I still play at this level.&lt;br /&gt;&lt;br /&gt;The final (so far!) stage of play for me was primarily a shift in my GM'ing style.  My GM'ing had mainly followed in step with my playing style.  Only recently have I come to the hard-hitting, fast paced style of game I'm running now.  As I've discussed before, this style involves engaging the players at all times and making fast decisions.  Also, concentration on the setting rather than plot.  This basically happened post college, and it wasn't until then that I really felt like I was a worthwhile GM.&lt;br /&gt;&lt;br /&gt;So where do I go from here?  I'm always looking to improve my game, and I try to study the roleplayers I consider better than myself.  Here are a few ideas:&lt;br /&gt;&lt;br /&gt;&lt;ul&gt;&lt;br /&gt;  &lt;li&gt;Metagame.  As a player, you need to share the responsibility with the GM of having everyone at the table have fun at the game.  This means that sometimes you must compromise character to get someone involved or draw a shy player out of their shell.  Of course, metagaming must be used sparingly, extremely sparingly, but I think it is also very important to recognize when to do it.&lt;/li&gt;&lt;br /&gt;  &lt;li&gt;World Building.  My worlds are almost always extremely simple (unless I've stolen it from a book or other source)... I primarily rely on making good decisions during play to flesh it out.  This works for most things, but a really immersive, interesting and unique world can really engage players in a game.&lt;/li&gt;&lt;br /&gt;  &lt;li&gt;Get Engaged yourself.  I have this problem mainly in what I call theory games at cons.  I don't normally feel like engaging myself in a game debating the theory of the universe.  Also, if the GM doesn't specifically involve me, I tend to disengage, especially at cons.  This is my top reason for disappointing con games, and is definitely something I need to figure out how to do smoothly.&lt;/li&gt;&lt;br /&gt;&lt;/ul&gt;&lt;br /&gt;&lt;br /&gt;I know there are other areas to work on, those are just the ones I'm concentrating on now.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/928710026331957513-1348237357935397521?l=benjaminbernard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://benjaminbernard.blogspot.com/feeds/1348237357935397521/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=928710026331957513&amp;postID=1348237357935397521' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/1348237357935397521'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/1348237357935397521'/><link rel='alternate' type='text/html' href='http://benjaminbernard.blogspot.com/2007/09/history-of-roleplayer.html' title='A History of a Roleplayer'/><author><name>Ben</name><uri>http://www.blogger.com/profile/05909943463326709853</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://benjaminbernard.smugmug.com/photos/93920318-Th-1.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-928710026331957513.post-7802546963409236346</id><published>2007-09-23T02:10:00.000-07:00</published><updated>2007-09-23T02:23:46.493-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='programming'/><title type='text'>Late Night Programming</title><content type='html'>I've just concluded a session of late night programming.  I've gotta say, its one of the best coding experiences I regularly participate in.  Its just so awesome to sit down and tackle a problem that can be completed in one night.  I'm not always sure it results in the best code (and I try to never submit code that I've done at night until I can get a code review), but the feeling of accomplishment is awesome.  Also the amount of work you can do in one go is just incredible.  Day to day, I think its difficult to see how much the rest of your job interferes with you actually coding.  Rather it be talking with teammates (something I think is strictly a good thing), going to meetings (bad), going to lunch (good), or just being distracted by incoming email (bad and good), my day life is pretty interrupt driven.  When you have all these distractions, it can be difficult to really hunker down and get in the zone.&lt;br /&gt;&lt;br /&gt;So, sometimes (especially when I'm excited about some project), I just come in on the weekend or late at night.  Everything is quiet.  There are no emails, no teammates, and no Air Conditioning (they turn it off).  Just you and the code (and music, if you're me).  For me, it all comes together when you get done and you send your victory email.  For me this normally takes the form of a code review request. Once I've decided I'm ready, I switch over to the email client for the first time in many hours, and I get to enumerate what I've been able to accomplish to someone.  Its great.&lt;br /&gt;&lt;br /&gt;Recently, I've been starting to obsess about these interrupt issues during the day.  I've unsubscribed from several high-traffic email lists, and I try to force myself to not even look at the email client more than once every 10-20 minutes.  But given what I feel like now, even that is not enough, so sometimes I work at night :).&lt;br /&gt;&lt;br /&gt;Working at night can also lead to some bad things.  For instance, you don't have the resources you do during the day.  You can't ask your CSS master officemate questions, you have to look up answers.  While this can make you better (much better) at solving your own problems or working around them (you quickly start ignoring things that touch other teams, for instance), it can waste an enormous amount of time.  You sorta have to know when you've ratholled too long, and start thinking about ways of skipping that part of the problem until you can discuss it with others.&lt;br /&gt;&lt;br /&gt;I'm not going to stop this behavior anytime soon, though... Its quite a rush.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/928710026331957513-7802546963409236346?l=benjaminbernard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://benjaminbernard.blogspot.com/feeds/7802546963409236346/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=928710026331957513&amp;postID=7802546963409236346' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/7802546963409236346'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/7802546963409236346'/><link rel='alternate' type='text/html' href='http://benjaminbernard.blogspot.com/2007/09/late-night-programming.html' title='Late Night Programming'/><author><name>Ben</name><uri>http://www.blogger.com/profile/05909943463326709853</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://benjaminbernard.smugmug.com/photos/93920318-Th-1.jpg'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-928710026331957513.post-8947653264902709847</id><published>2007-09-20T23:59:00.000-07:00</published><updated>2007-09-21T15:43:45.656-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='roleplaying'/><title type='text'>Thoughts on GM'ing</title><content type='html'>For proper understanding of this article, you will need to know that a GM is the GameMaster who creates the setting, plot, and other characters (Non-Player Characters) in a roleplaying game.  I've probably already lost anyone who didn't already know the term, so 'nuff said about that.&lt;br /&gt;&lt;br /&gt;So I GM.  For some people, who knew me a while ago, this would be a revelation.  Not because they wouldn't know that I roleplay (I've been doing that since 4th grade), but because before college, I really never GM'ed.  I thought at the time that I didn't have what it takes to do a good game, and whenever I tried, I would fail utterly and miserably (miserable for both me and the players).  These days, I think I do a passable job, but it hasn't been an easy road.&lt;br /&gt;&lt;br /&gt;I used to think that the hard part about GM'ing was coming up with an interesting, intricate, enticing plot.  One that got the characters hooked early and kept them coming back for more.  I also thought it would be impossible to come up with a plot that would lead into a year's worth of sessions.  Well, I still have problem with the latter, but the former I hardly consider an issue at all.  Indeed, I consider plot to be the least of my concerns when I plan out a game.&lt;br /&gt;&lt;br /&gt;When I think about GM'ing and what GMs I have liked in the past have done, I find things slotting into 2 big areas.  1) Things that you can prepare for before the game.  2) Things that you do during the game.&lt;br /&gt;&lt;br /&gt;Things that occur before the game include that plot I was talking about (although it doesn't have to), and setting.  Setting is where I spend most of my time before a game, and I think it is time well spent.  The problem with plot is that players are &lt;i&gt;experts&lt;/i&gt; at avoiding it.  They'll miss your hook, kill your main NPC, or destroy your little plot-filled village without even blinking, and &lt;i&gt;they won't even know they're doing it&lt;/i&gt;.  See the GM and players roles are extremely different.  GMs create wolds and characters, set plots in motion and try to guide players to interesting parts of their worlds.  Players, on the other hand are generally out to play a character and interact with the world, and have little thought to what happens in the plot (besides wanting to get in it).  This is why I only really have the sketchiest of plots for any of my campaigns.  The long-range plan for my most recent campaign was literally "Benedict is a dictator, and the unicorn is actually a demon."  This over-arching thought guided some &lt;a href="http://technofetish.net/devilking/bin/view.cgi/Main/GameLogs"&gt;fiarly complicated sessions&lt;/a&gt;.  Most of the time, I would think of enough plot to last for a single session (generating just enough but not too much is a difficult thing to master), and that would be it.  The setting on the other hand is very important to think a lot about, in my opinion.  With a rich setting, you can have motivations for all your NPCs, which can guide you as to what they've been up to if your characters seek them out (or if you want them to show up).  I have found this motivation planning extremely valuable, for it lets my cast of NPCs be doing things while the characters are running through the adventure.  If you know why the mad old wizard isn't helping the kingdom in its time of need, then when the characters confront him about it, you can already know where he is and what he has been doing, and whether or  not he will take kindly to interruption.  &lt;br /&gt;&lt;br /&gt;Over doing plot or setting planning can both be bad as well.  If you over do your plot planning, then more than likely your characters will feel railroaded into your story, and it won't feel like they have any control or input into what is happening.  They will resent your plot hooks and actively avoid them.  If you over do setting, then you can have the tendency to let your characters just waltz through adventure after adventure.  You know what else is happening in your universe, and you can't understand why the players are rushing for it.  Meanwhile your players have completely sidetracked into building businesses in the capitol city, which they can do because you've already fleshed out 10 different competing grocers in the city.&lt;br /&gt;&lt;br /&gt;So, once you've done your world preparation, you still have to run the game itself.  This is the hardest thing to do, mainly because the only way to get good at it is to run a lot of games and get used to what it takes.  A lot of it can also be specific to how your group likes to operate.  Do they like fast paced epic, heroic adventures, or do they like scheming, plotting adventures that build over time?  Either way, as the GM its your job to make sure everyone's having fun.&lt;br /&gt;&lt;br /&gt;There are four big areas I think a GM needs to consider during a game:&lt;br /&gt;&lt;ol&gt;&lt;br /&gt;  &lt;li&gt;Controlling players&lt;/li&gt;&lt;br /&gt;  &lt;li&gt;Make it interesting for the players and characters&lt;/li&gt;&lt;br /&gt;  &lt;li&gt;Engage players all the time&lt;/li&gt;&lt;br /&gt;  &lt;li&gt;Make decisions &lt;span style="font-style: italic;"&gt;fast&lt;/span&gt;&lt;/li&gt;&lt;br /&gt;&lt;/ol&gt;&lt;br /&gt;&lt;br /&gt;Since this post is going fairly long, I'm going to fishing up, and if anyone actually wants to read more on this, they can ask for it.&lt;br /&gt;&lt;br /&gt;Controlling players - There are two forms of this: Making sure one player doesn't ruin the fun for the other players through rules-lawyering, table behavior, character actions, etc.  The second form is getting the players/characters into your plot without destroying it.  I with a friendly group (and if they aren't your friends, why are you playing?), this shouldn't be an issue, especially if you do the other things here&lt;br /&gt;&lt;br /&gt;Make it interesting for the players and character - More than likely you'll have 2 competing sets of goals inherent the audience of the game (the players).  One set is what the players want to have happen (make a dent in the world, get their character killed gloriously, have a duel with someone, figure out some mechanics of the system), and what the characters want (to make it home, to find love, to kill the dragon).  I've found that the best games get both the players and the characters interested.  You can get the players interested by playing with the universe, having a twisty plot, or by just having a fun universe to play in.  But even if the players on on board 100%, you can have problems if the characters don't have a good reason to be in the plot.  You've got to appeal to their motivations, their desires and wishes.  Even if the players want to take down the dragon and free the princess, if the characters are a bunch of farm boys who are unambitious, there are going to be issues.  You could have the dragon burn down their farm, kidnap their wife / children, place a curse on them, etc.  These are all clumsy examples, but I always try to identify what the motivations of the PCs (Player Characters) are, and play to them with the adventure.&lt;br /&gt;&lt;br /&gt;Engage Players all the time - This is really tough, and I mess this one up sometimes.  Some GMs you never notice the camera time (the time when the GM is listening to you or your characters), and sometimes your trying to find something, anything to kill the time until they get back to you.  So, its very important to keep the players engaged as much as possible.  If it is at all possible, let your players talk to each other while your GMing someone else.  Even if its improbable, I generally let players talk as much as they want.  Another facet of this is that everyone should get to do something new.  I've played under some GMs where if you make the wrong decision at one point, you are stuck doing that for a long time (real time).  For instance say the PCs, are hunting werewolves in the rural Oklahoma town, and one of them decides to walk to the next town to get supplies from the hospital.  What you should not do is GM the rest of the PCs for a hour while the unfortunate PC is walking to the next town.  My policy is the next time I talk to a player, they have finished whatever it was they were doing before, that or something interesting has come up.  So the next time I get to the walker, maybe werewolves are attacking him.  Maybe he found a truck and is already at the hospital.  Maybe he just walks really fast.  Anyway you slice it, that player deserves some more camera and decision making time, and if you don't give it to him/her, then they are going to be bored.&lt;br /&gt;&lt;br /&gt;Make decisions fast - In general this means letting the players get away with murder.  But it also means dropping the hammer in a big way too.  Did the players just uncover your big secret that was supposed to last 10 more sessions?  Don't cover that up, run with it!  What does it mean? How will the world/NPCs react to the discovery?  Don't hesitate to let players do what they want, even if you're worried about the consequences, just get into the mode that the whole world is fluid and subject to change, once you learn to go with that, I think you become a much better GM.  By the way, this is one of the reasons that I do the NPC motivations thinking ahead of time.  If the world changes out from underneath them, you quickly extrapolate how NPCs will react, if you know &lt;i&gt;why&lt;/i&gt; they are doing things.&lt;br /&gt;&lt;br /&gt;Well, thats all for now... Let me know if any of you like this kind of stuff, I'm interested to hear people's opinions :).&lt;br /&gt;&lt;br /&gt;&lt;b&gt;New addendum&lt;/b&gt; Tim has pointed out an &lt;a href="http://ptgptb.org/0027/theory101-02.html"&gt;interesting article&lt;/a&gt; in this same vane.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/928710026331957513-8947653264902709847?l=benjaminbernard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://benjaminbernard.blogspot.com/feeds/8947653264902709847/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=928710026331957513&amp;postID=8947653264902709847' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/8947653264902709847'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/8947653264902709847'/><link rel='alternate' type='text/html' href='http://benjaminbernard.blogspot.com/2007/09/thoughts-on-gming.html' title='Thoughts on GM&apos;ing'/><author><name>Ben</name><uri>http://www.blogger.com/profile/05909943463326709853</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://benjaminbernard.smugmug.com/photos/93920318-Th-1.jpg'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-928710026331957513.post-7899971033769710363</id><published>2007-09-19T13:19:00.000-07:00</published><updated>2007-09-19T13:24:26.253-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='pirates'/><title type='text'>Arr, it be talk like a pirate day!</title><content type='html'>Don't believe me.?  Let the God of Knowledge (wikipedia) &lt;a href="http://en.wikipedia.org/wiki/Pirate_Day"&gt;impart knowning to ya&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;Avast me scurvy dogs.  Ya dinna know how 'ard it be to be writing technical emails while trying to balance on a peg leg!&lt;br /&gt;&lt;br /&gt;I could try to parley this into something more serious about expressing technical problems in a language other than their native format.  But natives are fur plunderin', there be no serious thinkin' on Talk Like a pirate day!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/928710026331957513-7899971033769710363?l=benjaminbernard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://benjaminbernard.blogspot.com/feeds/7899971033769710363/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=928710026331957513&amp;postID=7899971033769710363' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/7899971033769710363'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/7899971033769710363'/><link rel='alternate' type='text/html' href='http://benjaminbernard.blogspot.com/2007/09/arr-it-be-talk-like-pirate-day.html' title='Arr, it be talk like a pirate day!'/><author><name>Ben</name><uri>http://www.blogger.com/profile/05909943463326709853</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://benjaminbernard.smugmug.com/photos/93920318-Th-1.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-928710026331957513.post-2386971488183087533</id><published>2007-09-18T23:49:00.000-07:00</published><updated>2007-09-19T00:00:49.096-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='motorcycle'/><title type='text'>The Joy of the Road</title><content type='html'>I really love motorcycling.  I can't tell you what exactly makes it so very great, but I can tell you about some of the constituents.&lt;br /&gt;&lt;br /&gt;I used to hate driving.  I think this was mainly due to the way I approached it.  Driving was always an obstacle to be overcome, like some sort of proving ground.  It was as if the universe were saying: sure, go visit interesting places, but to get there, you're going to have to suffer.  It didn't help that many of my first experiences with longer distance driving were done with little preparation and little forethought.  When I finally discovered that taking along music or a book on tape was a good idea, my driving became much less labored.  But I don't think I'll ever really enjoy driving for driving's sake.  Especially not as long as I know I could be driving a motorcycle.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://benjaminbernard.smugmug.com/photos/93302925-S.jpg"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer; width: 200px;" src="http://benjaminbernard.smugmug.com/photos/93302925-S.jpg" alt="" border="0" /&gt;&lt;/a&gt; There is something raw and intensely physical about riding a motorcycle.  The wind's loud, ever present roar, the thrill of never quite knowing if the cars nearby have actually seen you, and the manual muscle memory twitches of every little pieces of the bike all contribute to the feeling of really being present on the road.  It also helps that you're generally riding in extremely scenic places that are off the beaten path.&lt;br /&gt;&lt;br /&gt;One of the best rides to do around the Seattle area is the backside of Mount St. Helens.  This is just an incredible ride, scoring off the charts in all of the categories: scenic, twisty (very, very twisty), and traffic.  I've been up 3 times now, and each and every time it doesn't disappoint.  If you're interested in seeing more pictures take a look at &lt;a href="http://benjaminbernard.smugmug.com/gallery/1858693#93302214"&gt;this gallery&lt;/a&gt; and I think you'll get a feeling for the kind of beautiful scenery and perfect roads you can experience there.&lt;br /&gt;&lt;br /&gt;One of the more unexpected things I enjoy about motorcycling is the food.  I almost always hold out for mom and pop cafe establishments, hopefully ones that are frequented by the locals.  I almost always have a burger or pasta, and I always eat well.  Motorcycling can take a lot out of you, and since I don't go on long rides terribly often (maybe once a month) I indulge myself a little bit.  While the food is not always of the legendary Jane and Michael Stern level of quality, it is almost always good, and always filling.&lt;br /&gt;&lt;br /&gt;Another thing that is great about motorcycling is the isolation.  Sometimes I ride with friends, but often I can't get anyone to spend a whole weekend riding.  I used to regret not having anyone along, but I've gotten to where I actually like it.  I don't have to stop when I don't want to, or continue when I want to stop.  I get to think a lot, engage my introspective side a little bit.  I always bring along a couple of good books and a DVD or two, and I get to relax and luxuriate in a hotel room at night.  Its one of the few times I truly get to be alone, without even a dog to keep me company.  And since you're riding most of the day, you miss all your phone calls as well, and don't even have to feel guilty about it.  In the busy, busy, cellphone using world of today this is a rare thing indeed.  I'm not saying I'd want to be on the road all the time, or even be disconnected like that every weekend, far from it, I would go crazy if it didn't have a definite end.&lt;br /&gt;&lt;br /&gt;In the end, motorcycling has taught me how to appreciate two things I don't think I ever would've truly appreciated: driving, and being alone.  Both of these things must be taken in moderation, but they are definitely big pieces of why I look forward to climbing on my bike.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/928710026331957513-2386971488183087533?l=benjaminbernard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://benjaminbernard.blogspot.com/feeds/2386971488183087533/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=928710026331957513&amp;postID=2386971488183087533' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/2386971488183087533'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/2386971488183087533'/><link rel='alternate' type='text/html' href='http://benjaminbernard.blogspot.com/2007/09/joy-of-road.html' title='The Joy of the Road'/><author><name>Ben</name><uri>http://www.blogger.com/profile/05909943463326709853</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://benjaminbernard.smugmug.com/photos/93920318-Th-1.jpg'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-928710026331957513.post-282530960577191630</id><published>2007-09-18T19:10:00.000-07:00</published><updated>2007-09-18T19:11:57.541-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='programming'/><title type='text'>Programming and Arrogance</title><content type='html'>When you live and work in a culture of programmers (as almost any unmarried Amazon programmer seems to), its easy to see some trends emerge that are both interesting, cool, and/or troubling.  The trend I was really forced to notice is a culture of Arrogance that seems to permeate the culture at Amazon.  This culture is really not limited to Amazon, Google practically oozes arrogance, and it is much the same with every company that believes in itself that I've talked to.  Part of this is the difficultly in hiring good programmers, exemplified here &lt;a href="http://www.codinghorror.com/blog/archives/000781.html"&gt;Why Can't Programmers... Program&lt;/a&gt;.  Everyone has this problem, and most people do reject 199 out of 200 applicants (as the article mentions), but as that discussion indicates (follow some of the links), rejecting 199 people doesn't mean you're hiring the top 0.5%, just the top 0.5% of the applicant pool.  Most programmers aren't looking for jobs, and companies try to keep the good ones anyway.&lt;br /&gt;&lt;br /&gt;I think a fair amount of the arrogance comes from the art itself.  When you sit down to code, normally you have some idea of the shape of the solution you want to implement, and it seems to me that a large portion of getting that solution written is being so stubborn and unable to give up on that idea that your willpower literally bends the electrons in the computer to your will making little slaves of them.  How can you not be arrogant when every day you're conquering your computer all over again, programming something that (at least most of the time) no one has written before.&lt;br /&gt;&lt;br /&gt;Another portion of the equation is the attitude of other programmers.  Whatever you might say, about nature or nuture or genes making a person's profession, something attracts a lot of smart but socially challenging individuals to programing.  These people are used to being right (see the previous paragraph), and are not ready for you or even Linus Torvald himself to tell them they are wrong.&lt;br /&gt;&lt;br /&gt;I think most good or great programmers (at least in a commercial setting) have to learn to put away this arrogance, but its not something that comes easy (at least for me).  Admitting that you might be wrong about a proposed solution is extremely difficult.  Paradoxically, I find that once a solution is implemented, most programmers are willing (and even eager) to admit to the solutions failings or even to start over and reimplement everything differently (this happens a lot during development and is called refactoring, at least in some way).  Being a decent company programmer I think also means learning to work around these foibles in others (in addition to suppressing your own instincts).&lt;br /&gt;&lt;br /&gt;Thats all I have for now, but I have some more thoughts for later... How does aggression fit in?  What about the programmers that seem to be naturally immune to these kinds of feelings?  How does this affect the gender inequality in the profession?&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/928710026331957513-282530960577191630?l=benjaminbernard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://benjaminbernard.blogspot.com/feeds/282530960577191630/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=928710026331957513&amp;postID=282530960577191630' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/282530960577191630'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/282530960577191630'/><link rel='alternate' type='text/html' href='http://benjaminbernard.blogspot.com/2007/09/programming-and-arrogance.html' title='Programming and Arrogance'/><author><name>Ben</name><uri>http://www.blogger.com/profile/05909943463326709853</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://benjaminbernard.smugmug.com/photos/93920318-Th-1.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-928710026331957513.post-6856910430174521686</id><published>2007-09-18T17:13:00.000-07:00</published><updated>2007-09-18T18:54:37.310-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='music'/><title type='text'>Music - The Language of the Soul?</title><content type='html'>Ok, so I couldn't come up with an original post title, but I do have some thoughts on the subject.&lt;br /&gt;&lt;br /&gt;I really enjoy a good story.  So much so that I think it directly contributes to the amount of roleplaying, the massive number of books I own (and yes, have read), and even what video games I end up enjoying.  I love hearing about daring deeds, love at first sight, or really anything dramatic and interesting.  The biggest area where this predilection of mine comes up is in music.  I love story-based music.  This leads to some odd tastes.&lt;br /&gt;&lt;br /&gt;I love almost any piece of folk music, since they are basically only story.  In the car, though, I can't generally get a folk only station, so I switch to Country.  I love a good sad/happy country song (check out "Skin" by Rascal Flatts to see what I'm talking about). Sea shanties have the same quality as folk music - almost everything tells some kind of story.  You'll, of course, notice that I haven't mentioned any type of music that would allow me to stay in the "cool" crowd.  At the end of the day, I have favorite songs in almost every category of music.  Even heavy metal ("Master of Puppets", "The Gods Made Heavy Metal"), electronica ("Winter Born" by Ethernaut), and even dance music ("Tarzan &amp; Jane").&lt;br /&gt;&lt;br /&gt;But, you'll never find me listening to certain kinds of music.  Despite what I consider a fairly wide ranging collection, I have absolutely 0 tracks of classical, and very few instrumental (I delete them whenever they sneak in).&lt;br /&gt;&lt;br /&gt;Because most of my music tells stories, I normally group them based on what I'm feeling like right then.  If I'm happy then I want to hear happy, high energy songs, if I'm angry, well its time to crank up the volume and descend into some rock music (though musicals have a good selection of that kind of music as well).  I love the effect this has.  When I really hit the correct emotional note, I almost instantly drop into that "zone" that programmers talk about so often.  Rocking out with code is evidently synonymous with rocking to the beat, at least in my head.&lt;br /&gt;&lt;br /&gt;Perhaps I can share with you some of my favorite lines from songs I love:&lt;br /&gt;&lt;br /&gt;&lt;ul&gt;&lt;br /&gt;  &lt;li&gt;'So this is Beauty's finish. Like Rodin's "Belle Heaulmière"' - Lies by Stan Rogers&lt;/li&gt;&lt;br /&gt;  &lt;li&gt;"How did we we get here? How the hell?" - Halloween in Rent (musical)&lt;/li&gt;&lt;br /&gt;  &lt;li&gt;"Now is the time to sieze the day!" - Seize the Day in Newsies&lt;/li&gt;&lt;br /&gt;  &lt;li&gt;"They say the sky's the limit, but we both know its the ground!" - Pirate Bill &amp; Squidly by Heather Alexander&lt;/li&gt;&lt;br /&gt;  &lt;li&gt;"I still feel your touch in my dreams. Forgive me my weakness..." - Every Time We Touch by Cascada&lt;/li&gt;&lt;br /&gt;&lt;/ul&gt;&lt;br /&gt;Music is so much more than just words sung to notes, its very interesting that it can cause dizzying highs and hellish lows.  What is it about notes and words that make us want to shout to the heavens?&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/928710026331957513-6856910430174521686?l=benjaminbernard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://benjaminbernard.blogspot.com/feeds/6856910430174521686/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=928710026331957513&amp;postID=6856910430174521686' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/6856910430174521686'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/6856910430174521686'/><link rel='alternate' type='text/html' href='http://benjaminbernard.blogspot.com/2007/09/music-folk-and-others.html' title='Music - The Language of the Soul?'/><author><name>Ben</name><uri>http://www.blogger.com/profile/05909943463326709853</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://benjaminbernard.smugmug.com/photos/93920318-Th-1.jpg'/></author><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-928710026331957513.post-8264669700668713367</id><published>2007-09-17T22:46:00.001-07:00</published><updated>2007-09-18T08:50:19.158-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='roleplaying'/><title type='text'>Roleplaying, the beginning</title><content type='html'>Roleplaying is a great passion of mine.  I love sitting down with some friends, and being able to journey to another place for 4-6 hours.  Sometimes its difficult, sometimes its not fun, but most of the time it is neither of those things.  Its difficult to describe what makes roleplaying so much fun.  Some of it is definitely the camaraderie, even though its all in our heads in reality, nothing quite compares to sitting down week after week, facing the challenges of the world (whatever world that happens to be).&lt;br /&gt;&lt;br /&gt;Seeing as how spend something like 10 - 16 hours in any given week, I have some resources that I thought I'd share here.  First &lt;a href="http://www.janeespenson.com/index.php"&gt;Jane Epenson's blog&lt;/a&gt;.  Jane is a TV writer on such great shows as Battlestar Galactica, Buffy, and others.  More interesting than her credentials, however, is the insight she brings to the writing process.  She talks a lot about how to discover and develop emotional arcs, which is really important in roleplaying, since that is the meat of any great game (IMO).  Other than that, I've been following &lt;a href="http://swingpad.com/dustyboots/wordpress/"&gt;These Are Our Games&lt;/a&gt;.  This blog covers the very interesting game Polaris, and a game I have incredible hope for Bliss Stage (playing children mecha pilots in a dreamland where your mecha is made of your relationships, AMAZING!).  And of course, check out &lt;a href="http://tckroleplaying.com/"&gt;Tim Kopping's roleplaying site&lt;/a&gt;.  He's written the very good and interesting Hero's Banner, and wrote up Persona, me and Mike's most successful game to date.&lt;br /&gt;&lt;br /&gt;For those of you not in the know, Mike Hewner and I have developed a couple of games on our own.  The Rules of Conduct, which has a playing card based mechanic a-la Magic the Gathering.  TROC as it is known (trawk) had some interesting features.  For one, only a few skills (1-3) and no attributes are present in the game.  Our intention with this game was to make a system that really made you feel like a badass by naming all of your techniques and maneuvers.  TROC, however, was too complicated, mainly due to character generation, which could take an half hour for a random NPC.&lt;br /&gt;&lt;br /&gt;Another game Mike and I developed was Persona.  This was our second system, and really our best.  Tim has even &lt;a href="http://tckroleplaying.com/persona/"&gt;written it up&lt;/a&gt;.  This game had two things going for it: Just In Time character generation (genius!), and anything goes attribute/skill/fragment dice modifiers.  No longer are you limited to a preset list of skills or attributes.  Want points because you're fighting your father's killer, no problem!  Want points for your awesome combat maneuver "Death of a Thousand Swans", also no problem.  Mike and I have run Persona games for just about anyone that will sit down through one, and almost everyone has liked it.  I'm even going to be trying to run a game at &lt;a href="http://acnw.org/"&gt;Ambercon North West&lt;/a&gt; using Persona.&lt;br /&gt;&lt;br /&gt;The third system of note (we developed a persona-esque system that defined 3 axis of combat for any roll called Insight, but it never really hit it off) was Menagerie.  Menagerie did a couple of things wierd.  You were given the names of animals for your skill.  Each of these animal names was a technique in your skill.  In any test, you would select a technique to pit against another animal.  You didn't know the point values of these techniques, you got a random one-third of technique between 1 and the level of your skill (so if you put 60 points into a skill, you would get 20 animal techniques, distributed between 1 and 60).  You didn't want to open with your best animal, since allowing anyone to see your techniques gives them an advantage if you don't instantly dispatch them.  Another twist to this system is that even the GM doesn't know the ratings of these techniques.  Everything was done with a computer, and only it knew the point values of your techniques.  The idea was you would try to build up knowledge (you the player) of the other skills, building a kind of skill yourself as you discovered more about the in game world.  Unfortuantely the Menagerie game was lost in my harddrive crash last year, but it wouldn't really be hard to resurrect.&lt;br /&gt;&lt;br /&gt;The most recent system (developed last month) is Chrome Dawn, a system with a cyberpunk setting.  I'll post more on that at some later time.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/928710026331957513-8264669700668713367?l=benjaminbernard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://benjaminbernard.blogspot.com/feeds/8264669700668713367/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=928710026331957513&amp;postID=8264669700668713367' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/8264669700668713367'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/8264669700668713367'/><link rel='alternate' type='text/html' href='http://benjaminbernard.blogspot.com/2007/09/roleplaying-beginning.html' title='Roleplaying, the beginning'/><author><name>Ben</name><uri>http://www.blogger.com/profile/05909943463326709853</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://benjaminbernard.smugmug.com/photos/93920318-Th-1.jpg'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-928710026331957513.post-2327644835671725341</id><published>2007-09-17T22:13:00.000-07:00</published><updated>2007-09-24T18:35:35.625-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='blog'/><title type='text'>Blogging at Last</title><content type='html'>So here we go!  This is my attempt at a blog... I'm finally joining the likes of &lt;a href="http://slashdot.org/"&gt;Slashdot&lt;/a&gt;, &lt;a href="http://www.joelonsoftware.com/"&gt;Joel Spolsky&lt;/a&gt;, and &lt;a href="http://myspace.com/"&gt;eighth graders everywhere&lt;/a&gt;.  I'm not really sure how successful this will be, but I figured it was time to join the year 2003 and start blogging!&lt;br /&gt;&lt;br /&gt;My plans include posts on roleplaying, programming, and motorcycle riding.  And of course, whatever else I feel like.  In particular, we have weekly gaming sessions that I plan on posting about, and I want to post (hopefully with pictures!) all of my motorcycle rides.  For those of you who don't know, I do have a picture site: &lt;a href="http://benjaminbernard.smugmug.com"&gt;Check it out!&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Other web presences I have: &lt;a href="http://technofetish.net"&gt;Me and Mike's BESM Character Generator&lt;/a&gt;, its written in Smalltalk, a great language, and for the Big Eyes Small Mouth roleplaying system.  The only other thing I have is a &lt;a href="http://devilking.benjaminbernard.com"&gt;twiki&lt;/a&gt;, mainly for an Amber game I ran recently.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/928710026331957513-2327644835671725341?l=benjaminbernard.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://benjaminbernard.blogspot.com/feeds/2327644835671725341/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=928710026331957513&amp;postID=2327644835671725341' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/2327644835671725341'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/928710026331957513/posts/default/2327644835671725341'/><link rel='alternate' type='text/html' href='http://benjaminbernard.blogspot.com/2007/09/blogging-at-last.html' title='Blogging at Last'/><author><name>Ben</name><uri>http://www.blogger.com/profile/05909943463326709853</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://benjaminbernard.smugmug.com/photos/93920318-Th-1.jpg'/></author><thr:total>0</thr:total></entry></feed>
