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12 May 16:52

Trojan War Playing Cards – NOW AVAILABLE!

by blackboardfiction

TROJAN WAR PLAYING CARDS

These cards, designed by Jenks of Greek Myth Comix, are the follow-up to the incredibly popular ‘Deaths in the Iliad’ Infographic by the same author.

trojan war game logo SMALL

trojan war cards picadvertThis set is available to order as a UV coated linen-textured professional deck and box 

OR

as a downloadable print-it-yourself deck and tuck box!

The four suits correspond to four groups of characters in the Trojan War, particularly Homer’s poem The Iliad: Argives (Greeks), Trojans, Gods, and Women. The face cards are illustrated with a colour representation of two facets of these main characters, while the number cards picture the character at a critical, recognisable moment in the text or the Trojan War story, in the same vivid line-drawing style as the acclaimed Greek Myth Comix.

These cards, designed with real play in mind, are ideal for playing Poker, Blackjack, and countless other regular card games. In the classroom, they are also perfect as flash cards for revision of these characters – or as a fine leaving present for your favourite student Classicists. Or, you can just play cards while simultaneously for acting out your AU Song of Achilles fantasies!

A perfect gift for any young scholar, classics fan or Iliad nerd!

downloadandprintbutton professionaldeckbutton

CHARACTERS IN THE DECK:

Argives:

Agamemnon, Menelaus, Odysseus, Achilles, Nestor, Diomedes, Patroclus, Ajax (Telamon), Teucer, Machaon, Phoinix, Idomeneus, Calchas

Trojans:

Priam, Hektor, Paris, Sarpedon, Aeneas, Glaukos, Deiphobos, Polydamas, Agenor, Antenor, Pandarus, Dolon, Helenus

Gods:

Zeus, Hera, Aphrodite, Athene, Thetis, Apollo, Artemis, Poseidon, Hephaestus, Ares, Hermes, Iris, Scamander

Women:

Hekabe, Andromache, Helen, Polyxena, Cassandra, Theano, Briseis, Chryseis, Penthesilea, Iphigeneia, Laodike, Creusa

Jokers: 

two (professional deck) or four (download it yourself deck) of the nine Muses

trojan war cards picadvert


12 May 01:01

Part of the Story By TeraS

by TeraS

This past weekend was special. Some know why, some don’t, and I don’t think I can ever really tell the whole story well enough … not even in the Tale. And so, I will tell …

 

Part of the Story
By TeraS

 

The story begins, as so many of them do, at the beginning. Or rather a beginning, for the story that this one is connected to had been in existence for some time before. That story is just as important as this one—probably more so—but, in the here and now, this is the story to tell. The story that comes from this one is one for … another time and place.

It begins shortly after two souls met, had been through their awkward moments, and come to realize something, or several somethings. For one, it was coming to know she had met her Eternal, the only one for her, the one that accepted her, not for what she was, but who she was. For the other, it was him finding the one with that smile, that little sparkle in her eyes when they met, and how they held each other, how their bodies and souls fit together in just the right way.

Not too long before, in another place, another Realm, the two had appeared to her mother—the Queen—and he was … if not grilled by her, at least thoroughly examined as to exactly what his intentions were for her daughter. His answer was truthful, there was no question, and the encounter wasn’t nearly as terrifying as his intended thought it might be. After all, it was her mother, and if there was the slightest question of him not being her Eternal … but there wasn’t, there never would be, and, when it mattered most, when the time came, he would always stand with her.

As he did on this particular day.

It was, quite possibly, the most terrified that she had ever been. She had hidden away her horns and tail; this was the Human Realm, after all, and walking about with them visible would have been a rather poor idea. She had been hyperventilating during the drive, her hands covering her nose and lips, worrying about what was to happen next. She had faced all kinds of things, large and small, and not once had she been this paralyzed with worry and concern.

It was, after all, the first time she would meet … her … far worse than her mother; it was his mother.

They had parked in the driveway, sitting there for a time. He held her hand and promised that it would be fine, that she had nothing to worry about. But she was worried. What if his mother didn’t like her? What if, in that first moment, she was turned away, rejected, told to leave and never return?

They waited in the car for a few more minutes, then he gave her hand a squeeze and told her: “She’ll love you.”

Fidgeting wasn’t something she normally did. But, as they waited at the door, he knocking lightly upon it, she worried her hands over and over, looking down at her sensible red shoes, worrying they were too much. Her thoughts scrambled around the red dress she wore, worried that it was a little too short, a little bit too … red. She worried about her looks being too … too much.

Then the door opened, and the time had come. She expected a moment of being judged, of her measure being taken. After all, this was his mother and, Goddess knew what her own mother was on meeting him, and she was prepared for the same now.

What happened was a smile, a long, tight hug, and the first words spoken, words that she would never forget: “Hello, Daughter. Welcome home.”

The visit was a whirlwind. She was put off balance some of the time—well, really most of it, to be truthful. She tried to help, but was always told, “No, thank you. Everything is fine.” In the end, it seemed, she found herself much like she was with her own mother. She listened attentively to the wisdom, the love, the secrets shared. She laughed without fear, teared at times without shame. The moment was but one afternoon and evening, but she remembers it as being one of the most important moments in her life.

Second only to meeting him.

She instantly understood that she was loved without question, that she had found a mother, one of the human world, but meaning as much as her own mother. She came to see, in the blue eyes of the woman that insisted on being called ‘Mom’, who never, not once, allowed her to use her proper name, which was something she always did.

It was just as the dishes were being cleared away, she and he helping, over the protests of his mother, of course, that there came a moment when she was alone in the dining room and looking for things to put in their right place.

And that is when she first noticed it.

There was a picture turned upside down on the mantle. This seemed odd, and she was just reaching out to put it right when her hostess came into the room, took her aside, and they continued to chat.

By the end of that first visit, she knew one thing for certain: she was loved every bit as much as he and always would be. She wasn’t born as the daughter of this family, but she felt like now she had two mothers that loved her without reservation, with all of their hearts.

But she felt like there was something unsaid, something important, and that picture was part of it. Perhaps it was how, when she was talking with Mom, she kept looking, occasionally, at her hair, or how Mom smiled when she spoke of her own mother. It felt like there was something unsaid, something that mattered, but she never asked, and Mom never explained.

Time passed, as it does, and throughout the years that came, the laughter and tears, the highs and lows, every time she came visiting, every time, without question, that picture frame remained laid down. She was never able to see what the picture was. It was many years later, in the midst of a dark time in the lives of her family, that she found herself alone in that room with that picture still face down on the mantel. She wanted to look at it, to find out what the secret was, and again, for the umpteenth time, tried to look at it. But again, no. She was drawn away, off to help, to comfort, to give what her family, her mother, as she now thought of her, needed.

The truth would come in time, eventually, just not on this day. After she had left, the sound of her car pulling away on an errand, a somewhat older hand, but the same soul that had met her so long ago, stood the picture up once more.

The picture revealed two teenagers, both blond, one with a bob cut, the other with her hair in a wild mane about her. Both smiling, holding each other. Each making bunny ears over the other’s head in a joyful moment together.

The one was Keith’s mother.

The other was Tera’s.

Eventually, when Tera would finally see the picture, she would cry for days on end, not knowing why she was never told … until she read the diary that explained … everything.

But that story is for a day yet to come and it is one that she and he pray is far, far away …

23 Apr 16:19

The frequency illusion: we notice what’s top of mind.The reason,...



The frequency illusion: we notice what’s top of mind.

The reason, generally, is simply that all those times previously we weren’t tuned in to notice what’s top of mind now. The frequency likely hasn’t changed a bit just our noticing of it has.

22 Apr 13:14

Saturday Morning Breakfast Cereal - One wish

by admin@smbc-comics.com

Hovertext: Your homework today is to figure out a wish that would result in the above.


New comic!
Today's News:
22 Apr 12:33

esemplastic: Dictionary.com Word of the Day

esemplastic: having the ability to shape diverse elements or concepts into a unified whole.
17 Apr 16:17

endemic: Dictionary.com Word of the Day

endemic: natural to or characteristic of a specific people or place.
16 Apr 12:44

Trojan War Playing Cards!

by blackboardfiction

Wee! Fun New Thing: Trojan War Playing Cards!

I’ve been working like a mad thing over the Easter break on these new Iliad-themed cards! The key Greeks, Trojans, Gods and Women of the Trojan War are all represented in the suits of these usable playing cards!
Use them as flash cards to revise the text, play an interesting game of Blackjack, or secretly act out your AU Song of Achilles fantasies!
advert
NOW AVAILABLE! Trojan War Playing Cards 
They’ll all be available very soon either in an instant print-it-yourself download or as a plush proper-cards-in-a-box set – stay tuned to the Facebook page or the Twitter account for updates!
Trojan War Cards proof-2

16 Apr 12:43

Singularity

I figured that now that society has collapsed, I wouldn't need to wear clothes anymore, but apparently that violates some weird rule of quantum gravity.
16 Apr 12:42

Saturday Morning Breakfast Cereal - Trisen

by admin@smbc-comics.com

Hovertext: If this doesn't get some hatemail, well I guess I feel like you people aren't even trying.


New comic!
Today's News:
16 Apr 12:35

Jeff Grubb's Genius Subplot Rule

by Zak Sabbath
Your keynote speaker

Ok, one thing that gets discussed in most superhero game books but is chronically hard to actually wedge into a game is subplots.

Modules generally have villains and scenarios laid out, but the part of the comic where not only does the Flash have to stop the Meteor Men from eating Atlantis but has to rent a tuxedo for his cousin Alf's wedding is not usually written into the game and it's hard to design since--unlike a villain--it has to be individualized to the character and it isn't necessarily easy to play it out since the player doesn't have a clear goal--which can leave the other players going "Ok, how long are you pretending to talk to your landlord before we can go back to the game?"

On the other hand, without these, you lose a dimension of the game--even in a tactical sense. The Kingpin's awesome plan in Born Again wouldn't work if Daredevil didn't have a connection to Karen, Foggy, Ben, et al.

Jeff Grubb solved this problem. Here's how:
That thing in the red box belongs in the Museum of Genius Simple Mechanics right next to Call of Cthulhu's rules for acting insane ("Here are some names of insanities--now act insane until the duration ends").

Making a commitment gets you karma--which is a spendable experience point thing you can use to beat people up or not die or whatever. If you fail your commitment you lose it.

That's it. That's the whole mechanic and it works like a charm. Players invent subplots for themselves and interact with unsuper NPCs all the time.

The genius of it is: it's the only Karma award a player can just get without doing anything hard. So the player is not only incentivized to build out his/her PC's private world, it's the only thing on the table they can be sure they'll be rewarded for--no risk, no waiting for villains to attack, etc. the PC doesn't even have to leave the house to make a commitment.

Example--the players are hunting for Nazi science jerk Arnim Zola:
"Ok I'm a chemist would I know Arnim Zola?"
"Funny you should mention that he spoke at your school a few months ago."
"Can I talk to whoever coordinates the visiting lectures?"
"Sure it's a fellow student" (idk, that's how it worked in art school)
"Ok, I'll call them"
"'Hello, Gwen Stacy speaking?'"
"'Uh...hi Gwen'"
"'Oh it's you--omg, giggle...'"
"Oh god I don't want to go out with her I know she's gonna die"
"There's karma in it..."
"Fuck, ok..."

And then Sleepless the paranoid numbercrunching social leper goes on a date with Gwen Stacy while everyone else is watching the Vault for boats full of supersedatives and I get to attack the movie theater with Ani-Men. And then Sleepless has to pretend to spill popcorn on Gwen so that he can get away to the lobby and fight them. Classic.

Incidentally, this belies the old saw that a game is 'about' what most of its rules are about--this 8-word rule creates immensely complicated situations.

I feel like other games could use a mechanic like this--not every genre, but any one where you want a semi-static social constellation (as opposed to exploration or fast-pitched thriller pacing) to be a part of the game. Like RIFTS+ this mechanic basically gives you Apoc World on the cheap.
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15 Apr 13:21

miche: Dictionary.com Word of the Day

miche: to lurk out of sight.
15 Apr 13:21

Dirty thunderstorm.Caused by ash and rock interacting inside a...



Dirty thunderstorm.

Caused by ash and rock interacting inside a cloud instead of ice particles. As you can imagine you can get this with volcanoes which can be pretty spectacular. Here’s more about how lightning forms inside a thunder cloud, the regular kind.

14 Apr 06:48

Let’s make some commodities!

by Jessica Hagy

card4865

The post Let’s make some commodities! appeared first on Indexed.

12 Apr 17:59

Der Giftschrank

by Zak Sabbath
So over on the 99% Invisible podcast* they have a whole episode about the history and functions of Der Giftschrank--"the poison cabinet"--which is not a low-hiss goth-industrial band (ok, probably by now it is, but anyway…) but a locked area in a library where restricted-access books are kept.

These things are not unheard of- in the kinds of fiction we make games from--there's the Forbidden Books section of the library in a Simpsons Halloween episode and if you read pulp horror novels from the 70s it's obvious the Vatican Library consists of nothing but evil devilbooks--but the existence of Giftschranke--and not just outright banned books--imply several interesting (and gameable) things that deserve to be looked at in more detail...

1. Ideas are dangerous

The concept of dangerous information is a commonplace--the Panama Papers, blackmailables, rocket fuel formulae, hoaxes, datatheft in Shadowrun, etc.--the concept of a dangerous idea, however is a lot more arcane and more fun. 

Outside concrete facts (real or fake) that people don't want other people to know or believe, there are a few ways ideas can be dangerous:

Heresies--This can run from the Phibionites to like Cthulhu worship.

Political propaganda--After WWII, Mein Kampf was placed in Der Giftschrank.**

Erotic works--Ideas upsetting to gender norms and whatnot or just, like, smutty pictures. Franz Von Bayros was in Der Giftschrank in the Yale art library.

Malculture--Ideas and images that are not overtly propagandistic but which are considered to make bad social practices seem desirable. During the Cold War, the East Germans kept American fashion magazines in Der Giftschrank. 

This last category is probably the most interesting and underexplored in game settings--because it speaks not to the kingdom's fear of evil clerics (been there), rival kingdoms (done that), or naughty bits (a cliche as old as Dragonmirth) but to the society's view of what makes itself different philosophically from its neighbors and what it thinks could destroy that. The Giftschrank says not only "we are not fashion magazines" but "we could be ruined by widespread dissemination of fashion magazines". What is in a setting's Giftschranke on cultural grounds tells you a lot about every single NPC from that setting and a lot about how PCs will be received.

Would Minas Tirith have Giftschranked literature depicting the joys of a simple rural life as undermining to the values of self-sacrifice and duty it demanded of young men holding the line against Mordor? Would The Hobbit itself have, therefore, been 'schranked?

Actually, probably not, because of one of the other interesting things about Giftschranke…
Poison Idea


2. The Society Thinks These Dangerous Texts Need To Be Studied

…I see Minas Tirith more as a book-burning town and Giftschranking isn't burning--or banning. The Giftschranke speaks to fear of ideas, true, but it also speaks to the admirable (per se) and sophisticated notion that even bad ideas need to be understood--all the better to combat them. Giftschranking restricts but does not prohibit access.

Reasons a culture might want to study 'Schranked texts:

Ulterior: Like secretly the Pope is a Chaos Cult member or jerks off to the saucy books. Like most hoary plot cliches, it's as dull in theory as it is useful in practice.

Forensic: If the authors of the dark text or their acolytes are yet among the living, the works may contain clues to hunting them down. Clearly the easiest schrankenmotiv to work into a game.

Scholarly: People just read this stuff to compile histories or studies or whatever. Suggests a relatively sophisticated culture where people have a lot of free time to do disinterested research. These kinds of individuals and institutions are unusual in fantastic settings (as they are in life) but can be a rich source of random gp-for-mcguffin fetch quests--again, as they are in life.

Rhetorical: This is mentioned in the podcast--reading a text makes it easier to refute its arguments. This is fun in a game because it suggests soft power and genuine persuasion are an engine in the setting rather than the more obviously gameable route of conversion by the sword. All across the kingdom there are clerics and monks explaining that rain can't be the tears of the Inestimable Cloud Titans because cloud titans are known to be warm-blooded and clearly…etc They make posters and have bake sales when they spread the word. The subtle permeations of propaganda can be fun because they are often unrecognizable as such at first. Like the Gnithians may be shocked to see that--counter to what they've been told for centuries-- elves do not actually fear water. 
Venomous Concept


3. Access To the Giftschranke Is Limited To The Worthy

Depending on the reason for the 'Schranking and the Gifting, access will be limited in one or more of the following ways:

Only the learned: A test of scholarship is implied.

Only the good: Tests of ideological or behavioral purity are implied.

Only the great: Signs of status and influence are required.

Only the initiated: Signs of membership are required.

Tests are always interesting in games, as they provide excuses for challenges, while signs of status or membership are effectively mcguffins to be chased. Also: all of this implies guards, security, etc, like around any treasure in any dungeon.



4. The contents of Giftschranke change

Regime change alters the contents of the Giftschranke--Germany's went from being heretical texts, then to pornography then to Nazi literature. The history of Der Giftschrank is a history of what the biggest monster is at any given moment.

So: you dig deep into the dungeon, fireball your way past the ancient reptile women and long-dormant golems, pick the lock and find…only books. But what's in those books tells you about that society's vulnerabilities.



5. Giftschranke can be virtual

The podcast notes that a new critical edition of Mein Kampf is coated with scholarly glosses debunking its arguments and providing historical context, calling this "a virtual Giftschranke". In college my epic lit teacher's copy of the Bible came the same way. 

The strategy of presenting a despised text through a scrim of critical thought which undermines or at least redirects interpretation of that text is an old one--the word "gloss" itself begins with margin notes on Bibles (and ends with the ironic quote tweet and Something Awful.com's shitty FATAL and Friends thread--where game books the SA harassment clique don't like are hateread under the protective fiction that all the books they don't like are somehow like FATAL). The idea of a dangerous text being circulated with these interpolations intact literally adds a new layer to the concept of the Eldritch Tome--you get the text, but you also might get who knows how many other mothers telling you what it means to the Snailmen, to the Shell People, to the Ranks of Khaine.

Even today, asking yourself what a society refuses to disseminate without commentary ("without context") attached tells you a lot about its values.



6. There is a moral and/or intellectual class system

In examining the philosophy of the Giftschrank note these four things:

A. There are dangerous texts
B. There is a kind of person for whom the text is not dangerous (it is for their perusal the books are preserved)
C. There is a kind of person for whom it is (they are not allowed in or are presumed not to have those intellectual tools)
D. The second kind of person is, nevertheless, still enough part of the society that they are welcome to read its other books

Person C is not interpreted as the enemy--after all, they are free to access the rest of the library. They are citizens, but second class. They are the ruled, but not the rulers. They can't handle the truth--but they are welcome to join the infantry, till a field, pay the taxes that create the Giftschrank that excludes them. The actual enemy is out there (they wrote the book) but they are a wolf, and the second, protected, class are sheep--someone you have commerce with- but are suspicious of-. These are the gullible and persuadable, the ones for whom ideas are truly dangerous, but who are nevertheless too useful to exile to the world of the evil. In all societies this class must include literate children, but it's most interesting and frightening when this class includes adults--who are allegedly legally and morally responsible for their own actions.

Only in the light of a malleable-but-not-anathematized class does the concept of "a dangerous idea" even makes sense--and in that same light the giftschrank's suspicion of democracy is made clear.***

Whose needs does the existence of this lesser class serve? The feudal monarch's, obviously, also the capitalist's (someone has to buy Crocs)--this can push worldbuilding away from seeing the society as a monoculture, with all the Shadow Dwarves privy to the same education.

This institutionalized condescension also makes 'schranked works extremely valuable--not necessarily to the sheep to whom PCs or malefactors might deliver them, but as a hostage. What ransom would a pope pay to keep Docetism off the streets?

Come to think of it--might be a good funding model for LotFP.
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*Thanks for the recommendation, Ram

**The podcast notes that in Austria, inspection is still forbidden to minors and goths.

***The profoundly goofy and profoundly conservative philosopher Leo Strauss held that all philosophy was essentially dangerous in the hands of the masses (thus Hitler, thus Stalin) and that no 'Schrank was schrank enough to keep the Gift away from them--yet still they must be ruled. Paul Wolfowitz and Robert Bork were big fans.


12 Apr 17:59

Princess of the Silver Palace by...a lot of people

by Zak Sabbath
So here's what we did:

You know that old TSR module Palace of the Silver Princess?  Y'know...


When she came it was as exile, descending from tempestuous night in a silver ship. She fled the collapse of her shining principality in the Immeasurable Abide, an implausibly vast agglomeration of paradisiacal cosms beyond the outer void. All she loved of her glittering homelands was consumed by the tyranny that lurks behind all tyrannies: by the Manifest Density which waits at the end of time. An agent of that creed, the Hegemon Ankylose Dysplasia , driven by colossal lust, sought pursuit beyond the Abide but was prevented by his preposterous gravitas and the girth of his pride from passing through the furled dimensions and on to the lesser cosms where the world hangs.

...that one?

Anyway, I farmed out every page to a different DIY D&D Blogger and we rewrote it--I'm shocked with how well it came out. You can use the old maps, but the key has been completely renovated with all new stuff.

Tom Middenmurk wrote a brand new freaky princess legend, Kelvin Green gave us some sweet picture map rooms, Stacy Dellorfano made the Princess' chambers seriously fucked up, Raggi dreamed up some incredibly elaborate ways to screw (or at least frustrate) your players, Humza invented some classy ghouls, James Mal made one of my favorite new trick rooms, and a whole lot more.

Free of course.

So check it here:
Princess of the Silver Palace
by
Tom "Middenmurk" Fitzgerald
David "Yoon Suin" McGrogan
Zzarchov "Neoclassical Geek Revival" Kowalski
Barry "actual Cockney" Blatt
Natalie "Revolution in 21 Days" Bennet"
James "I invented the phrase Gygaxian Naturalism. Sue me" Maliszewski
James Edward "Lotfp" Raggi IV
Trent "New Feierland" B
Humza "Legacy of the Bieth" Kazmi
Ramanan "I make all those cool online generators" S
Reynaldo "Break!" Madrinan
Kelvin "Forgive Us" Green
Daniel "Basic Red" Dean (thanks for picking up the slack on the folks who didn't have time to finish their pages)
Anthony "Straits of Anian" Picaro
Jensen "I talk to Paizo" Toperzer
Logan "Last Gasp" Knight
Kiel "Dungeons and Donuts" Chenier (thanks for the layout!)
Stacy "Contessa" Dellorfano
Patrick "Deep Carbon Observatory" Stuart
Scrap "Fire on the Velvet Horizon" Princess
Ken "Satyr Press" Baumann
and me a little bit


Oh and ps: the ghouls in Trent's last room were invented by Humza, the credits are a little wrong.
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12 Apr 17:58

Never Need To Be By TeraS

by TeraS

A story today with a bit of a hidden meaning, or perhaps that meaning will be one that really isn’t so hidden for those that know. Sometimes there are things that need to be said, but then they can also be the things that …

 

Never Need To Be
By TeraS

 

There are moments when Tera can be indecisive. They are rare, and most would never notice them when they happen. Still, they do, and she is quite aware of them within her own thoughts.

The problem on this particular day wasn’t one where the universe hung on her next choice. No, it was a very simple question that, normally, might have a simple answer. However, nothing for Tera ever really was simple, even if the outcome only was a result of her believing that point. This day mattered very much to her … to her dear friends on the other side of the fence, the koi pond marking the edges of where their worlds met … to her and her Eternal, for reasons that never really could be put into words, but then never really needed to be.

She had spent a very long time thinking.

Trinkets and gifts weren’t right. They didn’t express her love. Recalling a certain decorative plate she had given before, she smiled at what her Eternal had told her about that moment, the gasp of surprise, the look of amazement.

A card, no matter how lovely the words, couldn’t say what needed to. Oh, she had sent many cards in the past, but she knew just how awful her handwriting was—more so when she kept having to stop, wipe away tears and then continue writing. The thought did make that smile turn bemused. A queen with terrible handwriting: such an impossible thing, of course … but Tera was never an ordinary queen.

Flowers? Well, she had given them before, a particularly lovely rose bush once. Looking out her kitchen window, Tera could just make it out over the fence, the red blooms and green leaves just beginning to sprout, marking the arrival of spring where they resided now. Those thoughts made her smile become a thoughtful one.

She looked towards the home across the way, her fingernails tapping a beat upon the countertop in rhythm with her considerations for some time. Finally she made up her mind and turned away from the window.

A short time later, or not so short—time was an illusion, after all—a woman with ebon hair wearing a red sweater and blue jeans, made her way along a certain sidewalk towards a certain home in the garden of which a certain rose bush grew. Her heels clicked lightly upon the cobblestone walk, a moment later and she knocked lightly upon the door. She wondered if she looked right, if she had managed to look right, to simply be herself in the ways that matter most. After a time her thoughts had come to wondering if they were home when she heard the turning of a doorknob.

The door opened, a soul she knew through their love shone brightly there. A smile greeted her: “Hello.”

Tera smiled: “Hi.” For the first time in ages, the Queen of the Succubi fidgeted before she continued, while the lady in the doorway waited patiently: “I was trying to figure out something today.”

There was a moment … it wasn’t really an awkward one, more of a sudden realization of who
the guest was, and the surprise that she was standing on the doorstep.

She tugged at her hair: “I’ve sent flowers, cards, gifts before. I couldn’t figure out what would be right. There didn’t seem to be anything that really said the right thing, in the right way.” She shrugged slightly: “So that leaves … me. I just wanted to say … Happy birthday.”

The answer was a hug as Tera was pulled into a warm embrace, crying softly in the moment for all this meant to her. For the longest time, there were no words said; there really didn’t need to be any. But then the moment passed, the lady insisting that Tera come in, tears and all, for she was being silly.

Hours passed, the two talking, tea being shared, the occasional bit of laughter drifting from the porch where they rested together, looking out over the garden, where the rose bush was starting to bloom. The visiting queen was tracing a fingertip over the rim of her cup when she admitted something to her hostess during a pause in their time together: “I don’t say the words enough … what you mean to us. I know I need to say them.”

Her neighbor answered: “There never needs to be.”

It is a simple truth, one that transcends all else. The love of a family shared never needs to be explained, never needs to be said. When one knows, one simply does.

And so the words never need to be said, for they live within the souls of those we touch and love.

The words never need to be said, but, on that birthday, on that doorstep, in smiles and hugs, they were. And Tera went home quite sure it was she who received the gift.

12 Apr 17:52

Sometimes By TeraS

by TeraS

This past week was our anniversary, that is to say that of myself and my Eternal. I’ve written many stories about our other selves, some of which come very close to home, some of which are far more reality than fantasy, buried in the words. There are some moments when the Queen needs her King, and it is a lot more than …

 

Sometimes
By TeraS

 

There is a day which is important most of all to two of those that live in the Realm. They do not expect anyone else to celebrate it, mark it, or do anything special for it. The day is their own, even if the entire Realm knows what day it is, and how much it matters.

Tera would thank anyone that offered to have a party on that day, give a speech, or otherwise spend time and effort upon them, but then say she simply didn’t want a fuss made over them. In the same way, Keith would chuckle, thank whoever it was, and explain that they were quite fine and not to worry about them, thank you.

Sometimes their subjects would wonder about this, being that everyone knew what day it was and was sure that some sort of fuss was warranted. Sometimes the two Eternals would relent and allow something to be done on this day. But that was a rare thing.

However, in this particular year, something different was afoot, even if the two Eternals weren’t prepared for it in the least.

The evening before their special day, when they would normally just be resting on their couch in each other’s arms, things were a little bit different. Tera was curled up on a sofa by the fireplace, Keith across the way on another. Life had been overwrought for some time now, the needs of many others, of course, being put ahead of their own. They were drained, and, for the first time in a very long time, they had both put the significance of the next day out of their minds.

On the other side of the fence that marked the boundary between their Realm and that of their closest, dearest friends, however, a certain soul and his love were pondering their neighbours beyond the koi pond. They were resting in their own living room, sharing a bit of apple pie together, and talking about their neighbours, the light from their dear friends’ home being just visible from over top of the fence from where they both rested.

Pondering, or rather, perhaps, the more accurate term might be “scheming.”

“Holiday trip to Bora-Bora?”

He chuckled: “She’d never go. That place sounds boring, even if it wouldn’t be. Furthermore, she’d be … miffed … at anyone spending that kind of money on them.”

She tapped her fork against her plate: “It’s not about the money. But yes, I know, she cares more about everyone else than herself and I know he is exactly the same.”

Hugging her, he continued: “Yes, yes for both of them. As for giving them a gift, that’s not going work, either. Oh, she’ll be overwhelmed, in tears, but then she’ll be spending the next six months trying to figure out a way to repay it.”

“You know, I shudder to think what her husband goes through finding her a birthday present.”

He smiled, knowingly … and knowing his friend, Keith, was not alone in this: “He’s figured out that the giver is more important than the gift.”

Enjoying a bit more of the pie, she mused: “Hmm …”

“Hmm?”

“The pie is lovely.”

“That wasn’t the ‘Hmm’ of liking the pie. I know that ‘Hmm’ and you’re thinking of something.”

Pointing her fork across the room she noted: “I have a thought.”

He chuckled: “Oh? I’ll guess that, whatever it is, it’s an excellent thought.”

“Of course it is,” she smiled, winking.

Wisely, he just smiled and nibbled. Whether on his love or the pie, or both, was their secret.

The following morning dawned upon the home of the two Eternals whose day had arrived. It dawned like any other day one might imagine in the Realm, save there was a slight difference in this one.

Within the home, two souls awoke, kissed each other good morning and began their days. Tera gathered her things, checked her phone’s schedule, making note of the things that she needed to do. Keith finished making their breakfast before glancing at his own list of things to do. This was how they were: it was important for them to be there for their families, for those that called on them. It wasn’t time meant for them; they felt it was their place to give to others well before themselves.

At least, that that was their place on a normal day.

“I don’t have anything on my schedule today.”

“Oh?” There was a pause … a rather long one. “Seems like mine is the same.”

Tera shrugged, pocketed her phone, and made her way to the front door.

“It’s probably a mix-up at the Palace. The Receptionist will straighten it out for …” There was a pause as she opened the door, then called out: “Sweetheart? Could you come here for a moment?”

When Keith approached, he noticed that Tera was looking at a long red ribbon that had been thumbtacked to the top of the doorframe and hanging below was a small white envelope with their names written upon by a familiar pair of hands.

Keith carefully plucked the card from the ribbon and considered it.

“What do you think it is?”

“I know who it’s from.”

“So do I.”

Removing a card from within, Keith read the card, then gently took Tera’s hand and pulled her away from the door before closing it.

To Tera’s quizzical look, he explained: “You know, we forgot what today is.”

Her eyes became larger as she looked at the calendar they had pinned to the wall beside the door: “Oh, Goddess! I’m sorry …”

Hiding her close, their tails wrapping about them. He smiled: “Me, too. We both forgot something that we never should.”

Tilting her head to the right, she wondered: “What’s that card say?”

“Something about our friends giving us a gift.”

If there is one look that Keith cannot resist, it is when Tera’s bemused smile appears, and as it had been some time since he had last seen it, there was no hesitation.

Tera found herself cradled in her Eternal’s arms and being carried through their home. Passing through the kitchen, his tail snagged a can of RediWhip along the way. This was another thing that they hadn’t done in a while.

Then came a giggle that was long missed by them both: “I’ll bet that note says nothing about that.”

“You’ll see.”

Soon after, the neighbours across the yard heard a laugh from within a certain bedroom, as two souls that were always one celebrated that oneness again.

Later, entwined in each other’s arms, their love rekindled, the light about them brighter than it had been for some time, a small card rested upon their end table.

To our friends:

Sometimes finding you a gift is impossible … this took a whole Legion of help to manage it.
Sometimes the best gift is one of time.
Sometimes the world can wait … but your love never can.
Sometimes being together is the best gift of all.

Now take the day off, you two.
And you’d better not make this a sometime thing.

Happy Anniversary!

12 Apr 12:42

Brain Upload

I just spent 20 minutes deciding whether to start an email with 'Hi' or 'Hey', so I think it transferred correctly.
11 Apr 01:46

Morrigan by sniftpiglet  As found...



Morrigan by sniftpiglet 

As found at:

http://sniftpiglet.deviantart.com/art/Morrigan-523031682

A pondering Morrigan appears…

11 Apr 01:43

Photo



07 Apr 12:59

#743 Coffee Break

by treelobsters
02 Apr 13:29

Did you know the definition of gullible isn’t in the dictionary?

by Jessica Hagy
02 Apr 13:26

Cognitive bias, heuristic, logical fallacy: hidden features of...



Cognitive bias, heuristic, logical fallacy: hidden features of the mind.

These terms come around a bit, and I wanted to get them clear in my head so I understood the difference.

Cognitive bias: predictable patterns of thought and behaviour leading to incorrect conclusions. Things like anchoring, where we are predictably led astray by the presence of a previous number we have seen.

Heuristic: mental short-cut to solve common problems. Things like social proof, how if others seem to like something that’s a short-cut for we’ll probably like it.

Logical fallacy: a flaw in our reasoning leading to a faulty argument. Things like the sunk cost fallacy, where we will sometimes make ourselves unhappy in the future because of something we’ve already done that we can’t change. The logical step would be to choose the path that would make you happiest in the future regardless of any sunk costs up to now. Turns out that’s hard.

HT: You are not so smart

01 Apr 14:33

ninnyhammer: Dictionary.com Word of the Day

ninnyhammer: a fool or simpleton.
31 Mar 16:01

valetudinarian: Dictionary.com Word of the Day

valetudinarian: a person who is excessively concerned about his or her poor health or ailments.
30 Mar 14:03

Jack and Jill

Jill and Jack / began to frack. / The oil boosts their town. / But fractures make / the bedrock shake / and Jack came tumbling down.
30 Mar 14:03

plan2

by Author

plan2

A bit late with this one from 9 years ago.

30 Mar 14:03

Seen it. Next.

by Jessica Hagy

card4856

The post Seen it. Next. appeared first on Indexed.

29 Mar 17:58

Instagram Unlevels the Playing Field

I’m sure most of you have seen your fair share of these lately:

image

Don’t get me wrong, I really love Instagram.  But Instagram is no longer a level playing field and this is yet another illustration of my objection to private social networks.  By private social network I mean a service (such as Instagram, Facebook, Medium, or Twitter) where all users and content live exclusively within a privately held application.

Photo streams and sharing don’t really need to be in a private social network.  They could just as easily be distributed like traditional blogs with an RSS-like syndication format.

With Instagram, we’re all at the mercy of whatever they want to do to improve their business.  Be it changing functionality, terms of service, or even shutting down.  If the above Instagram post is accurate (which I believe it is) and artists, creators, and upstarts depend on Instagram then I’d say it’s a very broken system.

We’ve talked about this before, but the beauty and security of the web is its distributed nature.  This is what’s so great about RSS.  At The Old Reader, we love our users and hope that they’ll stay forever, but if a user finds a solution that fits them better they can take their feeds and go somewhere else.

Image sharing, classifieds, blogging, microblogging and everything else that depends on content creators should work this way.  It’s the only way to keep the playing field level for creators, which I believe includes just about all of us.

One final thought…  I’m actually a fan of using algorithms to prioritize items in a queue.  I just read an interesting post by a Twitter VC firm saying how great that was going to be for Twitter.  But I think we all know the obvious truth which is that this is a revenue model.  This algorithm isn’t about showing users the most relevant content.  It’s about showing them the most relevant content PLUS any content that has been “boosted.” We stopped using Facebook for this very reason. We had thousands of followers but Facebook only showed our posts to a few hundred. If we wanted all of our followers to see a post we had to pay.

28 Mar 12:32

Ferris Bueller Vs The Wrong Lovecraft (Thought Eater)

by Zak Sabbath
Here is a pair of entries for the Thought Eater DIY RPG Essay Tournament.

If you're new to the contest, it's like this: these two essays are not by me--they're by a pair of anonymous DIY RPG writers who were both assigned to write something interesting and original about hoary old RPG topics.

Anybody reading is eligible to vote for which one you like best and voting will be cut off once all the votes for all the second round Thought Eater essays are up...

The rules for the second round are here.

First One

If you like this one better, send an email with the Subject "TAS" to zakzsmith AT hawt mayle. Don't put anything else in the email, I won't read it.

Challenge: "Say something original about a movie that's RPG-relevant”

A character fools his overseers, sneaking out of their keep and shucking his responsibilities. He meets up with the second party member, and together they disguise themselves to persuade the master of a local dungeon to release their third party member. The newly united party escapes via a rare and valuable mount, then explores a sprawling city: they ascend its largest monument; wander through its inscrutable market; hobnob (under fake identities) with the rich; witness a sporting spectacle; and interact with strange and hypnotic artifacts. Leaving the city, they’re nearly caught by the first character’s overseer, but they stealth and perform their way out of trouble. Inter-party bickering leads to the first PC to critically succeeding on a performance check to crash a huge and elaborate parade. After the misuse of the party’s mount, the second character falls under a paralysis spell, and the party ties to dispel the magic. Meanwhile, malicious NPCs seek to imprison the party once more…

There are few films that mirror the structure of D&D more than Ferris Bueller’s Day Off.

Ferris, Cameron, and Sloane are roguish types, challenging authority, fucking things up, and generally having a good time while endangering themselves and others. Ferris Bueller’s Day Off is about retaking youth from the corrupt institutions that attempt to prematurely snuff it out; ifFerris Bueller’s didn’t have a Hollywood runtime, it’d be a pure picaresque. Ferris dances with the dangerous consequences of his spontaneity and curiosity while gaming the systems that constrain him—sound familiar?

So how can Ferris Bueller's help us better understand D&D?

From a DM’s perspective, Ferris Bueller’s is useful in that it reveals the starkest difference between a Hollywood picaresque and a D&D picaresque: things kill and get killed in D&D. Ferris didn't encounter parties of blood-smeared raiders or corpse-roasting orcs in every new location; Cameron, in destroying his master’s extremely valuable mount, exposes himself to the most risk. This is an obvious point, but it contains a useful trick: if your game is feeling too charming and neatly causal—if your game is feeling to safe—then slaughter someone. Use indiscriminate death to surprise and scare your players.

Ferris Bueller's also makes this point clear: unless you're incredibly charming, you need cash to survive new territory. Murderhobos in a big city should get jailed or executed—and quickly—if they're both poor and uncharismatic. A surefire way to encourage your PCs to get loot and get clever is to try to crush them in the gears of a big, ruthless system.

Ferris Bueller’s shows, too, that the potently dramatic moments arise when players save each other. So make sure to put your PCs in situations in which they need to save each other from imprisonment and death.

John Hughes reportedly wrote the film in a trance, finishing the first draft in a week. He wanted to "capture as much of Chicago as I could. Not just in the architecture and landscape, but the spirit." Replace Chicago with your latest setting, and that’s the prime goal for world-building via text and images. Communicate as much of the spirit of the place to your players as quickly and elegantly as possible; “this place feels like this” is often more helpful and imaginative as “this place looks like this”.

John Hughes also said: "I know how the movie begins, I know how it ends. I don't ever know the rest, but that doesn't seem to matter. It's not the events that are important, it's the characters going through the event. Therefore, I make them as full and real as I can. This time around, I wanted to create a character who could handle everyone and everything.” Whether your PCs admit it or not, they live in series of experiments and fucking-offs; whether your players admit it or not, they want their characters to be as capable, spontaneous, and daring as Ferris (or as weird as Cameron). If your players aren't having much fun, invite them be Ferris, then chase them with some snarling consequences.-
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If you like this one better, send an email with the Subject "BOR" to zakzsmith AT hawt mayle. Don't put anything else in the email, I won't read it.


H.P. Lovecraft, it turns out, was a pretty shitty prophet of the human mind.

That's not to say he was a shitty stylist, or a shitty fantasist, or even a shitty writer overall.  Mileage will vary on those questions, of course, but one thing few of Lovecraft's readers will dispute is that he was pretty shitty at characterization.

His protagonists are, for the most part, interchangeable and indistinguishable, wooden caricatures of real humans.  In some ways, that's a feature rather than a bug of his work, because it can allow a reader to more easily insert him- or herself (let's face it, though -- usually him-) into the protagonist's shoes.

But it's also a consequence of the fact that Lovecraft just didn't understand humanity very well.  In fact, he was dead wrong about the way our minds and souls work.

The central theme of Lovecraft's stories is that understanding of the true nature of reality would drive men mad.  The universe is not only queerer than we imagine, to quote ole Einstein, but it is queerer than we can imagine.

In H.P.'s day, human knowledge of the universe -- especially of the very large and the very small -- was expanding by leaps and bounds.  Everything was baffling and defied common sense. The idea that the universe was made for man, that our species was the headliner at the gig, was being undermined almost daily.

Lovecraft predicted that truly grasping our own insignificance in the face of such cosmic grandeur would lead us down a road to madness, and a sort of twisted enlightenment.

And he was dead wrong about that.

As with most new things, humans looked upon the face of the Great Mystery, and shrugged.  It was cool and interesting for about five minutes, and then it was banal.

The human psyche didn't deteriorate with the realization that our species is irrelevant to the universe.  Civilization did not fall into decline after discovering that the subatomic world makes no sense to us.

We just let the expert use that knowledge to make new toys.

This implies we'd do the same thing with knowledge of the Mythos.  And that can make the Call Of Cthulhu game a lot more interesting.

Running Call Of Cthulhu As If Lovecraft Was Wrong

Screw Sanity points. Throw them away.

Mythos tomes grant Cthulhu Mythos skills points, just as taking a course in physics gives you skill points in that field.

But studying subatomic physics doesn't drive people mad, even though the realities of the quantum world are bizarre.  Why should knowledge of rituals that bend space-time and send us to non-Euclidean landscapes be any different?

Mere knowledge never drives people mad.  Never.   People develop mental illnesses from severe trauma, or prolonged abuse, or chemical imbalances in their brains.

Never from just knowing shit.

The problem with Mythos knowledge is that it's been hoarded by demagogues and debased cult leaders, for their own aggrandizement.

The invesigators' job is to wrest that knowledge from the "wrong hands" and use it if not for good, then for more practical purposes.  Warfare.  Medicine.  Entertainment.

Sure, Cthulhu's gonna wake up and eat us all, someday.  The climate's gonna blow up in our faces one day, too (probably long before Cthulhu awakes), but you won't find most people losing sleep over it.

That's not to say that the Mythos isn't dangerous.  Starving bears, hurricanes, and volcanoes are all dangerous, too.  Two of them are unstoppable, and the best we can do is flee.

But they don't drive us mad.

If all of this is starting to make Call Of Cthulhu sound more like a game of fantasy heroics or scientific can-doism, that's on purpose.  I mean, its game engine is pretty serviceable and has a nice "old-school" feel that's stood the test of time.

But its central conceit, Lovecraft's central conceit -- that knowledge of our insignificance before the grand and terrible cosmos would cast us into depths of madness and despair -- is, frankly, bullshit.

Mostly, that knowledge just bores people because they don't see its relevance.  Show them how that knowledge can produce cool new toys, and they're a lot more interested.

Make your CoC game about that.  About  making the world better by using the Mythos in better ways.  The looming threat of the Old Ones awakening makes a nice thematic backdrop, just like climate change, but if "The Shadow Out Of Time" is to be believed, its not an imminent threat in 20th or 21st centuries.

Unless somebody messes up and blows an incantation.  In which case, you need to call in the experts -- Mythos magicians who are better at it -- and not the rank amateurs that Sanity points guarantees most investigators will remain.

That's why Hellboy is way cooler than Randolph Carter.

So, screw Sanity points.  Lovecraft was wrong.  Game like it.
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