Tarot Journal Entry 1
I've heard that keeping a journal of your experiences can be a valuable part of working with the Tarot, or any other system of divination or system of magic. I thought I'd share mine. One more comment: my method of working with Tarot is exactly that, a method. My preference is to lay out a ten card modified Celtic Cross spread as the books that I've read show how to do, and then look up the book meanings of the cards that turned up. I know certain people who work more intuitively and go mainly off the visual impact of the card. For whatever reason, this is not my way.
This is from Frej Day, Dismember 21, AD 2007:
This is kind of a getting acquainted spread to see how I work with my new Wonderland Tarot. My focusing question is:
"How will my holiday season go?"
1. Present Position: Page of Flamingos (Flamingos from the Wonderland Tarot correspond to Swords from other Tarot decks).
Meanings: Vigilance. Agility. Spying. A discreet person.
My initial impression: I'm not especially agile, but I am quiet and observant. My role at family gatherings is often to sit quietly, reading a book, listening to others talk, and then interject a relevant remark here and there.
Post-Holiday reflection: That's about how things played out this year.
2. Immediate Influence: The Fool
Meanings: Thoughtlessness. Folly. Lack of Discipline. Immaturity. Enthusiasm. Naivity.
My initial impression: Could be Michael Thomas (my younger, younger brother).
Post-Holiday reflection: I didn't spend much of the Holiday with Michael Thomas. Mom was a bit miffed about Sky's behavior Christmas Eve. He left his skateboard at one friend's house and went over to another's, adding another side trek to mom picking him up.
3. Goal or Destiny: Judgement
Meanings: Atonement. Judgment. Rebirth. Improvement.
My initial impression: I do not always do well at Christmas. I sometimes develop a bit of an "Is that all?" attitude. I intend to do better than that this year.
Post-Holiday reflection: I think I did manage to do well this year.
4. Distant Past/ Foundation: The Sun
Meanings: Satisfaction. Contentment.
My initial impression: I've also had very happy Christmases past, like the one where I did get a puppy.
Post-Holiday reflection: I think my initial impression jibes well with the facts.
5. Recent Past: Six of Flamingos
Meanings: Misery. Concern. Unhappiness. Worry.
My initial impression: Depending on how recent, there's a lot of ways to read this. For example, I just came off shift at Taco Bell, a job I'm beginning to dislike enough to seriously consider quitting.
Post-Holiday reflection: As far as I can figure, the most significant source of misery in my current life is the Taco Bell. Today, I again left for the day mentally cussing out my boss.
6. Future Influence: Four of Flamingos
Meanings: Respite. Repose. Replenishment.
My initial impression: I get Christmas day off work.
Post-Holiday reflection: It was indeed restful.
7. The Questioner: Ten of Flamingos
Meanings: Ruin. Pain. Afliction. Grief.
My initial impression: I don't think I'm that bad off.
Post-Holiday reflection: I still don't think I'm best characterized by pain, ruin, and grief.
8. Environmental Factors: Knight of Hats (Hats correspond to Cups)
Meanings: Arrival. Approach. Advancement. Challenge.
My initial impression: No insight here right now.
Post-Holiday reflection: Getting there was a bit complicated. I don't drive. I made arrangements with my mom to get a ride but there was some miscommunication regarding fine details.
9. Inner Emotions: The Tower
Meanings: Complete and sudden change. Unexpected events. Disruption. Misery.
My initial impression: I was cautiously optimistic about holidays.
Post-Holiday reflection: I still don't know what disruption or misery I may have experienced.
10. Final Result: Three of Hats
Meanings: Resolution of a problem. Conclusion. Solace.
My initial impression: The Holdiays are a problem. A conclusion to them will bring solace.
Post-Holiday reflection: I do feel good to have Christmas over and done with now.
Thursday, December 27, 2007
Monday, December 3, 2007
Happy Holy Daze
Well, the Christmas season is upon us again.
Here are a few fun facts:
Jesus is the greek equivalnet of the name Joshua.
Christ is synonymous with the term messiah. Messiah means annointed king.
December 25th was Sol Invictus, the Feast of the Unconquered Sun, the big Holy Day of Mithraism, worship of the Persian sun God, Mithras. Sol Invictus was the day to celebrate Mithras's birth.
Nobody knows exactly when Jeus was born, but it's unlikely to be later than 4 B. C.
If it did occur during taxation time, as suggested in the Bible, Jesus's birth was probably during the fall.
Here are a few fun facts:
Jesus is the greek equivalnet of the name Joshua.
Christ is synonymous with the term messiah. Messiah means annointed king.
December 25th was Sol Invictus, the Feast of the Unconquered Sun, the big Holy Day of Mithraism, worship of the Persian sun God, Mithras. Sol Invictus was the day to celebrate Mithras's birth.
Nobody knows exactly when Jeus was born, but it's unlikely to be later than 4 B. C.
If it did occur during taxation time, as suggested in the Bible, Jesus's birth was probably during the fall.
Labels:
Christmas,
geek culture,
holidays,
religion,
Sol Invictus
Wednesday, November 28, 2007
Happy Thanks Giving
Sorry for not posting anything new for awhile. I was away for Thanks Giving doing family stuff and then I've been working.
Happy Thanks Giving almost a week late.
By the way, until I can write a real review, let me say: MirrorMask is an awesome movie.
Happy Thanks Giving almost a week late.
By the way, until I can write a real review, let me say: MirrorMask is an awesome movie.
Saturday, November 17, 2007
You know you're a D&D Geek when
I had a dream the other night.
I dreamed that a lich, you know an undead wizard from D&D, came into the restaurant where I bus tables.
I made a comment to a server about how wherever this guy goes, meaning the lich, the weather goes from bad to worse. Now this kind of references both a lich's actual chill touch power or cold aura or whatever it is and just the depressing atmosphere around the undead.
The strange part is what really bothered me in this dream wasn't the presence of a lich in the restaurant, it was the server's failure to understand my metaphor.
I dreamed that a lich, you know an undead wizard from D&D, came into the restaurant where I bus tables.
I made a comment to a server about how wherever this guy goes, meaning the lich, the weather goes from bad to worse. Now this kind of references both a lich's actual chill touch power or cold aura or whatever it is and just the depressing atmosphere around the undead.
The strange part is what really bothered me in this dream wasn't the presence of a lich in the restaurant, it was the server's failure to understand my metaphor.
Thursday, November 15, 2007
Greybeards & Grognards 3: Assassins, Paladins, Image Problems, and Party Harmony! Oh My!
I mentioned before that the assassin class was dumped in the 1e to 2e switch because of image problems and party harmony issues. I promised that there was an essay in there somewhere. Here goes:
I believe that D&D's image problem goes deeper than the assassin class. I also believe that, properly played, paladins are more disruptive to party harmony than assassins.
Assassins must be of evil alignment, but may be lawful evil, chaotic evil, or neutral evil. Paladins must be lawful good. Other than alignment restrictions, assassins have no particular code of conduct. In addition to being lawful good in alignment, paladins have a detailed code of conduct, including a flat prohibition against adventuring with evil characters and restrictions on adventuring with neutral characters. They can also detect evil, which prevents potential covert evil PCs from maintaining their cover.
Here's what the Players Handbook says of lawful good:
"Lawful Good: While as strict in their prosecution of law and order, characters of lawful good alignment follow these precepts to improve the common weal. Certain freedoms must, of course be sacrificed in order to being order; but truth is of highest value, and life and beauty of great importance. The benefits of this society are to be brought to all." (Gygax, P. 33)
Looking at this definition of lawful good, the supposed team player aspects are suggested but not quite spelled out. That is to say that the rules don't say that a lawful good paladin can't be a dick. Actually, under certain circumstances, the rules pretty much require it. For instance, if the party wants to hire mercenary NPCs for a particulalry dangerous mission, the paladin would be required to turn away evil applicants. This sort of behavior can have the rest of the party tearing their hair out in frustration.
Now let's look at what the Players Handbook has to say about the evil alignments:
"Chaotic Evil: The major precepts of this alignment are freedom, randomness, and woe. Laws and order, kindness, and good deeds are disdained. Life has no value. By promoting chaos and evil, those of this alignment hope to bring themselves to positions of power, glory, and prestige in a system ruled by individual caprice and their own whims." (Gygax, P. 33)
"Lawful Evil: Creatures of this alignment are great respecters of laws and strict order, but life, beauty, truth, freedom and the like are held as valueless, or at least scorned. By adhering to stringent discipline, those of lawful evil alignment hope to impose their yoke upon the world." (Gygax, P. 33)
"Neutral Evil: The nuetral evil creature views law and chaos as unnecessary onsiderations, for pure evil is all-in-all. Either may be used, but both are disdained as foolish clutter useless in eventually bringing maximum evilness to the world. (Gygax, P. 33)
Note that nowhere in all this does it say that, "Evil characters kill the rest of the party and take all their treasure at the earliest possible oppurtunity," or, "An evil character must be a jerk." The statement that, "Life has no value," for a chaotic evil character sounds damning, but the next sentence about a system of individual caprice seems to imply that the chaotic evil are not simply nihilists desring universal destruction; it sounds like it might imply a certain sort of anarchism, though.
I think I've made my position on the party harmony issue clear and given evidence for my opinion. You are free to agree or disagree with me. Now let's move on to D&D's image problem.
D&D has two major image problems outside the RPG community:1) D&D is seen as Satanic and2) D&D is seen as geeky.
I have, on occasion met people who see my D&D hobby as evidence that I'm a Satanist. Rational, well-constructed, logical arguments won't work in these situations because the belief is irrational and emotional. Really, there's nothing that can be done about it, but getting rid of the assassin class from the Players Handbook that these people won't read anyway is not that much help.
Others don't think we're worshipping the devil; they simply think we're weird and geeky. Honestly, I agree with them. Having a hobby at all these days is outside the norms of society. Having a hobby that involves thinking and reading and requires basic math skills is even weirder. Then there's the fact, that we are basically adults, playing pretend. It's hard to see normality anywhere near the D&D hobby. I'm fine with that. Looking at what's hep these days, I'd rather be a geek. Again, dropping the assassin class from the Players Handbook that those who look down on the hobby won't even read does nothing to help D&D's image problem.
Inside the RPG hobby, D&D is looked down on for a variety of reasons:It's too complicated; it doesn't encourage real character development or real role-palying; most D&D games end up in fractious and backstabbing contests to see who can get the most kewl stuff.
In some ways, the rules for various versions of D&D are more complex than systems that stress simplicity, like FUDGE. Dropping the assassin class doesn't really fix this.
Character development and role-playing are independant of the rules set. D&D can be as RP-intense as Vampire: the Masquerade, and Vampire: the Masquerade can end up in the same tactical swamp as D&D. Dropping the assassin class doesn't deal with this.
Backstabbing is somewhat encouraged by the D&D rules. If your character gets better when he gets a better slice of the loot or kills more monsters, then players who want to advance their characters at all costs will work against the rest of the party. Here's where dropping the assassin class helps, but I think it's a little bandaid on a huge festering wound.
Work Cited:Gygax, Gary. Players Handbook. TSR Hobbies. Lake Geneva, Wisconsin
I believe that D&D's image problem goes deeper than the assassin class. I also believe that, properly played, paladins are more disruptive to party harmony than assassins.
Assassins must be of evil alignment, but may be lawful evil, chaotic evil, or neutral evil. Paladins must be lawful good. Other than alignment restrictions, assassins have no particular code of conduct. In addition to being lawful good in alignment, paladins have a detailed code of conduct, including a flat prohibition against adventuring with evil characters and restrictions on adventuring with neutral characters. They can also detect evil, which prevents potential covert evil PCs from maintaining their cover.
Here's what the Players Handbook says of lawful good:
"Lawful Good: While as strict in their prosecution of law and order, characters of lawful good alignment follow these precepts to improve the common weal. Certain freedoms must, of course be sacrificed in order to being order; but truth is of highest value, and life and beauty of great importance. The benefits of this society are to be brought to all." (Gygax, P. 33)
Looking at this definition of lawful good, the supposed team player aspects are suggested but not quite spelled out. That is to say that the rules don't say that a lawful good paladin can't be a dick. Actually, under certain circumstances, the rules pretty much require it. For instance, if the party wants to hire mercenary NPCs for a particulalry dangerous mission, the paladin would be required to turn away evil applicants. This sort of behavior can have the rest of the party tearing their hair out in frustration.
Now let's look at what the Players Handbook has to say about the evil alignments:
"Chaotic Evil: The major precepts of this alignment are freedom, randomness, and woe. Laws and order, kindness, and good deeds are disdained. Life has no value. By promoting chaos and evil, those of this alignment hope to bring themselves to positions of power, glory, and prestige in a system ruled by individual caprice and their own whims." (Gygax, P. 33)
"Lawful Evil: Creatures of this alignment are great respecters of laws and strict order, but life, beauty, truth, freedom and the like are held as valueless, or at least scorned. By adhering to stringent discipline, those of lawful evil alignment hope to impose their yoke upon the world." (Gygax, P. 33)
"Neutral Evil: The nuetral evil creature views law and chaos as unnecessary onsiderations, for pure evil is all-in-all. Either may be used, but both are disdained as foolish clutter useless in eventually bringing maximum evilness to the world. (Gygax, P. 33)
Note that nowhere in all this does it say that, "Evil characters kill the rest of the party and take all their treasure at the earliest possible oppurtunity," or, "An evil character must be a jerk." The statement that, "Life has no value," for a chaotic evil character sounds damning, but the next sentence about a system of individual caprice seems to imply that the chaotic evil are not simply nihilists desring universal destruction; it sounds like it might imply a certain sort of anarchism, though.
I think I've made my position on the party harmony issue clear and given evidence for my opinion. You are free to agree or disagree with me. Now let's move on to D&D's image problem.
D&D has two major image problems outside the RPG community:1) D&D is seen as Satanic and2) D&D is seen as geeky.
I have, on occasion met people who see my D&D hobby as evidence that I'm a Satanist. Rational, well-constructed, logical arguments won't work in these situations because the belief is irrational and emotional. Really, there's nothing that can be done about it, but getting rid of the assassin class from the Players Handbook that these people won't read anyway is not that much help.
Others don't think we're worshipping the devil; they simply think we're weird and geeky. Honestly, I agree with them. Having a hobby at all these days is outside the norms of society. Having a hobby that involves thinking and reading and requires basic math skills is even weirder. Then there's the fact, that we are basically adults, playing pretend. It's hard to see normality anywhere near the D&D hobby. I'm fine with that. Looking at what's hep these days, I'd rather be a geek. Again, dropping the assassin class from the Players Handbook that those who look down on the hobby won't even read does nothing to help D&D's image problem.
Inside the RPG hobby, D&D is looked down on for a variety of reasons:It's too complicated; it doesn't encourage real character development or real role-palying; most D&D games end up in fractious and backstabbing contests to see who can get the most kewl stuff.
In some ways, the rules for various versions of D&D are more complex than systems that stress simplicity, like FUDGE. Dropping the assassin class doesn't really fix this.
Character development and role-playing are independant of the rules set. D&D can be as RP-intense as Vampire: the Masquerade, and Vampire: the Masquerade can end up in the same tactical swamp as D&D. Dropping the assassin class doesn't deal with this.
Backstabbing is somewhat encouraged by the D&D rules. If your character gets better when he gets a better slice of the loot or kills more monsters, then players who want to advance their characters at all costs will work against the rest of the party. Here's where dropping the assassin class helps, but I think it's a little bandaid on a huge festering wound.
Work Cited:Gygax, Gary. Players Handbook. TSR Hobbies. Lake Geneva, Wisconsin
Labels:
alignments,
assassins,
geek culture,
paladins,
RPGs
Saturday, November 10, 2007
I'm back, I think
I don't know what it is, but the onset of fall/ winter puts me in a miserable mood, but improves my writing output and quality.
I wrote the previous post in one night. I've got a good pencil draft of my next long subject going. I should have that up in a few days.
I wrote the previous post in one night. I've got a good pencil draft of my next long subject going. I should have that up in a few days.
Wednesday, November 7, 2007
Civil War & What's Wrong With Comics These Days
I recently read the Black Panther: Civil War trade paperback collection. I found it to be an engaging read. I'd recommend it to others who like political thrillers, espionage, and/or superheroes. I also read the Checkmate: A King's Game trade at about the same time. My overall enjoyment and evaluation is the same.
Despite the excellence of these two collections, they seem to perfectly illustrate a trend I don't especially like in comics: the post-90s, post-9/11, grimmer, grittier superhero comics. It probably started in the 80s with grim, deconstructionist superhero tales like Watchmen, Bat Man Year One, Bat Man The Dark Knight Returns, Miracle Man, and, depending on your definition of the superhero genre, V For Vendetta.
It went further in the 90s, with companies finding ways to make superheroes grimmer and grittier by either screwing over their marquee characters (Knightfall, The Death of Superman, Emerald Twilight, Age of Apocalypse), increasing the prominence of or introducing grim, psychotic vigilantes (Lobo, Azrael, the three regular Punisher books plus his guest appearance every month in someone else's title, Ghost Rider and Wolverine's similar omnipresence in the 90s), and turning villains into not quite heroes (Venom, The Thunderbolts).
Now after experiencing a bit of a slow down, the grim superheroes trend has kicked back into high gear again. I can't say it definitely started with Avengers Disassembled, but that seems to be a pretty key point. Since then, Marvel's House of M and Civil War and, on the DC side of the street, Identity Crisis and Infinitie Crisis have kicked it up another notch.
It's not that these are bad comics. They're not. They're intelligent and well written. The trouble is, these comics are too reminscent of the troubles of the real world.
Do I really need to read about a superhero civil war, spured on by a superhuman registration act precipitated by a disastrous explosion that resulted in numerous civilian deaths, when we've got two real wars and are heading for a third, while the nation is deeply politically divided, and the Patriot Act erodes our civil liberties, all precipitated by the real 9/11? No. I want to see the JLA and JSA team up agaisnt the Crime Syndicate of Earth-3. I want the bad guys caught. I want the world to be a bit more idyllic than our own.
I'm also tired of morally ambiguous superheroes. I like superheroes who do what's right. The Powers make them super. Morals makes them heroic.
Despite the excellence of these two collections, they seem to perfectly illustrate a trend I don't especially like in comics: the post-90s, post-9/11, grimmer, grittier superhero comics. It probably started in the 80s with grim, deconstructionist superhero tales like Watchmen, Bat Man Year One, Bat Man The Dark Knight Returns, Miracle Man, and, depending on your definition of the superhero genre, V For Vendetta.
It went further in the 90s, with companies finding ways to make superheroes grimmer and grittier by either screwing over their marquee characters (Knightfall, The Death of Superman, Emerald Twilight, Age of Apocalypse), increasing the prominence of or introducing grim, psychotic vigilantes (Lobo, Azrael, the three regular Punisher books plus his guest appearance every month in someone else's title, Ghost Rider and Wolverine's similar omnipresence in the 90s), and turning villains into not quite heroes (Venom, The Thunderbolts).
Now after experiencing a bit of a slow down, the grim superheroes trend has kicked back into high gear again. I can't say it definitely started with Avengers Disassembled, but that seems to be a pretty key point. Since then, Marvel's House of M and Civil War and, on the DC side of the street, Identity Crisis and Infinitie Crisis have kicked it up another notch.
It's not that these are bad comics. They're not. They're intelligent and well written. The trouble is, these comics are too reminscent of the troubles of the real world.
Do I really need to read about a superhero civil war, spured on by a superhuman registration act precipitated by a disastrous explosion that resulted in numerous civilian deaths, when we've got two real wars and are heading for a third, while the nation is deeply politically divided, and the Patriot Act erodes our civil liberties, all precipitated by the real 9/11? No. I want to see the JLA and JSA team up agaisnt the Crime Syndicate of Earth-3. I want the bad guys caught. I want the world to be a bit more idyllic than our own.
I'm also tired of morally ambiguous superheroes. I like superheroes who do what's right. The Powers make them super. Morals makes them heroic.
Wednesday, September 26, 2007
Apologies
I'm sorry any fans of my blog, if any. I'm working two jobs now, so I may have overcommitted myself just a bit. I promise to update as soon as I can, but that might not be for a while.
Monday, August 27, 2007
Khyron1144's Sobering Thoughts- August Fast Food
This is minimally related to the geek culture subject matter that I normally write about, but I figure I owe the audience the wisdom I have acquired over the years.
I have figured this out after many years of going to fast food as a customer and a few years working there.
Great Truth of food service #1:
Unless you are talking an actual gourmet chef, like Bobby Flay or Wolfgang Puck or whoever off Food Network, food service is composed of people not talented, bright, and ambitious enough to be in retail. Consider that next time it takes ten minutes for your pack of gum to get rung, up by the soul-less, brain-dead cashier at Target. The guy who made your burger at McDonald's is probably lazier, stupider, and more apathetic about the quality of his work than her.
Great truth of food service #2:
Fast food is staffed by the dregs of the food service industry.
Great truth of food service #3:
If you have graduated high school and work in fast food, your life is going nowhere.
I have figured this out after many years of going to fast food as a customer and a few years working there.
Great Truth of food service #1:
Unless you are talking an actual gourmet chef, like Bobby Flay or Wolfgang Puck or whoever off Food Network, food service is composed of people not talented, bright, and ambitious enough to be in retail. Consider that next time it takes ten minutes for your pack of gum to get rung, up by the soul-less, brain-dead cashier at Target. The guy who made your burger at McDonald's is probably lazier, stupider, and more apathetic about the quality of his work than her.
Great truth of food service #2:
Fast food is staffed by the dregs of the food service industry.
Great truth of food service #3:
If you have graduated high school and work in fast food, your life is going nowhere.
Labels:
food,
food service,
geek culture,
restaurants,
work
Tuesday, August 21, 2007
Final Crisis- Really?
Okay, so recently DC has let out the "big reveal" that what the series Countdown is counting down to is something that's going to be called Final Crisis.
I liked Crisis on Infinite Earths. I like the old JLA/ JSA crisis crossovers from years gone by. I liked Identity Crisis and Infinite Crisis. The cynic in me, though, says that this Final Crisis will not live up to the hype.
For starters, in what way will it be a final crisis? Is it really going to be the last time DC uses the word crisis in a miniseries title? Is it going to kill the DC Universe as we know it? Is it going to mean more Man of Steel and Year One- type retcons?
I guess I should just suspend the cynicism and see what happens. We will be in the able hands of Grant Morrison after all.
I liked Crisis on Infinite Earths. I like the old JLA/ JSA crisis crossovers from years gone by. I liked Identity Crisis and Infinite Crisis. The cynic in me, though, says that this Final Crisis will not live up to the hype.
For starters, in what way will it be a final crisis? Is it really going to be the last time DC uses the word crisis in a miniseries title? Is it going to kill the DC Universe as we know it? Is it going to mean more Man of Steel and Year One- type retcons?
I guess I should just suspend the cynicism and see what happens. We will be in the able hands of Grant Morrison after all.
Labels:
comic books,
comics,
Countdown,
Cynicism,
DC,
DC Comics,
DC Universe,
Final Crisis,
geek culture,
superhero comics
Tuesday, August 14, 2007
Greybeards & Grognards Part 1: Nomenclature and Manifesto
Greybeards & Grognards Installment One: Nomenclature & Manifesto
ByJustiN Orion Neal Taylor
This is my blog on geek culture, particularly RPGs. I decided on the title Greybeards & Grognards because many of the more well-known RPGs and their rule books have alliterative titles, like Dungeons & Dragons, Tunnels & Trolls, Castles & Crusades, or the Fiend Folio tome.
I think that perhaps I might start by defining my terms.
Geek: 1) Traditionally a sideshow attraction of a person biting the heads off live chickens.
2) Now it has come to mean someone who is in some way outside the norms of society, often by virtue of an unusual hobby or interest. Examples include comic book fans, Star Trek fans, those who watch a science fiction television program very regularly, and those who play RPGs.
Grognard: 1) A dedicated wargamer as in the hexmaps and cardboard chits wargames.
2) A wargamer with a tendency to grumble about the upstart RPG hobby.
3) An RPG player who got into a particular game at an earlier generation and is dissatisfied with the current generation, especially one who feels the need to discuss his dissatisfaction regularly. This can happen very fast in RPGs. The rather major D&D 3.5 rules revision came out only about three years after the launch D&D 3rd edition. There are now anti-3.5 grognards who got in at the launch of 3rd edition.
Greybeard: 1) Pretty close to definition 3 of Grognard.
2) Also, the player who has been around forever. This leads to much of the attitude described above.
When I posted this essay earlier on ENWorld, ther was a certain amount of controversy regarding definition number 3 of Grognard, especially in regards to the fact that it was the only definition given at the time.
Now that I've defined my terms, I can now get on with my geek manifesto.
We are here. We are geeks. We are tired of being an underclass.
I believe that now more than any other time in history, geeks have power. The biggest hit that NBC has is Heroes, which is a very geek-oriented show. There's a whole network theoretically dedicated to Sci-Fi. Somebody must have realized that geeks have money.
The troubles we as geeks face are twofold:
1) We're a fractious lot. The comic book guys hate the rennies. The RPGers hate the CCGers. The Heinlein fans hate the Harry Potter fans.
2) Not everybody will admit that they are a geek. Too many say, yeah I'm an adult, and I've read the Harry Potter series, but other than that, I'm normal.
If you have a geeky interest, you are a geek. You may hide it, but you are a geek. Come out of the closet. Admit to your friends and relatives that you are a geek. Look to other geeks for support. Only then can the healing begin.
Stand up and be counted.
The geek shall inherit the Earth.
I am a geek and a greybeard and darn proud of it.
ByJustiN Orion Neal Taylor
This is my blog on geek culture, particularly RPGs. I decided on the title Greybeards & Grognards because many of the more well-known RPGs and their rule books have alliterative titles, like Dungeons & Dragons, Tunnels & Trolls, Castles & Crusades, or the Fiend Folio tome.
I think that perhaps I might start by defining my terms.
Geek: 1) Traditionally a sideshow attraction of a person biting the heads off live chickens.
2) Now it has come to mean someone who is in some way outside the norms of society, often by virtue of an unusual hobby or interest. Examples include comic book fans, Star Trek fans, those who watch a science fiction television program very regularly, and those who play RPGs.
Grognard: 1) A dedicated wargamer as in the hexmaps and cardboard chits wargames.
2) A wargamer with a tendency to grumble about the upstart RPG hobby.
3) An RPG player who got into a particular game at an earlier generation and is dissatisfied with the current generation, especially one who feels the need to discuss his dissatisfaction regularly. This can happen very fast in RPGs. The rather major D&D 3.5 rules revision came out only about three years after the launch D&D 3rd edition. There are now anti-3.5 grognards who got in at the launch of 3rd edition.
Greybeard: 1) Pretty close to definition 3 of Grognard.
2) Also, the player who has been around forever. This leads to much of the attitude described above.
When I posted this essay earlier on ENWorld, ther was a certain amount of controversy regarding definition number 3 of Grognard, especially in regards to the fact that it was the only definition given at the time.
Now that I've defined my terms, I can now get on with my geek manifesto.
We are here. We are geeks. We are tired of being an underclass.
I believe that now more than any other time in history, geeks have power. The biggest hit that NBC has is Heroes, which is a very geek-oriented show. There's a whole network theoretically dedicated to Sci-Fi. Somebody must have realized that geeks have money.
The troubles we as geeks face are twofold:
1) We're a fractious lot. The comic book guys hate the rennies. The RPGers hate the CCGers. The Heinlein fans hate the Harry Potter fans.
2) Not everybody will admit that they are a geek. Too many say, yeah I'm an adult, and I've read the Harry Potter series, but other than that, I'm normal.
If you have a geeky interest, you are a geek. You may hide it, but you are a geek. Come out of the closet. Admit to your friends and relatives that you are a geek. Look to other geeks for support. Only then can the healing begin.
Stand up and be counted.
The geek shall inherit the Earth.
I am a geek and a greybeard and darn proud of it.
Labels:
geek culture,
manifesto,
nomenclature,
philology,
RPGs,
soldiarity
Sunday, August 12, 2007
This is not a Review of The Bourne Supremacy
I saw The Bourne Supremacy on Friday and was considering doing a review. I don't think I've got anything new to say one the subject, though. I would say as everyone else has that the action was intense. The suspense was high, and the political intrigue was well-crafted.
I also don't think I'm going to be the first one to say, that Julia Stiles is an excellent actress and here she is, back for the third time as CIA agent NickyParsons, and they still don't give her enough dialogue.
I also don't think I'm going to be the first one to say, that Julia Stiles is an excellent actress and here she is, back for the third time as CIA agent NickyParsons, and they still don't give her enough dialogue.
Labels:
geek culture,
greybeards,
grognards,
movies,
reveiws,
The Bourne Supremacy
Saturday, August 11, 2007
Review of Puccini For Beginners.
Occasionally, the greybeard leaves his cave and ventures forth to take in a flick. Once in a while, he feels compelled to write a review, either because the film moved him or because it seems likely to be otherwise overlooked. One warning: the movie is not typical geek fare.
Here goes:
A Review of Puccini For Beginners
Reviewer: JustiN Orion Neal Taylor
As far as I'm concerned this was the perfect post-90s romantic comedy movie. It deals with the tangle of issues related to sexuality and commitment that love theoretically entails for the post-90s crowd, but it makes them funny.
Plot Summary: Allegra, is a writer who loves opera; her best guess is that ten people read her book, but somehow it was nominated for a prestigious award; oh, and she's a lesbian. Samantha is Alllegra's girlfriend who breaks up with her at the start of the movie. Samantha keeps saying she's not a lesbian even though she is in love with and having sex with Allegra; she still has a boyfriend and goes back to him because she wants someone to grow old with and Allegra has commitment issues.
Allegra's friend Molly, drags her to a party to try and meet somebody new. In the midst of binging on the party's buffet to soothe her emotions, Allegra meets Phillip. Phillip is smart and charming and handsome and he read her book.
After a series of accidental meetings and the beginning of a sort of flirty friendship between Allegra and Phillip, Phillip enitces Allegra to go out with him by offering her tickets to Don Giovanni. After the opera date, they have sex.
Afterwards Phillip wants to keep going out with Allegra, but she resists both because she still sees herself as a lesbian and because of her fear of commitment. While dealing with the confusion engenderd by this situation, Allegra meets Grace. Grace is a beautiful straight woman (played by Gretchen Moll, the only actor whose name I can remember from this movie) who just had a bad break up with a boyfriend who was afraid to commit. After a flirty sort of freindship develops between the two of them, they end up sleeping together. Oh, and Phillip is Grace's ex-boyfriend.
And then in the final act: Molly talks Allegra into catering a party with her. The party is the engagement party of Jeff and Samantha, Allegra's ex from the beginning of the movie. And Jeff and Samantha are friends of Phillip and Grace who both end up at the party too...
A bit of an actual review that amounts to more than "It rocked": It was funny. It dealt with gay and straight characters evenly without resorting to stereotype. It ended happily. It dealt with sex in a manner that most people would find reasonably tasteful (i.e. no real nudity and an aboslute minumum of vulgarity). All of those factors combined to make it a movie that I would not hesitate to recommend to anyone that would not be offended by a movie that dares to portray homosexuality as a legitimate lifestyle.
I think that's one more area where it succeeds. It manages to be a movie that deals with gay issues without doing it in a way that is confrontational and without unsubtly pushing a social agenda.
I do have to say that as a straight male, certain jokes that got a giant laugh from the rest of the theatre, did go right over my head, but I'm okay with that that. Every group has its own vocabulary and running gags.
Here goes:
A Review of Puccini For Beginners
Reviewer: JustiN Orion Neal Taylor
As far as I'm concerned this was the perfect post-90s romantic comedy movie. It deals with the tangle of issues related to sexuality and commitment that love theoretically entails for the post-90s crowd, but it makes them funny.
Plot Summary: Allegra, is a writer who loves opera; her best guess is that ten people read her book, but somehow it was nominated for a prestigious award; oh, and she's a lesbian. Samantha is Alllegra's girlfriend who breaks up with her at the start of the movie. Samantha keeps saying she's not a lesbian even though she is in love with and having sex with Allegra; she still has a boyfriend and goes back to him because she wants someone to grow old with and Allegra has commitment issues.
Allegra's friend Molly, drags her to a party to try and meet somebody new. In the midst of binging on the party's buffet to soothe her emotions, Allegra meets Phillip. Phillip is smart and charming and handsome and he read her book.
After a series of accidental meetings and the beginning of a sort of flirty friendship between Allegra and Phillip, Phillip enitces Allegra to go out with him by offering her tickets to Don Giovanni. After the opera date, they have sex.
Afterwards Phillip wants to keep going out with Allegra, but she resists both because she still sees herself as a lesbian and because of her fear of commitment. While dealing with the confusion engenderd by this situation, Allegra meets Grace. Grace is a beautiful straight woman (played by Gretchen Moll, the only actor whose name I can remember from this movie) who just had a bad break up with a boyfriend who was afraid to commit. After a flirty sort of freindship develops between the two of them, they end up sleeping together. Oh, and Phillip is Grace's ex-boyfriend.
And then in the final act: Molly talks Allegra into catering a party with her. The party is the engagement party of Jeff and Samantha, Allegra's ex from the beginning of the movie. And Jeff and Samantha are friends of Phillip and Grace who both end up at the party too...
A bit of an actual review that amounts to more than "It rocked": It was funny. It dealt with gay and straight characters evenly without resorting to stereotype. It ended happily. It dealt with sex in a manner that most people would find reasonably tasteful (i.e. no real nudity and an aboslute minumum of vulgarity). All of those factors combined to make it a movie that I would not hesitate to recommend to anyone that would not be offended by a movie that dares to portray homosexuality as a legitimate lifestyle.
I think that's one more area where it succeeds. It manages to be a movie that deals with gay issues without doing it in a way that is confrontational and without unsubtly pushing a social agenda.
I do have to say that as a straight male, certain jokes that got a giant laugh from the rest of the theatre, did go right over my head, but I'm okay with that that. Every group has its own vocabulary and running gags.
Thursday, August 9, 2007
Part 2 Who Dies?
This one is going to seem strange. This is something that I started doing on various gamer messageboards, including my own, ENWorld, The Campaign Builders's Guild, and WotC's. The first in the series, needs a lot of revision before it's ready for sharing. So, I'm starting with the second one.
Grey Beards & Grognards 2 Who Dies (And My Life In Gaming Editions)?
By
JustiN Orion Neal Taylor
I am about 25 years old. I have been involved with the D&D game in some way since about the time I was nine. One of the earliest things that I got into the game with was the Ravenloft Realm of Terror boxed set. I thought at the time that games came in boxes, only being familiar with board games. I eventually also picked up the D&D Basic red box (at a Good Will, no less) and the board game-like version of basic D&D that had a paper dungeon map and heavier paper stock stand ups. I still had no idea what to do with Ravenloft at this time, but had read it backwards and forwards about three times that year alone. Eventually I used the rules in the book with the board game-like D&D set to create a dungeon on a piece of graph paper and had my dad try to play in it. I had no idea how to run an RPG or design an adventure at the time.
Flash forward to middle school and I've picked up the Advanced Dungeons & Dragons 2nd edition Player's Handbook and Dungeon Master's Guide. I also met my friend Jarod, who is my only friend from that era I've stayed in contact with. I'm now a better DM, but I still don't understand what makes and RPG different from Hero Quest or Monopoly other than the possibility of playing it with only a graph paper map (no board).
In high school, I discover Vampire: The Masquerade and learn more about the RP aspects of RPGs. I believe there may be some cause and effect there. I run entire sessions of both Vampire and D&D with zero dice rolled and zero rulebooks consulted mid-adventure. I also run both games very tactically on occasion. On a road trip during these years, I pick up copies of the AD&D 1st edition Player's Handbook and Deities and Demigods Cyclopedia (sadly a later printing without the Elric and Cthulhu material).
I'm in my freshman year of college when the third edition of D&D comes out. I eventually acquire all three of the core rulebooks as well as The Creature Collection. It feels like a very different game system than I'm used to, but I still have a blast playing it.
Last year, I picked up an old issue of Dragon from the tail end of the 1e era. It contains the second installment of the Game Wizards column to be entitled "Who Dies?" The two "Who Dies?" articles are about the new 2nd edition of the game that's coming out. There are a number of points raised in the "Who Dies?" articles that got me thinking about how the 1e to 2e changeover may have differed from the 2e to 3e changeover.
Believe it or not, I do not want to start an edition war (for readers on my forum or the CBG and Jerod, this comment is mostly directed at people on the WotC boards). I have my preferences. You have yours. Different salves for different wounds.
One comment made in the second "Who Dies?" article is particularly telling, in my opinion. The author states that 100% backwards compatibility was a major design goal. He then goes on to state that any change from the previous edition will lower backwards compatibility from that 100% standard, so it is not an attainable goal. The highest possible standard of compatibility would be strived for, though. I honestly don't think that this degree of backwards compatibility was a design goal in 3e. This is just my gut feeling, but inverting the AC system and adding a new class that had never been in any version of D&D before (Sorcerer) are moves that don't seem like they fit with as much backwards compatibility as we can get as a chief design goal.
Another point he raises is that certain character classes had to be cut from the current edition, either because of balance issues (Barbarian and Cavalier) or for party harmony reasons (Assassin). He goes on to say such a thing is not that big of a problem for players loyal to those classes because they can be carried over from 1st edition rules, if the group really wants to. This indicates a fairly high degree of backwards compatibility. I believe this to be true. One could play a 1st edition Assassin in a 2nd edition game, if you had a willing DM and a 1st edition Player's Handbook.
It doesn't really work the same way for a 2nd edition to 3rd edition character. There may be a class called Fighter in both games. They might both use d10s for hit dice. They might both have wide access to weapons and armor, but they are not as mechanically identical as they should be to ensure a high degree of backwards compatibility.
If I have a point, and don't assume that because I took the time to type this up in Word and subject it to spelling and grammar checks and email a copy to my best friend and post it on my forum and x-post it here that I have a point, it is this: 3e is a cool game, but it does not maintain enough backwards compatibility to be thought of as essentially the same game as the previous versions of D&D.
Grey Beards & Grognards 2 Who Dies (And My Life In Gaming Editions)?
By
JustiN Orion Neal Taylor
I am about 25 years old. I have been involved with the D&D game in some way since about the time I was nine. One of the earliest things that I got into the game with was the Ravenloft Realm of Terror boxed set. I thought at the time that games came in boxes, only being familiar with board games. I eventually also picked up the D&D Basic red box (at a Good Will, no less) and the board game-like version of basic D&D that had a paper dungeon map and heavier paper stock stand ups. I still had no idea what to do with Ravenloft at this time, but had read it backwards and forwards about three times that year alone. Eventually I used the rules in the book with the board game-like D&D set to create a dungeon on a piece of graph paper and had my dad try to play in it. I had no idea how to run an RPG or design an adventure at the time.
Flash forward to middle school and I've picked up the Advanced Dungeons & Dragons 2nd edition Player's Handbook and Dungeon Master's Guide. I also met my friend Jarod, who is my only friend from that era I've stayed in contact with. I'm now a better DM, but I still don't understand what makes and RPG different from Hero Quest or Monopoly other than the possibility of playing it with only a graph paper map (no board).
In high school, I discover Vampire: The Masquerade and learn more about the RP aspects of RPGs. I believe there may be some cause and effect there. I run entire sessions of both Vampire and D&D with zero dice rolled and zero rulebooks consulted mid-adventure. I also run both games very tactically on occasion. On a road trip during these years, I pick up copies of the AD&D 1st edition Player's Handbook and Deities and Demigods Cyclopedia (sadly a later printing without the Elric and Cthulhu material).
I'm in my freshman year of college when the third edition of D&D comes out. I eventually acquire all three of the core rulebooks as well as The Creature Collection. It feels like a very different game system than I'm used to, but I still have a blast playing it.
Last year, I picked up an old issue of Dragon from the tail end of the 1e era. It contains the second installment of the Game Wizards column to be entitled "Who Dies?" The two "Who Dies?" articles are about the new 2nd edition of the game that's coming out. There are a number of points raised in the "Who Dies?" articles that got me thinking about how the 1e to 2e changeover may have differed from the 2e to 3e changeover.
Believe it or not, I do not want to start an edition war (for readers on my forum or the CBG and Jerod, this comment is mostly directed at people on the WotC boards). I have my preferences. You have yours. Different salves for different wounds.
One comment made in the second "Who Dies?" article is particularly telling, in my opinion. The author states that 100% backwards compatibility was a major design goal. He then goes on to state that any change from the previous edition will lower backwards compatibility from that 100% standard, so it is not an attainable goal. The highest possible standard of compatibility would be strived for, though. I honestly don't think that this degree of backwards compatibility was a design goal in 3e. This is just my gut feeling, but inverting the AC system and adding a new class that had never been in any version of D&D before (Sorcerer) are moves that don't seem like they fit with as much backwards compatibility as we can get as a chief design goal.
Another point he raises is that certain character classes had to be cut from the current edition, either because of balance issues (Barbarian and Cavalier) or for party harmony reasons (Assassin). He goes on to say such a thing is not that big of a problem for players loyal to those classes because they can be carried over from 1st edition rules, if the group really wants to. This indicates a fairly high degree of backwards compatibility. I believe this to be true. One could play a 1st edition Assassin in a 2nd edition game, if you had a willing DM and a 1st edition Player's Handbook.
It doesn't really work the same way for a 2nd edition to 3rd edition character. There may be a class called Fighter in both games. They might both use d10s for hit dice. They might both have wide access to weapons and armor, but they are not as mechanically identical as they should be to ensure a high degree of backwards compatibility.
If I have a point, and don't assume that because I took the time to type this up in Word and subject it to spelling and grammar checks and email a copy to my best friend and post it on my forum and x-post it here that I have a point, it is this: 3e is a cool game, but it does not maintain enough backwards compatibility to be thought of as essentially the same game as the previous versions of D&D.
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