fearmeforiampink: (Default)
I have an OkCupid account. Combination of it having an interesting match algorithm, and the fact that I am at least vaguely after a relationship, and there's a (tiny) chance something could come from there.

Today I got a message from them telling me that someone has rated me highly (4 or 5 out of 5). I look around said persons profile. They don't particularly grab me as someone I want to get to know (not 'they're terrible', just not getting the 'Oooh, interesting...' response). Because they look vaguely familiar and I want to work out if I know them through LARP or somesuch, I google their user name. No links appear, but as I'm about to click the search closed, something catches my eye; the google title for their OkCupid ends '24 / F / Brooklyn, New York'.

*…isn't she supposed to be in London?* I think. So I check, and yes, her current profile reads '27 / F / London, United Kingdom'. *Must be an old profile* my thoughts go. But curiousity wins out, and I click through to view the cached version of that page. Google tells me said page was cached on the 8th of November 2012, suggesting that this user has aged three years and moved three and a half thousand miles in the last two weeks.

I understanding caching can be weird, so there's still a possibility that it's from earlier, just that cache has been held onto or somesuch (though it seems unlikely, especially given the cached page mentions 2012 in various places). But now I'm intrigued enough to have a look through both versions of the profile, cross comparing them. (Compare for yourself; cached and current)

One is from Derry, the other Belfast. One mentions a fourteen year old daughter, the other doesn't. There are a few differences in the huge list of liked books/films/music. Beyond that, it's pretty much identical, and in some ways that's its own strangeness — in both New York and London she says she's working simultaneously as a hairdresser, sound person for film, and in a bar. Different hairdressers and bars (specifically named), but the same three jobs. Impossible? No. Unlikely? I'd say so.

So, cache weirdness, extreme self re-invention in the search for love, or something else? What do people think?
fearmeforiampink: (Default)
I am not much one for having a favourite of something — be it for films, for music, TV, or whatever — I have various things I'm particularly fond of, and there's a slow change in those over the years, but saying "This one is the best", or trying to rank things into a top 10… it just doesn't really make sense to me as an idea, some things are better for certain times, others for other times.

There is one exception to that, and that is the above mentioned book, Lord of Light by Roger Zelanzy. I've gone through quite a few copies of it — I think I've lost one, maybe two, had two fall apart from repeated re-reading, and being taken around the place whilst re-reading them. My current copy is now missing its cover, so whilst it's probably got a while left in it, it'll need to be replaced at some point. I think I've also given it to half a dozen friends as birthday presents.

I came to it via the Chronicles of Amber by the same author; a richly described setting of powerful beings who walk through many alternate worlds, I remember searching through Hereford town library to read every last part of it. It went downhill a little at the end, with Merlin, the second main character given too much extra power, the stakes raised too high. But it was an interesting universe, with intricate rules and magic that still made sense and were consistent, and which had characters that weren't nice people, who did stuff for selfish reasons — Corwin, the main character of the first half of the series, spends two books after a throne basically because he wants it rather than because it's rightfully his — but who still do what needed to be done when push came to shove.

Lord of Light is also a book about powerful beings bestriding the world, who have great powers (that still have limits and work according to some consistent rules). It's an example of what I'd call 'science fantasy' for lack of a better term — something that looks like a fantasy novel, with a setting that comes across as being in the past, and fantastical beings and powers. Yet those beings and powers all fall within the realm of science; the beings are aliens or created life, the powers are psychic or bred. the Dragonriders of Pern novels are another example of such.

Lord of Light initially comes across as being set in Hindu mythology, with Brahma, Yama, Kali, Ganesha, and many other gods being important characters in the story, as well as Raksha demons, and Siddhattha, the Buddha. Reincarnation is an important part of the story too.

Yet the gods are merely the eldest humans on the planet, principally the crew of the spaceship that brought humanity to this world, their godly powers are essentially psychic, forging their ego into an Aspect that focuses their personality and capabilities, and into Attributes that are capabilities beyond normal human reach (a description that has always made me think they'd work quite well in a roleplaying game). The reincarnation is the electronic transfer of consiousness from an old or dying body into a new-grown one from the vats, the demons are the previous inhabitants of the planet, who turned themselves into energy beings.

And into all this, this world of demons and dharma, of 'prayer lotuses' atop a, sending out many megawatts of prayer, walks Sam. Sam is first described in what is probably my favourite quote from the book (apart from perhaps the hidden pun that was apparently the original inspiration for the entire book):
His followers called him Mahasamatman and said he was a god.

He preferred to drop the Maha- and the -atman, and called himself Sam. He never claimed to be a god. But then, he never claimed not to be a god.

Circumstances being what they were, neither admission could be of any benefit. Silence, though, could.
It's the use of language, the artistry of the word use, that hold this book above any others I've read.

Sam is another character, like Corwin, who's not a do-gooder. But who's someone that is forced into a corner, and who sees something he's not prepared to let slide any more, so does something about it. I have a fondness for this sort of character; generally those ending up on the 'good guys' side, but who aren't really goodly themselves, just doing that which they consider necessary. That's also a fairly accurate description of most of the tabletop RPG characters I play — I've tried to play characters who are actively good, but I just can't get into their headspace.

Sam adds Buddhism to the mix on this faraway world, as a long term plan to destabilise the Hindu hedgemony his past crewmates have set up for themselves, he gambles with demons… a lot happens. It's a book that manages to get over the grandeur of gods and of grand deeds with evocative words:
"I shall tear these stars from out the heavens," he stated, "and hurl them in the faces of the gods, if this be necessary. I shall blaspheme in every Temple throughout the land. I shall take lives as a fisherman takes fish, by the net, if this be necessary. I shall mount me again up to the Celestial City, though every step be a flame or a naked sword and the way be guarded by tigers. One day will the gods look down from Heaven and see me upon the stair, bringing them the gift they fear most. That day will the new Yuga begin.
Yet those gods are people, and they are humanised, they are given depth. Sam is as much a trickster as he is a leader. And with a few twists upon the way, and a narrative composed principally of extended flashbacks, you come to the new Yuga (age) mentioned above.

All these factors together; the interesting science-fantasy setting, the 'magic' that makes sense, the slightly amoral main character, the beauty of the prose, all these things come together to make it my favourite book. Given the author died nearly two decades ago, I'm not particularly expecting anything else to push it off the top spot. If you've not read it, I would very strongly recommend you give it a look.
fearmeforiampink: (Default)
So, today I successfully passed my First Aid at Work course with St John Ambulance. The last three days have not only involved the dreadful thing of having to be arriving for 9am after 30-40 minutes travel to (rather than my usual arriving for 10am with 10 minutes travel), but it's basically been having huge amounts of information poured into my head, with liberal stirring from practice sessions in between.

It was somewhat nerve-wracking waiting to do the assessment, and immediately afterwards you dwell on all the tiny things you got wrong. But like everyone else in my class, I passed - they were teaching us to a level considerably above that which we were being tested at.

So, the inspiration for this particular post was [livejournal.com profile] redhillian asking "how you feel having taken a point in green-hat levels, and what you think you'll do with it?" (for those that don't play Maelstrom, Green Hat is a term for the first aid crew there).

How do I feel? Rather tired, and like the information is leaking out of my ears, because we covered a lot of stuff in the last few days. But beyond that...

There's part of me that's now analysing the world in a new way, looking for risks, wondering what you would do where, etc. It's similar to having done drama GCSE when I watch a play, having studied graphic design when I look at type, or having been a traffic warden when I'm looking at parking spaces; when you've learned a chunk of specialist knowledge, it lets you 'look behind the curtain' in a way you don't do otherwise, and it creates a new set of possible situations for your brain to model and consider.

I certainly do feel more confident that, if there was some kind of accident around me, I'd be able to get involved, help people, do something rather than run, gawp, or otherwise be useless. What I did, would I get it all perfectly right? 'course not. But I'm confident that I know enough both to judge where to get involved, and what to do where I am.

What am I going to do with it?

Well, firstly, since my work paid for it, I'll be using my First Aid at Work course to be one of the First Aiders at work. There will now be three of us, which means we've got our twelve person office fairly well covered. I'm quite glad of this, because it means someone else should be around who knows what they're doing if anything does go wrong, but given of those three, I'm the one most often in the office (as both the others do rather more external events than I do, and one uses flexitime to not be in every day), in the long run I'll probably use it somewhen.

Secondly, at LARP. Maelstrom and other big events already have their dedicated First Aiders, so I'll be having a chat with them about what I should and shouldn't/can and can't do, but in the case of an accident basically I'd guess I'd mostly be doing the very immediate assessment, sending people for help with information, and stuff where it's best to have someone doing something immediatelly - applying pressure to a bleeding wound, opening someone's airways, CPR should it be apparent that was needed. In the Odyssey, where I crew, it might also involve helping with some of the simpler stuff where we're doing things in the forest a long way from them - giving someone an icepack for a sprained ankle or whatever. Assuming I'm not advised otherwise, I'll be looking into getting a LARP-appropriate looking pouch that I can fit a first aid kit in, so I can have one with me when I'm playing.

Smaller systems that I play in? I'll play it by ear; I'm quite wary of becoming anyone's dedicated/official first aider, in large part because that means I likely have less time to enjoy the game, assuming my qualification even covers me for that.

Beyond that, I already have a bag of many pockets and spaces, so I'm most likely going to keep the first aid kit I bought after finishing the course with me, unless it really proves to be too big/awkwardly sized (at which point, I might look into changing my bag - I've been considering such for a while anyway, as I think I could find a better one for how I use it), if it does, then I'd work out some smaller bag I could fit what I really needed in.

So, yes. I have gained a point in an ability (maybe I should've been saving up my xp to put it elswhere, but ah well), and while I'll be quite happy to never use these skills, I also feel calm about the idea of doing so, if it was needed.

The one thing I'm curious about is why St John Ambulance tell us not to use burn creams, then sell us a First Aid kit with burn cream in it.
fearmeforiampink: (Default)

Today was the first day of my three day 'first aid at work' course. The course is being interesting and I'll likely do another blog on it at some point. My workmate Emily is having a less fun time of it, but I look forward to reading her blogform reactions nevertheless.

As a random aside, people at work suggested me as a possible backup first aider for the organisation in large part because I get myself covered in fake blood for fun:
It's fake blood, of course

So, in this course, I've found myself being one of the people answering most often when the teachers ask questions. This alone isn't that surprising ó the same was generally true at University, I think it comes from me having more of an assumption of engaging with learning than most. But beyond that, I've also found myself leading in smaller group discussions, turning the teacher's suggestion of us acting out the treatment for someone fainting into directing the rest of the group "You be the person fainting. You be the 'bad first aider', you be the 'good first aider', and I'll narate the first doing silly things and the second doing what was actually needed."

Whenever I end up doing that sort of stuff, there's still a part of me that goes "What the hell are you doing drawing attention to yourself! You can't do this!", and is probably part or all of the reason I still sometimes blush when the attention is on me. That part of me comes from years of being bullied at secondary school. Always verbal and not physical because of my size, but due to not responding with violence, it got pretty bad, which is why to some extent I still carry it with me.

But conversely, there's the stuff which has led me to being someone who does now speak in public, talk confidently on things to people I don't know well, and hopefully someone who has at least a bit of charisma/persuasiveness about myself. And that 'stuff' is my friends.

This somewhat comes back to my previous post on friendship, the long tail, and that I get to socialise a lot with good friends, that I get on well with everyone at my work, and that I have to do relatively little in-depth interacting with anyone that I don't get on with.

As well as this being nice for me, meaning I can surround myself (virtually and/or physically, depending on the moment) with people whose company I enjoy), it has other positive effects ó namely the aforementioned confidence. Yes, drawing attention to myself still feels a bit weird and worrying, but over the years, the supportiveness of my friends, the general openness and willingness to take people as they are that the alternative and geek subcultures have, and finally the ability to try it out behind a mask (literal or metaphorical) whilst roleplaying have all combined to make me much more outgoing, much more willing to suggest, to try and persuade, to lead at times, generally, to be confident.

And whilst I do still have those moments of "What am I doing?/Arrrgh! They're all looking at me!" (generally when interacting with the mainstream, though sometimes even in geeky company when there's particularly more attention/people), and I still have the occasional blushes when everyone's looking at me, I think they're both reducing as I do it more, as I take what I've learned among friends and apply it to the world at large.

Which is nice.

(This is also one of those things where I really have no idea how much of the internal is externalised; how much of any of the above that feels visible to me, is actually visible to others)

fearmeforiampink: (Default)
('In defence of' seems to be becoming a running theme in my blogs. Probably because it works well when a post is a reaction to something)

My first introduction to RPGs was through D&D. A rather badly run, contest game that me and my friends had been sent off to as we were basically the geekiest. With one of my friends putting on a painfully bad voice throughout, as he was playing a female druid.

I think it was probably… four to six years before I played it again. When I was introduced to roleplaying more fully, via the Old World of Darkness. And for year or two after that, I'd not played D&D at all, and all I saw and heard of it failed to impress me — the huge split between the rules for combat and for everything else, the focus on combat, the tendency for it to seem too much based on mechanics and little on roleplay, all those things put me off.

And then, I forget why (might've been because one of the people running it was a good friend and the only other gamer on my Economics course, the other runner was [livejournal.com profile] shakalooloo who I knew well and got on with, and I knew most or all of the others playing), I joined a game, D&D 3.5 in a specific setting, and played in a game that lasted an entire university year.

And had a blast.

It was a fairly crazy game; we played from level 1 to 20, it was relatively high optimisation (without us taking the piss), and we averaged about 1.5 character deaths a session. Yes, this reduced the depth of character and the length of stories those characters told. But they all had real personalities, real drives, wants, places they would go against what was best for what they wanted, or what they believed in.

And it added a real feeling of realism, of tension, of challenge to the game. When we stood outside a dragon's lair, as we did several times across the campaign, we knew that most likely, one or two of us weren't coming out, and it could be more, it could be all of us (we had one Total Party Kill during the year of play).

The other thing I liked about it was the tactics of the battles — most of the games I've played have very description-based battles. Whilst this helps them sound awesome, lets you do cool things in them (though sometimes losing track of where everyone is, what they're doing) it also means that your descriptions are mostly there to provide coolness (and by doing so pick up stunt bonuses if you're playing Exalted), whilst picking from a relatively small array of actual combat actions.

In D&D, you can add in the cool description (though I will certainly agree that the game doesn't particularly promote you doing so that much), but where you approach the bad guy from, what combat actions you take, how everyone is positioned matter far more, and in a way that's easy to interact with. Plus, for those D&D games using a battlemap, while the DM can certainly pull something out of his arse and have the bad guy disappear, it makes it harder to fudge things into "You don't quite catch him" — once the battlemap is laid out, it restricts the DMs options as much as it does the players.

This can also apply to wider things; the thing that prompted this post was the Monday evening Pathfinder game I play in. We don't use a battlemap, but things still get very tactical, and it's all about using our fairly wide array of abilities appropriately against our opposition. Sometimes we steamroller it — we managed to liberate a city by assassinating five hill giants in one night, and two dozen mercenary guards the night after, with none of the battles taking more than two or three turns — though that was largely because we spent more time planning our approach than we did on the actual combats.

And sometimes we don't do so well — as our characters are now rulers of a fairly large area, assassination attempts are par for the course, and today we lost a party member to such. And he loved it; it was a really challenging encounter, where it really could've gone either way, myself and the third PC teleported in the round he went down, and the assassin decided to finish the job rather than survive himself.

I actually think it's a strength of the particular set of adventures we're playing, that they build in a chance of that happening — yes, the DM/ST of a game can always set assassins on people if they do specific stuff to deserve it, but when it's a more general thing, the question of who they're targeting, when they'll do it, whether other PCs will be there, and so forth are all very relevant. Whereas a rolled chance of them being set on a random character keeps you unsure, makes it a surprise, and makes it feel fairer

Now, you can take all the above and say "Yes, well, that might be fun, but it's rollplay, not roleplay."

To which I would reply with two things; firstly, the fun is a very important part of it. Secondly, I have played in deep and heavy roleplay D&D games. It's not a game I would use with the intention of "This is how I'll introduce people to the roleplay aspect of gaming", but if you play it with decent roleplayers, they will roleplay well within it.

Secondly, whilst it's somewhat ligher on the encouragement for roleplay, the tools are still there — the skills cover their areas sufficiently, and there are a plethora of noncombat spells and spells with noncombat application.

It's not the game I want to play the most, it definitely wouldn't be the "If you could only ever play one RPG forever more, what would you pick". It's the action movie, not the deep and moving epic.

But sometimes, the fun and carnage and action and explosions of an action movie are what you want. And thus, sometimes, D&D is the game I want to play.
fearmeforiampink: (Default)
(Subtitle possibly 'The student is now the master')

I've slipped a couple of these, hoping to catch them all up today, or at least a pair so I can just double up sometime this week. The reason for that slip that is also the the inspiration for this post; Unlock Democracy's Annual General Meeting.

A year ago, I was volunteering for Unlock Democracy at the 2011 AGM. The application process for the job I now have had opened a couple of weeks before, a month later I was at the interview, and by the end of that day I'd been offered and accepted the job.

That time, because of how we'd set everything up, I spent most of the day in a corridor a little way away from the AGM. Things went reasonably smoothly, though we did have a few moments when the queue began to build up slightly, when it took us a little while to check on someone's membership (most people pre-book that they're coming, but we always get some people who just turn up on the day, and we need to make sure they are actually allowed to vote and speak). This year, despite lacking the internet for pretty much the entire 'rush' period of the registration, we had noticeably less buildup, which was nice.

This was mostly because having myself as the dedicated membership officer (rather than last year when someone was covering some of that role along with their own job) means I had about half a dozen different spreadsheets I could check to find if someone was a paid up member, plus a lot of information just held in my head from having discussed things with people. To be fair, I think we also had less unexpected attendees this year, so that also helped. But I feel I can take some of the credit for things running smoothly. It was also quite nice to be a little closer to the action, as our setup this year allowed me to listen to much of the AGM as well.

To take this a little broader, it ties in with one of the things I like about working at UD; the feeling that I am good at my job. Now, this may sound like a fairly basic and assumed thing. But due to the combination of my dyspraxia and the mishmash of jobs I've had since university, it's something that's definitely nice to feel. Whilst it's partly from the experience I've had in the last year (and indeed, before that when I was a volunteer), it's also because this job — keeping track of the data, outputting it for others knowing what's where and who's who — fits my skillset. And a combination of knowing what we need and the support of other staff means I can put in place enough backup/fallback stuff so that if I make a mistake or something goes wrong, it's non-critical, and we can work around it. Given my dyspraxia has at times made me feel like life is a house of cards and every so often I slip and scatter them all, it's nice to not feel that here.

And beyond all that, once the stress of the initial rush was over with, it was a generally calm and smooth running day, where I got to spend time with a whole bunch of people I get on with, some of whom I don't see very often ([livejournal.com profile] danieldwilliam being one of them).
fearmeforiampink: (Default)
[Poll #1877682]

Inspired partly by a suggestion from [livejournal.com profile] omniscient_fool, today's post is on morality.

I don't believe in morality, at least insofar as an absolute thing - I don't believe in there being 'true' right and wrong. I believe that there are actions that are harmful to others, and indeed, harmful to the larger communities that we live in, and that cultures have over times developed extensive and detailed moral systems to (amongst other aims) promote the survival, prosperity, and happiness of the communities within it.

For people that have a belief in a god or gods, I can certainly see why they would believe in absolute morality. But for people who don't? I really don't see it, I don't see where it arises, what could back up its existence. I'm not saying that I think being nasty doesn't matter, that it's fine to do things that would be described as evil or wrong. Just that 'evil' and 'wrong' are terms we have created for a group of actions, most of which are harmful to us, and/or others, and/or to the overall community (but some of which aren't).

To develop the thought a bit further, I don't actually consider myself a good or moral person. I'd say I mostly act in a way that'd be considered fairly reasonable compared to baseline morals of the population. But I don't do so from thoughts of good or evil, or because I feel that I should. I do so due to a combination of factors; because a general look at most actively nasty actions done for gain suggests that the gain is rather outweighed by the risks and results of getting caught/fucking up, as a sub-reason of the previous, because I care about my friends and wouldn't want to hurt them or bring problems down upon them, and (the most directly moral I get) I don't like to cause pain without a good reason.

In terms of 'good' things I do, a lot of it I think comes from an idea of efficiency. If I'm walking down the street, and I see someone looking lost, then if I'm in the Kings Cross/Tottenham Court Road/Soho/Picadilly Circus area, or other areas I know pretty well, I'll probably actively approach and offer directions, because I know these areas pretty well, thus can fairly quickly and easily point them in the right direction. But if I'm in any kind of rush? Nope, probably even if asked for directions. I think my interest in electoral reform might also flow from this, as the current system is inacurate/inefficient at getting a democratic and effective government, thus should be reformed, ditto stuff like the effects of Lobbying on government.

So, there's my thoughts on morality. Does my lack of any feeling of what is right or wrong make my a psycho/sociopath? No idea; possibly one of the 'light' ones that fill many board rooms. And hey, it works for me.
fearmeforiampink: (Default)
I'm not entirely sure this subject will hold a whole blogpost, but it's approaching one in the morning and I'd like to get Wednesday's blogpost out of the way, so it'll do.

Said subject is my sleep cycle/amount which I sleep, as I was chatting with someone at work, and it reminded me that my sleep levels/approach are probably a little strange, and well, whilst I'm now in bed, I'm writing this having had around three to four hours last night, and I'm not actually that shattered at the moment; I'm tireder than I normally am, but I could get up and do things if I needed to.

I've always found it quite hard to get to sleep. Some of that may come from too much time spent reading books in bed when I should've been sleeping as a child, but I think the reading came as much or more from being unable to get to sleep as the sleep issues came from the books.

As far as I can track it, the sleep issues come from two things. Firstly, I generally have a nose that is somewhere between 'mostly blocked' and 'totally blocked', and secondly, I find it very hard to quiet my mind, to not be thinking about interesting things or listening to things going by. This gets even worse if I'm insufficiently tired when I go to bed; I now actively avoid going to bed earlier than 11pm or so (barring huge tiredness from exceptionally long time away/lots of activity), because I'll then get some rest/sleep, but wake up and feel noticeably awake and unable to sleep from around 4-5am or so.

The other sleeping weirdness I have is that my 'wake up' instinct/pattern has become quite disentangled from my 'get up' ones. They used to be quite well put together; I developed them whilst I was in secondary school, initially needing to be woken by my dad shouting up the stairs, it slowly got to the point that I was fully dressed and either heading down or reading a book when he called up.

But then came Malaysia. A decade and a little more ago, I did six months in Malaysia as part of my gap year. And when doing this, for four of five working days a week, I was working 3pm to 11pm. I'm guessing that was partly because those hours they might have to pay the staff more, and it worked quite well for us as gap yearers, as it allowed us to go off to various places at the weekend, then get back late Sunday or early Monday, and get some sleep before work.

Which was nice. But the problem was, I was still waking up around 7-8am, every morning. Now, we usually socialised a bit with other staff; chatted, went out for a meal, or other stuff like that after work finished, so we were generally getting to bed around 1-3am. And that really meant I didn't want to be getting up at 7-8am. Particularly as there wasn't much to do; we generally had breakfast around midday, possibly going to the shops if we needed anything before work. So, I got good at lying in bed, quite aware of the room around me, but recumbent, resting, possibly half asleep. Weirdly enough, when I'm in the more half asleep part of that, that's the one time I seem to dream, and I'm not quite sure why.

And yeah, since Malaysia, I've never really been able to shift that wake up/get up disconnect, nor get myself into a point where I can go to bed at an earlier hour and sleep well. Possibly one thing partly to blame for this is six years as a student followed by another few years of mostly unemployment. In the absence of work to do, I tent to slowly slip towards noon to around 4am being the hours I'm up.

It doesn't destroy my ability to get up when I need to; when I worked as a traffic warden, needing to leave the house at around eight to eight thirty, I was alright with that and only quite rarely late, though those hours combined with the walking nature of the job did basically destroy me for doing anything other than the job, meals and an hour or so of email and webchecking in the evening.

So, yeah. I think what my body has become used to, over the years, is three to five hours of actual sleep, but also several hours of lying around, of half asleepness, and it makes to with that. I tend to sleep in quite heavily at the weekends (noon is usually my getup point then), so I probably pay it back then.

But I think the two types is also partly where my ability to do without sleep when I need to comes from; as long as I get one of the two types; either a few hours of actual sleep, or an hour or two of lying down, not doing very much, thinking some, then that keeps me going, and I just store it up and sleep longer later.
fearmeforiampink: (Default)

One of the shows I watch more than much else is the Daily Show. Now this becomes at least partly from the fact that its on four nights a week, but its also because it's a damn good show.

And I wonder why we don't have more similar stuff over here.

I think the key thing is that it focuses on looking at stuff in politics and the other stuff, noting the ridiculousness, self interest, etc.

At the US ElectionGiggle 2012 event I'm at (comedy night plus results of the American elections, 8pm to some ungodly hour of the morning), there's been various different bits of comedy, but there's a lot more farce than satire.

We do have Have I Got News For You, and the hit and miss efforts of Ten O'Clock Live. But we seem to spend more time saying "Oh aren't they silly/pompous" and not enough time saying "What the flying fuck are they doing"

Now, I am perhaps being unfair; whilst it probably will never go out multiple nights a week, 10 o'clock live could improve itself and become a fixture; some of its segments are pretty good.

Since I'm in the middle of a live event, and at least somewhat trying to be social, I'm going to end this here. But I will leave you with the best line from the night so far:

"Vote Romney. It's like giving a bazooka to a dying gibbon."

Posted via LiveJournal app for iPhone.

fearmeforiampink: (Default)
Today's blog is somewhat written in response to something my work colleague has written in her NaBloPoMo blog for today, which came off the back of the game of Fiasco we played on Sunday. I'm not trying in any way to say that she is wrong and I am right, but it seemed interesting (and an easy prompt) to provide an alternative viewpoint, to look at the other side of the coin. And in so doing, note the benefits we get from those poor sods who run roleplaying games for us.

I'm reasonably sure that the vast majority of people reading this will know what traditional tabletop roleplaying games are like, but since Fiasco is less well known. You can watch Wil Wheaton and others playing a game of it to get a better idea, but for anyone who's wants a primer but doesn't want to watch a long video…

To describe it briefly, you start by rolling a load of dice, and picking from the dice to work out relationships between characters, and important objects, locations and needs, then you start playing scenes between two or more characters as their plans build up, and then explode in their faces. The dice limit (though don't utterly dictate) the setup, then are used during the game to mark whether scenes have gone well or badly for you, and they're rolled at the end to determine how good or bad your eventual fate is, but the individual scenes are purely descriptive, there's no mechanics for working out if you succeed in an individual action, you just describe it individually or collectively.

Having played Fiasco several times, and comparing it to a few sessions of the Slaine D20 RPG, her response was:

first impressions of role play games was that they requires hours of commitment, character development where learning how to fight required homework. Intrigued by the comics and the basic backstory I was interested wanting to see how my character could develop but put off the complexity. More so the commitment needed to see those games through.

Taking out the gamemasters and limiting the number of scenes is a real advantage.

I found [Fiasco] a real gateway into a world of gaming.that would otherwise find too intimidating and closed off.


Whereas my perspective is that I enjoy an occasional game of Fiasco, but it couldn't replace my weekly Exalted or Pathfinder games, as I just don't find enough depth in it to hold my attention in a more regular slot, and a lot of that depends upon those rules, and the gamesmaster behind them

A lot of this does come down to the gamist/narativist/simulationist divide of roleplaying — are you after challenge and achievement, telling an awesome story, or building a world that feels real?

Obviously everyone falls somewhere in the middle, but it was the (reasonably strong) gamist part of me that found it somewhat empty when my Fiasco character Maxwell Billingham-Smith (late of the Shadow Cabinet, now a zombie hunter) was chopping down zombies left and right whilst being interviewed on the nightly news, or when he crept out of the zombie infested Tower of London — both were situations of risk to the character, but the descriptive nature of the game meant I was in control of whether anything bad happened to me.

At their best, roleplaying games can combine the sense of victory and achievement you find in a tough computer game, with stories that rival great films and books, and with the opportunity to put yourself in someone elses shoes, someone who might have a personality completely different to yours, or might be yourself with certain aspects exaggerated, adjusted, or allowed to run free.

In a Pathfinder game I play on Mondays with a few friends, we were recently trying to free a city from the people who'd taken it over, and were squeezing it for all it was worth. Because of the power that the D20 system gives to high level characters, combined with a lot of careful planning, we were able to retake the city within three days — decapitating giants on the first night, gassing guards on the second, finally on the third day rescuing the rightful ruler and variously killing, chasing down, and offering a job to the people involved in the usurpation.

This took us a couple of gaming sessions, and I'd say we spent as much time planning what we were going to do as we did in the actual encounters themselves; it was all about using all our various capabilities, predicting our opponents, and playing the odds. There were many moments where it could've gone very badly for us, and several moments when it nearly did, and it's because of those moments that our eventual victory felt awesome.

And to bring this back to the posts title, the gamesmaster is critical for that sense of victory. Yes, a chunk of it comes from the rules, from the base potential for failure inherent in 'Roll to hit'. But a lot of it comes from the man behind the curtain, from the person who knows what our enemies were doing whilst we were planning, who presented us with the situations and workout out the fallout from our successes, and who ignored what the preprinted adventure said, instead deciding that the bad guys (having lost most of their fighting forces in two nights with no visible source) would try and execute their hostage, forcing us to try and rescue him, despite having spent most of our resources on dealing with the aforementioned forces.

Roleplaying games, whether GM'd or not, allow you the opportunity to try and do anything you can imagine. But it's the gamesmaster/storyteller who brings the real surprises, the twist that has been been quietly signalled ahead of time, and who can judge your strengths and throw just the right level of challenge against you.
fearmeforiampink: (Default)
This was going to be a post on why I'm very glad Exalted is getting a third edition, but it turned into one on why I enjoy the game. I may well come back to the third edition thing later

White Wolf has always been the most major company in my gaming experience — I've done a certain amount of D&D 3.5, Pathfinder, and other D20 games, I've done a smatteriing of other things, and I'm currently giving a try to games like Fiasco, and other more narativist games (my rough opinion on the latter being that I like them as an occasional thing, but they're not something I'd want to do every week) — but throughout all of that, I've done a lot of oWoD and a fair amount of Exalted.

I've always liked Exalted for many reasons. It has the Storyteller system, which I'm used to, and I find the Attribute + Ability rolls make sense, provide a wide array of different possible rolls for different situations, and set the base assumed difficulty in the right place; if you have 4 dice (e.g. Strength 2, Athletics 2; the dice are d10s) you've got a pretty good chance of succeeding at a difficulty 1 roll (i.e. roll one 7+ on those dice).

But beyond that, it has a big world, that is noticeably different to the majority of Western fantasy, as they decided to actively avoid the Tolkeinsian style, a world with a lot that's happened in it and a lot that might happen. It's a deep world; whenever I play D&D it feels like the rest of the world is sort-of our there, and it has dragons and heroes and dungeons and treasure in it, but it doesn't really matter, there's not really anything going on there, it's what's happening with you that is what'll change anything in the world. Whereas Exalted has this huge world (about 50% more landmass than Earth, IIRC) with so much information on what's going on where, and so many different schemes, wars, rivalries, tensions and so forth all ready to blow.

It has player characters powerful enough that you're pretty big fish in that world, you can make real changes in what happens by your actions — sure, there are people more powerful than you, but you are a valid threat, a useful ally, not a bug to be played with or squashed at a whim. One of the things I want/enjoy in roleplaying games is that ability to effect change, to see the world different than what it would've been if my character wasn't there (I think it's one of the things that somewhat puts me of Fiasco and similar; they're more about creating an overall story that's interesting, rather than individual character's influence on the story/world), and Exalted gives me that.

Another thing that I like is that it doesn't assume that you're good. Exalts are heroes, but only in the sense that they are very definitely willing to use the power they are given, they want to do things with it — to chage the world, just like what I want out of roleplaying — and this means I can play my default style of character more easily.

Anyone who's played in more than one tabletop RPG with me will probably have noticed that I don't play nice people. I don't play out and out evil, it's usually just amoral. Despite this amorality, I'm generally on the side of the good guys, partly because that means I actually get to play that character in the game, rather than being killed or left behind, but also because, to quote Spike from Buffy, "I like the world" — that which the bad guys are doing to it will likely interfere with whatever I want to do in the world.

I think I enjoy the amorality due to a combination of it allowing a directness of approach I enjoy, and because it lets me just take the limiters off and be blunt, be nasty if needs be, and take the expedient solution rather than the one that society deems best. Exalted allows that; to some extent it even encourages that, whilst still allowing Big Damn Heroes who actually are actively good guys.

The other main thing I like about it is that it has lots of relatively simple and narrow powers, rather than more broader ones, and that those powers are cheap to pick up — when I played more old World of Darkness stuff, it got quite annoying how long it took to save up for the higher level powers, whereas in Exalted you're only ever 2-3 games away from a new power, it's just that those powers build more incrementally to the big combinations.

So yes, that's why I like Exalted. What about you, what's your favourite roleplaying game, and why?
fearmeforiampink: (Default)
This one is going out late; I was writing it late last night after getting back from a club night, but was too tired, so left it and went to sleep.

The long tail is a situation where in a dataset you have a lot of items a long way from the mean. It's mostly associated with online retailers like Amazon, where they can afford to have a few copies of a huge range of books in stock, and thus be able to quickly ship them whenever someone orders them, whereas bricks and mortar stores have to stock a lot of the things they think will sell regularly and well. There's a lot of sales available to Amazon because they can reach a lot of people, and thus sell a lot of those long tail books.

I think the same is true about the people I socialise with.

There's a certain level of that which is inevitable; as you go through life, your overall social pools grow, as does your control over your life (and thus your ability to spend more time with the people you get on with and less with those you don't).

But there's also a way the internet and other things that make communication easier have increased the potential to do this. If I'm sitting in front of a computer that's connected to the internet (something I spend a perhaps worrying amount of my life doing), then I'm probably connected to several IRC channels. I'm not paying constant attention to them, and there can be hours long stretches when no-one says anything in channel, but if I want to chat with friends, they're there. It allows random little chats about shared hobbies or other things we find interesting, and gives me a bunch of people I can bounce ideas off. There have been other little things that come off of it; I've had a friend from an Exalted IRC I'm part of join a tabletop game I'm in, and enjoyed meeting and drinking cider with an American I was chatting about Exalted with on twitter, when he was in London for a few weeks.

Beyond that, the ease of commmunication makes it easier to organise things. Whilst I'm somewhat failing at actually sorting out who's coming to my birthday party of going to see We Will Rock You, the internet certainly makes it easier to organise that. The growth in both 'fest' LARPS, and what I'd call 'niche LARP' ([livejournal.com profile] dbsurfeit, Bunni and I were trying to come up with good name for them when we were chatting in Oxford recently, and IIRC that was my favourite) — stuff like Death Unto Darkness, 1318, Ornithocracy and similar. They have more specific setting and approach to things than the local linears I've seen or heard about, and they take quite a lot of elements from the fest LARPs and make them work on a much smaller scale.

Those certainly come in large part because of LARPers of like mind meeting at Fest LARPs, and organising stuff together, but I think it's also because of the ease of communicating and organising things, co-ordinating people to all come together in whatever place. Also, because being able to chat with them over the internet reminds us that we have all these good friends that we only see 4-6 times a year, and wouldn't it be nice to see them more often than that?

Speaking of which, another thing with my LARP friends that is aided by this sort of communication is purely social events; there's a monthly London meetup (which due to its timing, I rarely make), and when we've had people coming into London we've organised fairly well attended get togethers with just a days notice. And last night, I was at Shenanigans, an alternative clubnight, run by [livejournal.com profile] zeke_hubris and various other awesome people. And lots of people I know were there. Quite a lot of them don't live in London, and came down specifically for it. Again, the ease of communication makes bringing people together for this sort of thing much easier.

So, what am I actually saying in this somewhat rambling post? That the internet makes it easier to find both things and people you enjoy, and to spend as much of your time as possible with awesome people, and doing things you enjoy. Sure, we'd do alright without it; look at all the people that did so. But in the same way you can hunt down those books/DVDs/whatever that you're really after on Amazon, you can find the people and pastimes that you find really awesome via the more connected world we now live in.
fearmeforiampink: (Default)
Why do I blog? I'm not actually that much of a sharing person; I don't feel the need to share my life, my thoughts, my feelings with people too much, but yet I do blog.

Part of it is an emphasis on 'that much'; I do have some desire to share.

But a lot of it is a desire to share interesting things with people, to go "Look at this! Isn't it awesome/interesting/terrible!". And whilst a lot of that can be covered by my linkposts, or by the amusing photos I occasionally link, I do also like writing out something that'll hold people's attention, that they'll find interesting, I just often find myself stuck for a starting point.

Like, for instance, twenty minutes ago, when I was going "What the hell do blog about today?" And whilst [livejournal.com profile] andrewducker's suggestion "Your inability to think of interesting things to write about?" was initially annoying, it sparked off this, which is something worth spending a blogpost about.

So, I'm going to ask you — my dear readers — for suggestions of subjects for the rest of the month. I've already had the suggestion of talking about my work, I'll probably delve into it at some point but any specific questions people have about what I do or the nature of Unlock Democracy would be a help with that.

But beyond that, what do you want to read me pontificating about?
fearmeforiampink: (Default)
I've decided to do NaBloPoMo — National Blog Post Month; though just like NaNoWriMo it's not actually just 'National' any more — because I wanna blog more, and because I have no intention of doing NaNoWriMo ever. Because of my tendency to be a nightowl, I'm going to apply my usual internal stricture as to when the new day starts; at the first of 'dawn' or 'me waking up', thus if this goes out at half midnight or two in the morning, it's still the first day's blogpost.

So, as a starting point, I've decided to talk about myself. Sure, a lot of people are going to know a lot of this already, but there are probably some people who know relatively little about my background, and I'm guessing most people reading this will learn something new from this.




I am a nearly-thirty geek who lives and works in London. I work for Unlock Democracy, a not-for-profit organisation that campaigns to improve the democratic functioning of the UK. Outside of that, my spare time is spread between

  • sleeping (never enough)
  • various LARPS; at the moment primarily those 'fest LARPS' run by Profound Decisions; I like the fest LARP scale and the significantly player-driven of PDs events.
  • Tabletop roleplaying; my preferences run mostly towards the White Wolf roleplaying games, especially Exalted. I'm currently playing in a game where it's Exalts in the Dark Ages, plus a couple of online Exalted games, and one Pathfinder game.
  • Chatting with friends; if I'm sitting in front of a computer (which I am a rather large proportion of my time) and it's connected to the internet, chances are I'm on about half a dozen IRC channels. I don't pay constant attention to them, but it's nice to be able to have back and forth conversations whenever, over days, weeks, years.
  • Looking for interesting new things; new input/stimuli/information is something I enjoy. Part of the reason I do my linkposts is sharing that stuff with people provides another incentive for me to go looking for it, which I enjoy doing.


In terms of my past… I am born the son of two academics (who were both married when they met), I was raised first in London, then in Hereford, pre-university education split roughly equally between private and state schools, then six years in Devon at university, first studying Economics then Graphic Design. Then I moved to London, was unemployed for a couple of years, a traffic warden for about five or six months, unemployed for another year or so, then I got involved in the Yes to Fairer Votes campaign of the AV Referendum.

I started off in Y2FV as a volunteer, then became a volunteer-organising volunteers (as I had lots of time due to being unemployed and lived 15 minutes from one of the places they were using; Unlock Democracy's offices). Around Christmas of 2010 I became employed by the campaign, initially to help set up a new phonebank, but later switched to data stuff (as far as I can tell, due to my mastery of the strange and forbidden lore that is the 'sort data' function in Excel). The campaign ended, we won where I'd worked, but lost overall.

I then did a mix of some paid but mostly volunteering work at Unlock Democracy for the next seven months, when the Membership Officer position came up, I applied for the job and got it, and have been doing that since the start of this year.

Having been worried a couple of years ago that I had no idea what I wanted to do, that I was getting older without anything in the way of long term employment on my CV, and generally feeling unsettled, I'm now working at a job I find interesting and am good at, working with people I get on well with, and better still, consider good friends, and am doing nicely financially, enjoying myself with my pastimes, and generally feeling that life is good.

Which is nice.

Profile

fearmeforiampink: (Default)
FearmeForIAmPink

April 2017

S M T W T F S
      1
234567 8
9101112131415
16171819202122
23242526272829
30      

Syndicate

RSS Atom

Most Popular Tags

Style Credit

Expand Cut Tags

No cut tags
Page generated Jun. 30th, 2025 01:26 am
Powered by Dreamwidth Studios