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	<title>Brent P. Newhall&#039;s Blog</title>
	<atom:link href="http://blog.brentnewhall.com/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.brentnewhall.com</link>
	<description>21st Century Renaissance Man</description>
	<lastBuildDate>Wed, 08 Feb 2012 19:34:45 +0000</lastBuildDate>
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		<title>50 Games in 50 Weeks: Horrific, Terror in the Cards</title>
		<link>http://blog.brentnewhall.com/2012/02/50-games-in-50-weeks-horrific-terror-in-the-cards/</link>
		<comments>http://blog.brentnewhall.com/2012/02/50-games-in-50-weeks-horrific-terror-in-the-cards/#comments</comments>
		<pubDate>Mon, 06 Feb 2012 13:52:31 +0000</pubDate>
		<dc:creator>Brent</dc:creator>
				<category><![CDATA[Reviews]]></category>

		<guid isPermaLink="false">http://blog.brentnewhall.com/?p=6317</guid>
		<description><![CDATA[While browsing a&#160;local game store&#8217;s dusty bargain bin, my&#160;hands pulled out a&#160;couple decks of&#160;cards. Each was adorned with a&#160;tiny yellow price tag proclaiming, &#8220;$1.&#8221; The&#160;decks were part of&#160;a&#160;card game, Horrific: Terror in&#160;the&#160;Cards. According to&#160;the&#160;back of&#160;each deck, each player in&#160;the&#160;game plays a&#160;villain in&#160;a&#160;small town, trying to&#160;corrupt townspeople into minions, while turning the&#160;rest of&#160;the&#160;town&#8217;s inhabitants against the&#160;other [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://blog.brentnewhall.com/wp-content/uploads/2012/01/horrific_card_game.jpeg"><img class="alignright size-full wp-image-6825" src="http://blog.brentnewhall.com/wp-content/uploads/2012/01/horrific_card_game.jpeg" alt="Horrific: Terror in the Cards" width="240" height="240" /></a>While browsing a&nbsp;local game store&#8217;s dusty bargain bin, my&nbsp;hands pulled out a&nbsp;couple decks of&nbsp;cards. Each was adorned with a&nbsp;tiny yellow price tag proclaiming, &#8220;$1.&#8221; The&nbsp;decks were part of&nbsp;a&nbsp;card game, <em>Horrific: Terror in&nbsp;the&nbsp;Cards</em>. According to&nbsp;the&nbsp;back of&nbsp;each deck, each player in&nbsp;the&nbsp;game plays a&nbsp;villain in&nbsp;a&nbsp;small town, trying to&nbsp;corrupt townspeople into minions, while turning the&nbsp;rest of&nbsp;the&nbsp;town&#8217;s inhabitants against the&nbsp;other players. It&#8217;s a&nbsp;terrific concept for&nbsp;a&nbsp;card game, so I&nbsp;bought the&nbsp;decks immediately.</p>
<p>Each player gets a&nbsp;deck of&nbsp;cards specific to&nbsp;the&nbsp;character being played: The&nbsp;Doktor, the&nbsp;Lord of&nbsp;Bones, etc. Each deck also comes with tokens for&nbsp;townspeople, who each have three stats.</p>
<p>The&nbsp;players begin by&nbsp;spreading out all their townspeople into one big sea of&nbsp;corruptible humans.</p>
<p>Play proceeds as&nbsp;follows: On&nbsp;your turn, draw 5 cards from your deck, place one card in&nbsp;your reserve (face-up, near you), and&nbsp;either play one card or&nbsp;place that card into your reserve as&nbsp;well. You can also play as&nbsp;many cards from your reserve as&nbsp;you want. When done, draw enough cards to&nbsp;have 5 in&nbsp;your hand, and&nbsp;adjust your trust.</p>
<p>Trust is the&nbsp;most important resource to&nbsp;manage, and&nbsp;is represented by&nbsp;a&nbsp;pile of&nbsp;coins, beads, or&nbsp;anything else that comes to&nbsp;hand (for&nbsp;my&nbsp;game of&nbsp;<em>Horrific</em>, we used paper clips). You need trust to&nbsp;perform certain actions (and, in&nbsp;some cases, to&nbsp;win the&nbsp;game), but when you corrupt townspeople or&nbsp;otherwise deal in&nbsp;nefarious dealings, you lose trust.</p>
<p>Each card lets you do something when played: turn a&nbsp;townsperson into a&nbsp;minion, turn a&nbsp;minion into undead, do good works in&nbsp;the&nbsp;town to&nbsp;gain trust, spread lies about another player to&nbsp;lower their trust, <em>etc</em>. Each player has a&nbsp;unique goal, which is visible to&nbsp;all other players.</p>
<p>And&nbsp;that&#8217;s about the&nbsp;entire game. Your goal may be to&nbsp;create a&nbsp;certain number of&nbsp;undead minions; another may just need to&nbsp;corrupt a&nbsp;certain number of&nbsp;townspeople.</p>
<p>Interestingly, you can accomplish your goal without screwing the&nbsp;other players. You don&#8217;t have to&nbsp;constantly plot against the&nbsp;other players. My&nbsp;game included stretches of&nbsp;straight playing towards our goals, and&nbsp;occasional &#8220;fights&#8221; where we were trying to&nbsp;bring each other down.</p>
<p>As&nbsp;a&nbsp;result, you can play the&nbsp;game as&nbsp;an&nbsp;intense competition full of&nbsp;backstabbing, or&nbsp;you can push hard towards your goal.</p>
<p>The&nbsp;mechanics are simple enough to&nbsp;grasp within half a&nbsp;game, but the&nbsp;different decks introduce variation; the&nbsp;Lord of&nbsp;Bones may be played by&nbsp;a&nbsp;devious genius in&nbsp;one game, and&nbsp;not appear at&nbsp;all in&nbsp;the&nbsp;next.</p>
<p>The&nbsp;artwork is creepy but not gory, appropriate for&nbsp;tweens and&nbsp;up. Indeed, this strikes me as&nbsp;an&nbsp;excellent game for&nbsp;teenagers, especially boys.</p>
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		<title>50 Games in 50 Weeks: Paranoia</title>
		<link>http://blog.brentnewhall.com/2012/01/50-games-in-50-weeks-paranoia/</link>
		<comments>http://blog.brentnewhall.com/2012/01/50-games-in-50-weeks-paranoia/#comments</comments>
		<pubDate>Mon, 30 Jan 2012 13:49:25 +0000</pubDate>
		<dc:creator>Brent</dc:creator>
				<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Role-playing]]></category>

		<guid isPermaLink="false">http://blog.brentnewhall.com/?p=6400</guid>
		<description><![CDATA[RPG players are conditioned to&#160;view PC conflict as&#160;an&#160;absolute bad. So how can I&#160;describe the&#160;fun of&#160;an&#160;RPG that assumes players will attempt to&#160;kill each other at&#160;every session? Paranoia is set in&#160;a&#160;1980&#8242;s dystopia where Friend Computer directs humanity with a&#160;scented iron fist. It&#8217;s 1984 crossed with Discworld. The&#160;player-characters are all troubleshooters (&#8220;tasked to&#160;find trouble and&#160;shoot it&#8221;), given a&#160;job [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://blog.brentnewhall.com/wp-content/uploads/2012/01/paranoia_rpg.jpeg"><img class="alignright size-medium wp-image-6823" src="http://blog.brentnewhall.com/wp-content/uploads/2012/01/paranoia_rpg-226x300.jpg" alt="Paranoia RPG" width="226" height="300" /></a>RPG players are conditioned to&nbsp;view PC conflict as&nbsp;an&nbsp;absolute bad. So how can I&nbsp;describe the&nbsp;fun of&nbsp;an&nbsp;RPG that assumes players will attempt to&nbsp;kill each other at&nbsp;every session?</p>
<p><em>Paranoia</em> is set in&nbsp;a&nbsp;1980&#8242;s dystopia where Friend Computer directs humanity with a&nbsp;scented iron fist. It&#8217;s <em>1984</em> crossed with <em>Discworld</em>.</p>
<p>The&nbsp;player-characters are all troubleshooters (&#8220;tasked to&nbsp;find trouble and&nbsp;shoot it&#8221;), given a&nbsp;job by&nbsp;Friend Computer to&nbsp;resolve some minor problem. Of&nbsp;course, failure to&nbsp;comply is treason and&nbsp;subject to&nbsp;immediate death. Your job is typically to&nbsp;track down commies, mutants, or&nbsp;traitors.</p>
<p>Unfortunately, you&#8217;re also secretly a&nbsp;commie, mutant, or&nbsp;traitor. Or&nbsp;all three.</p>
<p>Fortunately for&nbsp;you and&nbsp;unfortunately for&nbsp;your comrades, they&#8217;re all probably commies, mutants, and/or&nbsp;traitors, and&nbsp;you&#8217;ll get points with Friend Computer if you expose them and&nbsp;eliminate them before they do the&nbsp;same to&nbsp;you.</p>
<p>Your character gets a&nbsp;large array of&nbsp;interesting and&nbsp;goofy stats, and&nbsp;to&nbsp;use them, you roll a&nbsp;d20 in&nbsp;hopes of&nbsp;rolling at&nbsp;or&nbsp;under your stat&#8217;s score. There&#8217;s little in&nbsp;the&nbsp;way of&nbsp;damage; the&nbsp;weapons with which Friend Computer provides you rarely leave much residue.</p>
<p>Our group didn&#8217;t roll much; we were too busy dealing with an&nbsp;unfamiliar sewer transport, a&nbsp;surprise loyalty test, and&nbsp;of&nbsp;course, accusing each other of&nbsp;treason. The&nbsp;GM handled most of&nbsp;the&nbsp;rolls.</p>
<p>I&nbsp;had great fun playing <em>Paranoia</em>, but it was a&nbsp;very particular kind of&nbsp;fun. I&nbsp;felt &#8220;inside the&nbsp;action&#8221; more than I&nbsp;do in&nbsp;a&nbsp;typical beer-and-pretzels game, but I&nbsp;wasn&#8217;t taking any of&nbsp;it seriously.</p>
<p>It&#8217;s an&nbsp;odd game. A&nbsp;memorable, weird, hilarious, crazy, fun, odd game.</p>
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		<title>What publishers will look like in 20 years</title>
		<link>http://blog.brentnewhall.com/2012/01/what-publishers-will-look-like-in-20-years/</link>
		<comments>http://blog.brentnewhall.com/2012/01/what-publishers-will-look-like-in-20-years/#comments</comments>
		<pubDate>Thu, 26 Jan 2012 13:37:39 +0000</pubDate>
		<dc:creator>Brent</dc:creator>
				<category><![CDATA[Technology]]></category>
		<category><![CDATA[Writing]]></category>

		<guid isPermaLink="false">http://blog.brentnewhall.com/?p=6876</guid>
		<description><![CDATA[It&#8217;s hardest to&#160;see the&#160;future when the&#160;present is shifting so much. However, we can see clearly if we look at&#160;fundamentals and&#160;clearly understand the&#160;nature of&#160;change. There are 3 major individuals or&#160;groups involved in&#160;book publishing: Authors (usually one person, the&#160;creator) Publishers (which include a&#160;long chain of&#160;people, which all process the&#160;author&#8217;s work) Distributors (who get processed books to&#160;readers) Electronic [...]]]></description>
			<content:encoded><![CDATA[<div class="wp-caption alignright" style="width: 250px"><a href="http://www.flickr.com/photos/kodomut/6736897755/"><img src="http://farm8.staticflickr.com/7149/6736897755_3e3a736759_m.jpg" alt="'Kindle3 Kindle Fire &quot;on&quot; button' by kodomut on Flickr" width="240" height="159" /></a><p class="wp-caption-text">&#039;Kindle3 Kindle Fire &quot;on&quot; button&#039; by&nbsp;kodomut on&nbsp;Flickr</p></div>
<p>It&#8217;s hardest to&nbsp;see the&nbsp;future when the&nbsp;present is shifting so much. However, we can see clearly if we look at&nbsp;fundamentals and&nbsp;clearly understand the&nbsp;nature of&nbsp;change.</p>
<p>There are 3 major individuals or&nbsp;groups involved in&nbsp;book publishing:</p>
<ul>
<li><strong>Authors</strong> (usually one person, the&nbsp;creator)</li>
<li><strong>Publishers</strong> (which include a&nbsp;long chain of&nbsp;people, which all process the&nbsp;author&#8217;s work)</li>
<li><strong>Distributors</strong> (who get processed books to&nbsp;readers)</li>
</ul>
<p>Electronic publishing is changing that. People assume that it&#8217;s killing publishers. That&#8217;s wrong. It&#8217;s killing distributors.</p>
<p>It&#8217;s obvious when you unpack the&nbsp;publication process. What do publishers do?</p>
<ol>
<li><strong>Copyediting</strong> &#8212; Fixing typos and&nbsp;grammar mistakes, and&nbsp;re-arranging sentences so they flow better.</li>
<li><strong>Editing</strong> &#8212; Suggesting changes to&nbsp;the&nbsp;flow of&nbsp;information in&nbsp;the&nbsp;text, to&nbsp;improve the&nbsp;story&#8217;s speed, comprehension, <em>etc.</em></li>
<li><strong>Layout</strong> &#8212; Choosing typefaces, deciding on&nbsp;the&nbsp;layout of&nbsp;chapter headings, <em>etc</em>.</li>
<li><strong>Cover art</strong> &#8212; Still important; books need an&nbsp;encapsulating image to&nbsp;catch a&nbsp;reader&#8217;s eye.</li>
<li><strong>Printing</strong> &#8212; Physically producing the&nbsp;finished books.</li>
<li><strong>Advertising</strong> &#8212; Buying ads in&nbsp;magazines and&nbsp;newspapers, sending review copies to&nbsp;reviewers, pushing on&nbsp;social media, <em>etc</em>.</li>
<li><strong>Broader marketing</strong> &#8212; Very different depending on&nbsp;the&nbsp;author and&nbsp;book, but can include arranging book tours, producing online videos, <em>etc</em>.</li>
</ol>
<p>Electronic publishing affects <em>one</em> of&nbsp;those seven activities (with minor effects on&nbsp;some others).</p>
<p>Electronic publishing on&nbsp;Amazon&#8217;s <a href="http://dtp.amazon.com">Digital Text Platform</a>, Barnes &amp; Noble&#8217;s <a href="http://pubit.barnesandnoble.com/pubit_app/bn?t=pi_reg_home">PubIt!</a>, and&nbsp;others allow an&nbsp;author to&nbsp;bypass the&nbsp;publisher&#8217;s process. This does not make those steps worthless; it makes them optional.</p>
<p>So: publishers will not be primary gatekeepers. They will still have a&nbsp;place.</p>
<p>To&nbsp;see the&nbsp;future of&nbsp;electronic publishing, think about <em>The&nbsp;New Yorker</em>. Even in&nbsp;a&nbsp;world of&nbsp;free publishing, it would still mean something to&nbsp;be published in&nbsp;<em>The&nbsp;New Yorker</em>.</p>
<p>So a&nbsp;publisher&#8217;s value will lie in&nbsp;its <strong>exclusivity</strong> and&nbsp;<strong>taste</strong>. People today will follow a&nbsp;blogger for&nbsp;recommendations; so will people 20 years from now follow publishers for&nbsp;their catalog.</p>
<p>Let&#8217;s imagine the&nbsp;website for&nbsp;an&nbsp;electronic publisher named Clio, 20 years in&nbsp;the&nbsp;future. Their main page lists the&nbsp;titles that they have available. The&nbsp;first thing of&nbsp;note is the&nbsp;relatively slow publication schedule. Clio intentionally releases only a&nbsp;few books a&nbsp;month, all of&nbsp;very high quality.</p>
<p>But now let&#8217;s click on&nbsp;their &#8220;Why Publish With Clio?&#8221; tab. We see a&nbsp;page explaining that Clio offers a&nbsp;full range of&nbsp;copyediting, editing, layout, artistic, and&nbsp;marketing services.</p>
<p>If you submit your manuscript to&nbsp;Clio (right from their website, of&nbsp;course) you&#8217;re sent to&nbsp;a&nbsp;web page that shows your manuscript&#8217;s exact place in&nbsp;the&nbsp;review queue, and&nbsp;estimates the&nbsp;number of&nbsp;days until your manuscript is reviewed. If your manuscript makes it through the&nbsp;review process, editors and&nbsp;marketers will polish it (with your input and&nbsp;acceptance, of&nbsp;course). All these services will be paid back by&nbsp;a&nbsp;small commission from sales of&nbsp;your book; once they&#8217;re paid back, you only pay a&nbsp;trivial amount for&nbsp;ongoing hosting fees.</p>
<p>You also select a&nbsp;marketing plan. You can do all the&nbsp;marketing yourself and&nbsp;pocket all the&nbsp;rest of&nbsp;your books&#8217; profit, or&nbsp;you can have the&nbsp;publisher market for&nbsp;another small, ongoing commission. You can even change the&nbsp;marketing agreement later.</p>
<p>It&#8217;s all do-able, and&nbsp;it provides all the&nbsp;advantages of&nbsp;a&nbsp;traditional publisher with few of&nbsp;the&nbsp;drawbacks. It not only gives publishers a&nbsp;place in&nbsp;the&nbsp;market, it gives them a&nbsp;<em>clear</em> place.</p>
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		<title>50 Games in 50 Weeks: Space Hulk: Death Angel</title>
		<link>http://blog.brentnewhall.com/2012/01/50-games-in-50-weeks-space-hulk-death-angel/</link>
		<comments>http://blog.brentnewhall.com/2012/01/50-games-in-50-weeks-space-hulk-death-angel/#comments</comments>
		<pubDate>Mon, 23 Jan 2012 11:47:37 +0000</pubDate>
		<dc:creator>Brent</dc:creator>
				<category><![CDATA[Reviews]]></category>

		<guid isPermaLink="false">http://blog.brentnewhall.com/?p=6244</guid>
		<description><![CDATA[You are a&#160;space marine, a&#160;heavily armored and&#160;incredibly powerful warrior searching an&#160;abandoned ship for&#160;deadly, xenophobic aliens. Unfortunately, they will find you. This is represented in&#160;a&#160;card game. And&#160;that&#8217;s the&#160;yin and&#160;yang of&#160;Space Hulk: Death Angel. The&#160;basic idea&#8211;marines assaulted by&#160;aliens as&#160;they traverse a&#160;space ship&#8211;captures the&#160;imagination, but it&#8217;s complex and&#160;awkward to&#160;represent with cards. The&#160;players each control a&#160;couple of&#160;marines, all of&#160;which [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://blog.brentnewhall.com/wp-content/uploads/2012/01/space-hulk-death-angel-card-game.png"><img class="alignright size-medium wp-image-6821" src="http://blog.brentnewhall.com/wp-content/uploads/2012/01/space-hulk-death-angel-card-game-161x300.png" alt="Space Hulk: Death Angel" width="161" height="300" /></a>You are a&nbsp;space marine, a&nbsp;heavily armored and&nbsp;incredibly powerful warrior searching an&nbsp;abandoned ship for&nbsp;deadly, xenophobic aliens. Unfortunately, they will find you.</p>
<p>This is represented in&nbsp;a&nbsp;card game.</p>
<p>And&nbsp;that&#8217;s the&nbsp;yin and&nbsp;yang of&nbsp;<em>Space Hulk: Death Angel</em>. The&nbsp;basic idea&#8211;marines assaulted by&nbsp;aliens as&nbsp;they traverse a&nbsp;space ship&#8211;captures the&nbsp;imagination, but it&#8217;s complex and&nbsp;awkward to&nbsp;represent with cards.</p>
<p>The&nbsp;players each control a&nbsp;couple of&nbsp;marines, all of&nbsp;which are in&nbsp;the&nbsp;same squad. Other cards represent the&nbsp;ship corridors that the&nbsp;marines are exploring, and&nbsp;the&nbsp;aliens attacking them. Special dice are rolled when marines attack; each marine attacks in&nbsp;his own way.</p>
<p>Explaining the&nbsp;mechanics in&nbsp;detail would be dull and&nbsp;futile. It took me and&nbsp;a&nbsp;friend over an&nbsp;hour to&nbsp;understand the&nbsp;rules, and&nbsp;he&#8217;d played the&nbsp;game before. In&nbsp;particular, we scratched our heads over the&nbsp;rules for&nbsp;navigating through the&nbsp;ship and&nbsp;finishing the&nbsp;mission.</p>
<p>That said, <em>Death Angel</em> captures the&nbsp;claustrophobic terror of&nbsp;its premise. Several moments drew apprehensive groans from us both. I&nbsp;felt myself breathe stale air, smell fear, and&nbsp;feel the&nbsp;butt of&nbsp;my&nbsp;rifle jam into my&nbsp;shoulder.</p>
<p>I&nbsp;just wish I&nbsp;could figure out where I&nbsp;was on&nbsp;the&nbsp;damned ship.</p>
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		<title>Please do not buy candy from Munchies Sweets and Treats</title>
		<link>http://blog.brentnewhall.com/2012/01/please-do-not-buy-candy-from-munchies-sweets-and-treats/</link>
		<comments>http://blog.brentnewhall.com/2012/01/please-do-not-buy-candy-from-munchies-sweets-and-treats/#comments</comments>
		<pubDate>Thu, 19 Jan 2012 13:58:23 +0000</pubDate>
		<dc:creator>Brent</dc:creator>
				<category><![CDATA[Miscellaneous]]></category>

		<guid isPermaLink="false">http://blog.brentnewhall.com/?p=6307</guid>
		<description><![CDATA[Bottom line up-front: I&#160;ordered a&#160;bunch of&#160;candy from Munchies Sweets and&#160;Treats, only received half, and&#160;they&#8217;ve ignored my&#160;requests for&#160;the&#160;rest of&#160;the&#160;candy I&#160;paid for. This past Halloween, I&#160;wanted to&#160;buy a&#160;bunch of&#160;full-size candy bars for&#160;the&#160;trick-or-treaters. It&#8217;s always fun to&#160;see their eyes bug out when I&#160;offer them a&#160;pail full of&#160;big candy bars. And&#160;I&#160;figured I&#160;could buy them in&#160;bulk. After an&#160;hour of&#160;Googling, I&#160;found [...]]]></description>
			<content:encoded><![CDATA[<p>Bottom line up-front: I&nbsp;<strong>ordered a&nbsp;bunch of&nbsp;candy</strong> from Munchies Sweets and&nbsp;Treats, only <strong>received half</strong>, and&nbsp;<strong>they&#8217;ve ignored</strong> my&nbsp;requests for&nbsp;the&nbsp;rest of&nbsp;the&nbsp;candy I&nbsp;paid for.</p>
<p><a href="http://blog.brentnewhall.com/wp-content/uploads/2011/12/4a.jpeg"><img class="alignright size-medium wp-image-6374" src="http://blog.brentnewhall.com/wp-content/uploads/2011/12/4a-300x225.jpg" alt="Candy Bars" width="300" height="225" /></a>This past Halloween, I&nbsp;wanted to&nbsp;buy a&nbsp;bunch of&nbsp;full-size candy bars for&nbsp;the&nbsp;trick-or-treaters. It&#8217;s always fun to&nbsp;see their eyes bug out when I&nbsp;offer them a&nbsp;pail full of&nbsp;big candy bars. And&nbsp;I&nbsp;figured I&nbsp;could buy them in&nbsp;bulk.</p>
<p>After an&nbsp;hour of&nbsp;Googling, I&nbsp;found Munchies Sweets and&nbsp;Treats &lt;munchiessweetsandtreats.com&gt;. They had low prices and&nbsp;a&nbsp;large selection. Perfect! I&nbsp;ordered my&nbsp;bars, plus about a&nbsp;dozen unusual candies I&nbsp;can&#8217;t get in&nbsp;my&nbsp;area. The&nbsp;total came to&nbsp;a&nbsp;little over a&nbsp;hundred dollars. I&nbsp;gulped, and&nbsp;clicked &#8220;submit&#8221; on&nbsp;my&nbsp;order.</p>
<p>A&nbsp;week later, a&nbsp;large box arrived. I&nbsp;hauled it into the&nbsp;kitchen, split it open, and&nbsp;found most of&nbsp;the&nbsp;full-size candy bars, but none of&nbsp;the&nbsp;unusual candies. Inside was a&nbsp;packing slip, with all the&nbsp;candies I&#8217;d ordered listed.</p>
<p>I&nbsp;though, <em>Well, maybe they&#8217;re shipping in&nbsp;two boxes</em>. I&nbsp;waited a&nbsp;couple of&nbsp;days. No second box arrived.</p>
<p><em>:sigh:</em> Okay, well, their materials listed a&nbsp;phone number. This was undoubtedly a&nbsp;mistake; I&#8217;d just call them and&nbsp;get the&nbsp;rest of&nbsp;my&nbsp;order. I&nbsp;dialed their number, and&nbsp;the&nbsp;call went straight to&nbsp;their voiccemail.</p>
<p>Which was full.</p>
<p>Now that&#8217;s an&nbsp;ominous sign.</p>
<p>I&nbsp;returned to&nbsp;their website. They had no live chat, but they did have a&nbsp;contact form. I&nbsp;filled that out, explaining that half my&nbsp;candy was missing from my&nbsp;order.</p>
<p>Need I&nbsp;say more?</p>
<p>&nbsp;</p>
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		<title>50 Games in 50 Weeks: Fudged Mouse Guard</title>
		<link>http://blog.brentnewhall.com/2012/01/50-games-in-50-weeks-fudged-mouse-guard/</link>
		<comments>http://blog.brentnewhall.com/2012/01/50-games-in-50-weeks-fudged-mouse-guard/#comments</comments>
		<pubDate>Mon, 16 Jan 2012 18:46:19 +0000</pubDate>
		<dc:creator>Brent</dc:creator>
				<category><![CDATA[Role-playing]]></category>

		<guid isPermaLink="false">http://blog.brentnewhall.com/?p=6348</guid>
		<description><![CDATA[My&#160;game group played Fudged Mouse Guard a&#160;few weeks ago. It takes the&#160;excellent Mouse Guard RPG&#8211;a&#160;game of&#160;intelligent mice with medieval-level technology&#8211;and&#160;converts the&#160;system to&#160;Fudge (every stat is a&#160;score from -4 to&#160;+4, and&#160;you roll dice that modify your score up or&#160;down for&#160;a&#160;final result, which is compared to&#160;a&#160;target difficulty). The&#160;original Mouse Guard system is a&#160;simplified and&#160;heavily modified version of&#160;the&#160;odd Burning Wheel system. The&#160;conversion to&#160;Fudge [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_6428" class="wp-caption alignright" style="width: 310px"><a href="http://blog.brentnewhall.com/wp-content/uploads/2012/01/mouseguard-fall.jpg"><br />
<img class="size-medium wp-image-6428" src="http://blog.brentnewhall.com/wp-content/uploads/2012/01/mouseguard-fall-300x198.jpg" alt="Image from 'Mosue Guard,' copyright David Petersen" width="300" height="198" /></a><p class="wp-caption-text">Image from &#039;Mosue Guard,&#039; copyright David Petersen</p></div>
<p><a href="http://rpg.brentnewhall.com/lets-play">My&nbsp;game group</a> played <em><a href="http://wolf.bergenheim.net/rpg/fudge/fudged-mouse-guard">Fudged Mouse Guard</a></em> a&nbsp;few weeks ago. It takes the&nbsp;excellent <em>Mouse Guard</em> RPG&#8211;a&nbsp;game of&nbsp;intelligent mice with medieval-level technology&#8211;and&nbsp;converts the&nbsp;system to&nbsp;Fudge (every stat is a&nbsp;score from -4 to&nbsp;+4, and&nbsp;you roll dice that modify your score up or&nbsp;down for&nbsp;a&nbsp;final result, which is compared to&nbsp;a&nbsp;target difficulty).</p>
<p>The&nbsp;original <em>Mouse Guard</em> system is a&nbsp;simplified and&nbsp;heavily modified version of&nbsp;the&nbsp;odd <em>Burning Wheel</em> system. The&nbsp;conversion to&nbsp;Fudge can&#8217;t be exact.</p>
<p>It isn&#8217;t, but <em>Fudged Mouse Guard</em> fits the&nbsp;world well, and&nbsp;converts all the&nbsp;important statistics. We were able to&nbsp;play in&nbsp;the&nbsp;<em>Mouse Guard</em> world effectively, using skills and&nbsp;abilities, and&nbsp;combat involved simply trading blows. <strong>It works.</strong></p>
<p>I&nbsp;did encounter one problem: The&nbsp;<a href="http://wolf.bergenheim.net/rpg/fudge/fudged-mouse-guard"><em>Fudged Mouse Guard</em> document</a> lists no example enemies, and&nbsp;provides no guidelines for&nbsp;enemies&#8217; power level. I&nbsp;guessed at&nbsp;the&nbsp;stats for&nbsp;enemies, which turned out to&nbsp;be low. The&nbsp;PCs defeated all their enemies within three rounds. The&nbsp;original RPG&#8217;s unique combat system doesn&#8217;t translate directly to&nbsp;a&nbsp;traditional RPG&#8217;s mechanic of&nbsp;trading blows, so more direction there would be helpful.</p>
<p>Overall, though, the&nbsp;game went smoothly and&nbsp;we had fun. You can view <a href="https://docs.google.com/document/d/1i--VwcfvlzXsXhHDZGS9KWIwv1gehkaZGWToHGz3_DQ/edit?hl=en_US">our character sheets</a> to&nbsp;see the&nbsp;stats used in&nbsp;the&nbsp;system.</p>
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		<title>Foursquare is about visiting places; Schemer is about doing things</title>
		<link>http://blog.brentnewhall.com/2012/01/foursquare-is-about-visiting-places-schemer-is-about-doing-things/</link>
		<comments>http://blog.brentnewhall.com/2012/01/foursquare-is-about-visiting-places-schemer-is-about-doing-things/#comments</comments>
		<pubDate>Fri, 13 Jan 2012 21:02:51 +0000</pubDate>
		<dc:creator>Brent</dc:creator>
				<category><![CDATA[Technology]]></category>

		<guid isPermaLink="false">http://blog.brentnewhall.com/?p=6828</guid>
		<description><![CDATA[The&#160;peerless Trey Ratcliff was kind enough to&#160;offer invites to&#160;Schemer, a&#160;new Google service, and&#160;I&#160;was lucky enough to&#160;win one. Thanks, +Trey! Jennifer Van Grove emphasized Schemer&#8217;s similarities to&#160;Foursquare in&#160;her VentureBeat article, but I&#160;see Schemer as&#160;more of&#160;a&#160;location-sensitive bucket list. Foursquare is about visiting places; Schemer is about doing things. Ignoring the&#160;home dashboard, Schemer&#8217;s biggest attraction is its &#8220;Find [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_6830" class="wp-caption alignright" style="width: 310px"><a href="http://blog.brentnewhall.com/wp-content/uploads/2012/01/Schemer.com-screenshot.jpg"><img class="size-medium wp-image-6830" title="Schemer.com screenshot" src="http://blog.brentnewhall.com/wp-content/uploads/2012/01/Schemer.com-screenshot-300x180.jpg" alt="Schemer.com screenshot" width="300" height="180" /></a><p class="wp-caption-text">Schemer.com screenshot</p></div>
<p>The&nbsp;peerless <a href="http://www.stuckincustoms.com/">Trey Ratcliff</a> was kind enough to&nbsp;offer invites to&nbsp;<a href="http://schemer.com">Schemer</a>, a&nbsp;new Google service, and&nbsp;I&nbsp;was lucky enough to&nbsp;win one. Thanks, <a href="https://plus.google.com/105237212888595777019/posts">+Trey</a>!</p>
<p><a href="https://plus.google.com/100834378485895409468/posts">Jennifer Van Grove</a> emphasized Schemer&#8217;s similarities to&nbsp;<a href="http://foursquare.com">Foursquare</a> in&nbsp;<a href="http://venturebeat.com/2011/12/08/google-schemer/">her VentureBeat article</a>, but I&nbsp;see Schemer as&nbsp;more of&nbsp;a&nbsp;<strong><nobr>location-sensitive</nobr> bucket list</strong>.</p>
<p>Foursquare is about visiting places; Schemer is about doing things.</p>
<p>Ignoring the&nbsp;home dashboard, Schemer&#8217;s <strong>biggest attraction</strong> is its <strong>&#8220;Find Stuff To&nbsp;Do&#8221; page</strong>. Here, you&#8217;ll find a&nbsp;list of&nbsp;projects (&#8220;schemes&#8221;). All of&nbsp;these projects were made by&nbsp;(or&nbsp;marked by) people in&nbsp;your Google+ Circles, or&nbsp;who live or&nbsp;work near you. It&#8217;s not creepy; it doesn&#8217;t suggest that you do the&nbsp;same things as&nbsp;your <nobr>next-door</nobr> neighbors. But if you live in&nbsp;Seattle, most of&nbsp;the&nbsp;projects listed for&nbsp;you will be either based in&nbsp;Seattle or&nbsp;not <nobr>location-specific</nobr> (e.g., &#8220;Knit a&nbsp;sweater&#8221;).</p>
<p>So, you can create a&nbsp;project (&#8220;Make my&nbsp;grandmother&#8217;s fudge cheesecake recipe&#8221;), or&nbsp;mark an&nbsp;existing one as&nbsp;&#8221;I&nbsp;want to&nbsp;do it&#8221; or&nbsp;&#8221;Already done it.&#8221;</p>
<p>You can also leave comments on&nbsp;projects (sorry, &#8220;schemes&#8221;), and&nbsp;this is one of&nbsp;the&nbsp;site&#8217;s most exciting features. If it can collate advice from people who&#8217;ve already done something, it could be a&nbsp;powerful way to&nbsp;help people achieve their goals.</p>
<p>There&#8217;s already an&nbsp;<strong>Android app</strong> available, with an&nbsp;iPhone app &#8220;coming soon.&#8221; I&nbsp;have no Android phone, so I&nbsp;can&#8217;t comment on&nbsp;that.</p>
<p>So, the&nbsp;big question: <strong>Is Schemer worth using?</strong> As&nbsp;a&nbsp;bucket list, <strong>yes</strong>. This is a&nbsp;fine way of&nbsp;tracking larger concrete life goals.</p>
<p>If you&#8217;d like <strong>an&nbsp;invite</strong> to&nbsp;Schemer, <strong>leave a&nbsp;comment</strong> and&nbsp;I&#8217;ll give &#8216;em out as&nbsp;long as&nbsp;I&#8217;ve got &#8216;em.</p>
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		<title>50 Games in 50 Weeks: Dungeon World</title>
		<link>http://blog.brentnewhall.com/2012/01/50-games-in-50-weeks-dungeon-world/</link>
		<comments>http://blog.brentnewhall.com/2012/01/50-games-in-50-weeks-dungeon-world/#comments</comments>
		<pubDate>Mon, 09 Jan 2012 18:59:21 +0000</pubDate>
		<dc:creator>Brent</dc:creator>
				<category><![CDATA[Role-playing]]></category>

		<guid isPermaLink="false">http://blog.brentnewhall.com/?p=6390</guid>
		<description><![CDATA[Dungeon World is another sword-and-sorcery tabletop RPG system aiming to&#160;recapture the&#160;purity of&#160;classic Dungeons &#38; Dragons. The&#160;surface looks the&#160;same, including the&#160;four classes of&#160;Cleric, Fighter, Thief, and&#160;Wizard. The&#160;mechanics and&#160;approach, however, are quite different. Player-character attributes mirror D&#38;D, except for&#160;the&#160;addition of&#160;Bond, which is used to&#160;indicate how well each character knows each other character. Moreover, at&#160;the&#160;beginning of&#160;each session, two [...]]]></description>
			<content:encoded><![CDATA[<div class="wp-caption alignright" style="width: 202px"><a href="http://www.flickr.com/photos/37996594214@N01/2970012925/"><img src="http://farm4.staticflickr.com/3269/2970012925_3172f5911b_m.jpg" alt="'CatacombsOfTheWizard' by orkboi on Flickr" width="192" height="240" /></a><p class="wp-caption-text">&#039;CatacombsOfTheWizard&#039; by&nbsp;orkboi on&nbsp;Flickr</p></div>
<p><em>Dungeon World</em> is another sword-and-sorcery tabletop RPG system aiming to&nbsp;recapture the&nbsp;purity of&nbsp;classic <em>Dungeons &amp; Dragons</em>. The&nbsp;surface looks the&nbsp;same, including the&nbsp;four classes of&nbsp;Cleric, Fighter, Thief, and&nbsp;Wizard. The&nbsp;mechanics and&nbsp;approach, however, are quite different.</p>
<p>Player-character attributes mirror <em>D&amp;D</em>, except for&nbsp;the&nbsp;addition of&nbsp;Bond, which is used to&nbsp;indicate how well each character knows each other character. Moreover, at&nbsp;the&nbsp;beginning of&nbsp;each session, two attributes are &#8220;highlighted&#8221; by&nbsp;other players and&nbsp;the&nbsp;GM. If a&nbsp;player uses those attributes during the&nbsp;session, the&nbsp;PC gets extra XP.</p>
<p>The&nbsp;basic die mechanic is 2d6, added together, plus any modifiers. 10 or&nbsp;higher is a&nbsp;full success; 7&#8211;9 is a&nbsp;success with a&nbsp;complication; 6 or&nbsp;lower is a&nbsp;failure.</p>
<p>The&nbsp;&#8221;move,&#8221; which is the&nbsp;core procedure of&nbsp;the&nbsp;system, is a&nbsp;rule that lists a&nbsp;trigger (the&nbsp;thing in&nbsp;the&nbsp;game that activates the&nbsp;move), possibly a&nbsp;roll, and&nbsp;a&nbsp;set of&nbsp;possible results.</p>
<p>Interestingly, moves are not optional. If any character action satisfies the&nbsp;trigger condition for&nbsp;a&nbsp;move, the&nbsp;character must immediately use that move.</p>
<p>Moreover, moves are always responses to&nbsp;character actions. A&nbsp;player can&#8217;t say &#8220;I&nbsp;use the&nbsp;Defy Danger move;&#8221; the&nbsp;player must narrate a&nbsp;character action which triggers the&nbsp;Defy Danger move.</p>
<p>This is central to&nbsp;the&nbsp;system. Players must narrate. The&nbsp;mechanics must flow from that narration.</p>
<p>There are also mechanics that allow for&nbsp;results to&nbsp;be held for&nbsp;the&nbsp;next turn, for&nbsp;the&nbsp;next use of&nbsp;a&nbsp;move, until a&nbsp;condition is met, or&nbsp;using a&nbsp;currency called &#8220;hold.&#8221; The&nbsp;move specifies the&nbsp;uses of&nbsp;&#8221;hold.&#8221; For&nbsp;example, if you stand in&nbsp;defense of&nbsp;a&nbsp;person, item, or&nbsp;location under attack and&nbsp;succeed fully, you get 3 hold. You can later spend that hold to&nbsp;redirect an&nbsp;attack from the&nbsp;defended item to&nbsp;yourself, or&nbsp;halve the&nbsp;damage of&nbsp;an&nbsp;attack against the&nbsp;defended item, or&nbsp;deal extra damage to&nbsp;anything attacking the&nbsp;defended item.</p>
<p>In&nbsp;a&nbsp;reversal from traditional <em>D&amp;D</em>, most weapons deal no damage themselves. Damage is dealt by&nbsp;rolling a&nbsp;certain sized die for&nbsp;your class, and&nbsp;in&nbsp;some cases adding +1 for&nbsp;a&nbsp;particularly powerful weapon. The&nbsp;system justifies this by&nbsp;pointing out that your class&#8217;s training determines your ability to&nbsp;hurt people. Thieves are not build to&nbsp;deal damage; they have moves that make them useful in&nbsp;many other ways.</p>
<p>Unfortunately, the&nbsp;rules are written with often-tortured grammar, making many sentences hard to&nbsp;parse. Here&#8217;s an&nbsp;example, and&nbsp;I&#8217;ve even corrected two typos: &#8220;When the&nbsp;doom you show signs of&nbsp;is an&nbsp;onslaught of&nbsp;goblin arrows, if the&nbsp;players don&#8217;t do something to&nbsp;get out of&nbsp;the&nbsp;way, you can follow through with damage as&nbsp;a&nbsp;hard move.&#8221; This is frequent enough that I&nbsp;needed to&nbsp;re-read many passages to&nbsp;fully understand them.</p>
<p>I&nbsp;wouldn&#8217;t mind this in&nbsp;a&nbsp;supplement, but these are the&nbsp;core rules.</p>
<p>The&nbsp;term &#8220;move&#8221; compounds the&nbsp;issue. It&#8217;s such a&nbsp;generic word that I&nbsp;often felt confused by&nbsp;a&nbsp;particular turn of&nbsp;phrase. When a&nbsp;rule tells you to&nbsp;&#8221;make your move,&#8221; is that meant colloquially or&nbsp;mechanically?</p>
<p>When we sat down to&nbsp;play it, the&nbsp;game progressed smoothly. I&nbsp;spent much of&nbsp;the&nbsp;time prompting players with &#8220;What do you do?&#8221;, as&nbsp;the&nbsp;rules demanded, which non-plussed a&nbsp;few players. <em>Dungeon World</em> expects focus, an&nbsp;admirable quality.</p>
<p>much as&nbsp;I&#8217;m complaining about it, I&nbsp;found <em>Dungeon World</em>&#8216;s rules and&nbsp;approach refreshing and&nbsp;effective. We had a&nbsp;classic hack-and-slash adventure. It did exactly what it claimed it would do.</p>
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		<title>If This, Then That</title>
		<link>http://blog.brentnewhall.com/2012/01/if-this-then-that/</link>
		<comments>http://blog.brentnewhall.com/2012/01/if-this-then-that/#comments</comments>
		<pubDate>Sun, 08 Jan 2012 17:01:04 +0000</pubDate>
		<dc:creator>Brent</dc:creator>
				<category><![CDATA[Technology]]></category>

		<guid isPermaLink="false">http://blog.brentnewhall.com/?p=6764</guid>
		<description><![CDATA[Just found ifttt (If This, Then That), a&#160;site which lets you easily build a&#160;two-step workflow such as&#160;&#8221;When a&#160;news item is posted on&#160;this site, add it to&#160;my&#160;news reader&#8221; or&#160;&#8221;When I&#160;upload a&#160;post to&#160;Flickr, post it to&#160;Picasa too.&#8221; A&#160;full decade ago, a&#160;CEO was telling me that the&#160;future was in&#160;&#8221;programming for&#160;the&#160;masses,&#8221; that certain elements of&#160;programming would get easier and&#160;easier for&#160;normal people [...]]]></description>
			<content:encoded><![CDATA[<p>Just found <a href="http://ifttt.com/">ifttt</a> (If This, Then That), a&nbsp;site which lets you easily build a&nbsp;<nobr>two-step</nobr> workflow such as&nbsp;&#8221;When a&nbsp;news item is posted on&nbsp;this site, add it to&nbsp;my&nbsp;news reader&#8221; or&nbsp;&#8221;When I&nbsp;upload a&nbsp;post to&nbsp;Flickr, post it to&nbsp;Picasa too.&#8221;</p>
<p>A&nbsp;full decade ago, a&nbsp;CEO was telling me that the&nbsp;future was in&nbsp;&#8221;programming for&nbsp;the&nbsp;masses,&#8221; that certain elements of&nbsp;programming would get easier and&nbsp;easier for&nbsp;normal people to&nbsp;do. He pointed towards  scheduling apps as&nbsp;the&nbsp;sorts of&nbsp;things that should be easily extended to&nbsp;this. Imagine sending out an&nbsp;invite with a&nbsp;poll of&nbsp;available times, then setting a&nbsp;time after a&nbsp;certain number of&nbsp;people voted, such that people who check later only get that time.</p>
<p>(To&nbsp;be clear, he wasn&#8217;t suggesting that programming would become easy, just that <nobr>end-user</nobr> tools would get increasingly powerful <nobr>workflow-style</nobr> tools that remained simple.)</p>
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		<title>The 6 Most Important Productivity Tips I&#8217;ve Ever Received</title>
		<link>http://blog.brentnewhall.com/2012/01/the-6-most-important-productivity-tips-ive-ever-received/</link>
		<comments>http://blog.brentnewhall.com/2012/01/the-6-most-important-productivity-tips-ive-ever-received/#comments</comments>
		<pubDate>Thu, 05 Jan 2012 17:02:25 +0000</pubDate>
		<dc:creator>Brent</dc:creator>
				<category><![CDATA[Self-improvement]]></category>

		<guid isPermaLink="false">http://blog.brentnewhall.com/?p=6315</guid>
		<description><![CDATA[In&#160;truth, I&#160;hate &#8220;tip culture,&#8221; the&#160;idea that you can achieve balance, harmony, and&#160;rightness in&#160;life with a&#160;few painless steps in&#160;5 minutes a&#160;day. It&#8217;s never that easy. Also, I&#160;don&#8217;t want to&#160;tell you what to&#160;do. Who am I? So, these aren&#8217;t tips as&#160;much as&#160;they&#8217;re pieces of&#160;advice that I&#8217;ve taken, which have powerfully affected my&#160;productivity and&#160;efficiency. 1. Keep a&#160;list of&#160;projects [...]]]></description>
			<content:encoded><![CDATA[<div class="wp-caption alignright" style="width: 190px"><a href="http://www.flickr.com/photos/15708236@N07/2754478731/"><img title="'Construction Signs' by jphilipg on Flickr" src="http://farm4.staticflickr.com/3047/2754478731_6cac6d30a8_m.jpg" alt="'Construction Signs' by jphilipg on Flickr" width="180" height="240" /></a><p class="wp-caption-text">&#39;Construction Signs&#39; by&nbsp;jphilipg on&nbsp;Flickr</p></div>
<p>In&nbsp;truth, I&nbsp;hate &#8220;tip culture,&#8221; the&nbsp;idea that you can achieve balance, harmony, and&nbsp;rightness in&nbsp;life with a&nbsp;few painless steps in&nbsp;5 minutes a&nbsp;day. It&#8217;s never that easy.</p>
<p>Also, I&nbsp;don&#8217;t want to&nbsp;tell you what to&nbsp;do. Who am I?</p>
<p>So, these aren&#8217;t tips as&nbsp;much as&nbsp;they&#8217;re pieces of&nbsp;advice that I&#8217;ve taken, which have powerfully affected my&nbsp;productivity and&nbsp;efficiency.</p>
<h3>1. Keep a&nbsp;list of&nbsp;projects</h3>
<p>A&nbsp;project consists of&nbsp;work towards a&nbsp;specific goal. I&nbsp;keep a&nbsp;separate text file of&nbsp;all my&nbsp;projects.</p>
<p>This includes <em>everything</em> I&#8217;m working on, even ongoing projects where I&nbsp;just have to&nbsp;check in&nbsp;occasionally. It ensures that I&nbsp;don&#8217;t forget anything.</p>
<p>Corollary: Don&#8217;t use email as&nbsp;a&nbsp;<em>de facto</em> list of&nbsp;projects and&nbsp;things to&nbsp;respond to. If you read an&nbsp;email and&nbsp;realize you now have to&nbsp;do three new things, don&#8217;t keep the&nbsp;email in&nbsp;your inbox; write those new things down and&nbsp;file the&nbsp;email away.</p>
<h3>2. Turn off email alerts and&nbsp;process email completely</h3>
<p>I&nbsp;keep my&nbsp;email program minimized, and&nbsp;I&#8217;ve turned off those alerts that pop up whenever a&nbsp;new email arrives. When I&nbsp;&#8221;check email,&#8221; I&nbsp;clear time to&nbsp;actually process my&nbsp;email. When I&#8217;ve finished with an&nbsp;email, I&nbsp;move it to&nbsp;a&nbsp;folder. When I&#8217;m done checking email, my&nbsp;inbox is empty.</p>
<p>I&#8217;m not perfect with this. I&nbsp;doubt that anybody is. But when I&nbsp;do empty my&nbsp;inbox, I&nbsp;feel less distracted. Nothing nags. This habit also ensures that I&#8217;ve actually written down what needs to&nbsp;be done, instead of&nbsp;relying on&nbsp;a&nbsp;<nobr>re-read</nobr> of&nbsp;an&nbsp;email to&nbsp;refresh my&nbsp;memory.</p>
<p>This means I&nbsp;only check my&nbsp;email a&nbsp;couple of&nbsp;times a&nbsp;day. Even at&nbsp;work.</p>
<h3>3. Every morning, schedule tasks on&nbsp;the&nbsp;calendar</h3>
<p>Literally. Every morning, I&nbsp;open my&nbsp;list of&nbsp;projects. I&nbsp;find the&nbsp;most important one, locate a&nbsp;free <nobr>half-hour</nobr> slot on&nbsp;my&nbsp;calendar, and&nbsp;create a&nbsp;meeting for&nbsp;it. I&#8217;m the&nbsp;only one in&nbsp;the&nbsp;meeting. I&nbsp;continue until about 2/3 of&nbsp;my&nbsp;day is scheduled.</p>
<p>I&nbsp;felt weird the&nbsp;first few times I&nbsp;did this, but it worked. Not only does it push me to&nbsp;actually work on&nbsp;important projects, <nobr>co-workers</nobr> are less likely to&nbsp;schedule a&nbsp;meeting during time I&#8217;ve scheduled. So I&#8217;ll actually have time.</p>
<h3>4. Take a&nbsp;lunch break</h3>
<div class="wp-caption alignright" style="width: 250px"><a href="http://www.flickr.com/photos/timothytsuihin/2743062701/"><img title="'lunch~' by tsuihin - TimoStudios on Flickr" src="http://farm4.staticflickr.com/3090/2743062701_00ce0bdf80_m.jpg" alt="'lunch~' by tsuihin - TimoStudios on Flickr" width="240" height="160" /></a><p class="wp-caption-text">&#39;lunch~&#39; by&nbsp;tsuihin&nbsp;&#8212; TimoStudios on&nbsp;Flickr</p></div>
<p>I&nbsp;used to&nbsp;work through lunch, but a&nbsp;few weeks ago, I&nbsp;changed.</p>
<p>If I&nbsp;get up from my&nbsp;desk and&nbsp;walk somewhere else for&nbsp;lunch, even for&nbsp;just 20 minutes, at&nbsp;the&nbsp;end of&nbsp;the&nbsp;day I&#8217;m still reasonably fresh and&nbsp;energetic. If I&nbsp;don&#8217;t, by&nbsp;5:00pm I&nbsp;feel beat up.</p>
<p>This doesn&#8217;t mean going out to&nbsp;eat. In&nbsp;fact, I&nbsp;usually take my&nbsp;homemade lunch to&nbsp;a&nbsp;conference room. It&#8217;s enough of&nbsp;a&nbsp;break.</p>
<h3>5. Journal work and&nbsp;take a&nbsp;reward for&nbsp;every few items recorded</h3>
<p>I&nbsp;have a&nbsp;document titled &#8220;Daily Time Log.&#8221; When I&nbsp;get to&nbsp;work, I&nbsp;open that document, then minimize it. Every time I&nbsp;finish a&nbsp;significant task during the&nbsp;day, or&nbsp;I&nbsp;talk to&nbsp;someone, I&nbsp;record it in&nbsp;the&nbsp;Daily Time Log along with a&nbsp;timestamp.</p>
<p>For&nbsp;every 6 items I&nbsp;record, I&nbsp;eat a&nbsp;small Peppermint Patty from a&nbsp;stash I&nbsp;have in&nbsp;a&nbsp;cabinet.</p>
<p>The&nbsp;key to&nbsp;the&nbsp;reward lay in&nbsp;finding something that I&nbsp;<em>like</em> but don&#8217;t <em>love</em>. If I&nbsp;kept Butterfingers or&nbsp;Snickers, I&#8217;d feel tempted to&nbsp;scarf them all down.</p>
<h3>6. Pick a&nbsp;few core things to&nbsp;do every day</h3>
<p>These are the&nbsp;things that are important to&nbsp;you and&nbsp;your work. For&nbsp;me, it&#8217;s writing. I&nbsp;write every day, when I&nbsp;get home. Before I&nbsp;eat dinner. Simple but effective.</p>
<p>What effective habits would you recommend?</p>
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