Legends of Literature — A Review

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Every so often, a book comes along that not only follows a great premise, it fulfills that premise completely.

Legends of Literature is a collection of essays written by contributors to Writer’s Digest. Famous contributors, like Stephen King, H.G. Wells, Jack Kerouac, and Ray Bradbury. There are good interviews with Kurt Vonnegut, Carl Sandburg, and George Bernard Shaw.

Much of it is writing advice, yes, but it’s also a window into the minds of these great writers. We get to see their approaches to fiction, and their opinions on the writing business. Bradbury, for example, is breezy but pragmatic about the need to just sit down in front of the page and write, good or bad.

It’s certainly an excellent book for writers, but it’s also worth a look for bibliophiles who just want to know how writers think.

PeopleBrowsr

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If you like Twitter, you may benefit from a more powerful interface. Some solve this through use of TweetDeck, a desktop application that shows multiple Twitter streams (your stream, replies to you, direct messages, etc.) in columns.

The new service PeopleBrowsr is a web-based application that works like TweetDeck. You enter your Twitter account information, and PeopleBrowsr displays columns of streams. You can easily add more streams, and re-arrange them, right in your browser. The interface is a little busy but highly functional, and provides a lot of information at once. Even better, it’s written almost entirely in JavaScript, so it doesn’t depend on heavyweight frameworks like Flash.

Why use this instead of TweetDeck? Because you can use PeopleBrowsr from any computer, anywhere. It goes with you; if you have ‘net access, you can use PeopleBrowsr and manage a huge array of Twitter conversations.

Very, very handy.

What I like about D&D

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All right, I admit it: I play Dungeons & Dragons. This may horrify some of my evangelical friends, but trust me: there’s nothing wrong with it.

You may ask, why play D&D when it has so many negative connotations? Why not use one of the hundreds of other role-playing systems out there, like FUDGE or GURPS?

First, I’ll use Saalon‘s metaphor: D&D is like Microsoft Windows. Everyone uses it and it works okay, though it’s kinda bloated and sometimes confusing.

I contend that World of Darkness is like the Mac, and FUDGE/GURPS are like Linux, but those are different subjects.

So, I play D&D because it’s a standard. It provides a common context for discussing role-playing with others, and if I’m playing with a bunch of folks I don’t know, D&D’s a convenient default.

But that shouldn’t be the only reasons. I play D&D because it’s fun. It’s exciting and adventurous; it feels like a big, epic fantasy action/adventure movie.

Well, the current 4th edition feels that way. I also played 3.5 Edition, which felt more like an overly-long series of fantasy novels.

4th Edition D&D provides a huge world, brimming with possibility. There are dozens of fascinating races, all scrambling over an ever-evolving world of good, evil, conflict, and flashing steel. You can throw yourself into combat, or negotiate with merchants, or haggle with kings.

(Can you tell that I love setting?)

The system works quite well, too. It’s a heavy system, compared to all the others out there, but it works. You choose values for six core attributes, such as Strength and Intelligence. Your race and class (profession, like cleric or warlord) may improve those numbers, and will give you access to a menu of powers. Some powers can be used as often as desired, others only once per battle, and others once per day. You then choose from a set of skills, which are all affected by your attributes (a high Strength score makes you better at Acrobatics).

I’m not as crazy about the two-step combat mechanic, where you roll a 20-sided die to see if you hit, then another die (number of sides depending on the weapon) to determine how much damage you do. Combat can grind to nearly a standstill as half a dozen players roll their dice in turn.

But even that has its charm, with players picking out a shiny d8 or d10 to roll their damage.

It works. D&D is fun. It’s goofy, and overly complex at times, but it’s a fine way to spend a few hours on a Saturday afternoon, romping through a huge fantasy world and baring your teeth at dragons.

There are worse ways to spend a Saturday.

How to Become More Aware Of Time

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This past week, I’ve been thinking about time.

More precisely: awareness of time. Do I know how long I’ve been working on an email? Drinking my afternoon tea? Reading this book in bed?

It’s struck me that this is a key to productivity. If I was more aware of time as it goes by, I wouldn’t turn a brief YouTube distraction into an hour-long browse of the latest videos.

And we’re all surrounded by clocks. There’s one on every desktop and laptop screen, and strapped to our wrists (though I’ve noticed more and more people without watches lately; why is that?).

So how can one become more aware of time? By glancing at one’s watch more often. By keeping a little time log; just a piece of paper on which one writes, “8:33 Started watching anime. 8:54 Checked blogs. 9:02 Worked on RPG document.”

And…think. Think about time. Think about how you want to use your time.

When you begin something, do you alot yourself a certain amount of time? Do you hold yourself to that allotted time? I don’t. I should, if I want to be smart about my time.

So I think about time.

Standards For Published Adventures

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Before I published War in the Deep, I wanted to be sure I was publishing a good-looking, professional adventure. So I bought a few.

D&D adventures are of startlingly high quality, even those made by individuals. Of course, the official, published, $30 adventures look fantastic, though I knew I wouldn’t achieve that level of quality on my first attempt.

I did have some minimum standards, though:

  • There had to be maps, using standard squares, in color.
  • (Thanks to Johnn Four) The colors had to be of sufficient contrast that they’d print beautifully in black-and-white. Most folks still don’t have color printers at home, after all.
  • The adventure had to work with a range of player levels. My players advance so quickly that an adventure designed for one level would only be useful to me for a couple of months, and even those designed for a few levels would be too limiting.
  • There had to be artwork or pictures.
  • The document had to start with an overall explanation of the adventure as a whole, so DMs could decide if it was right for them.
  • Each creature had to have a complete stat block.
  • I couldn’t use a standard computer font (Times New Roman, Arial, etc.).

I satisfied all those criteria. The adventure is for characters from level 1 through 10 (the Heroic Tier), with maps created in Inkscape, and using Creative Commons-licensed Flickr photos of underwater scenes. Of course, I’d like to have done more with it, like use artwork instead of letters for items on the maps, and use the two-column layout that RPGers seem to love—but nothing’s ever perfect. I’m satisfied, and I learned a lot for the next adventure.

What about you? What standard elements do you need in an adventure?

What Is Glogster?

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A lot of educational folks who “get” the new web (Web 2.0, social networking, etc.) are excited about Glogster. Despite the annoying name, it’s a neat site: it lets you quickly and easily create a poster as a web page. Essentially.

So when you go to Glogster, you get a blank page, and a simple little menu of neat things you can add to the page: text, images, clipart, video, sound, etc. And, of course, you can add your own.

Imagine a student who has to give a presentation on Benjamin Franklin. She uses Glogster to create a one-page presentation, with images of the man, biographical notes, etc, and presents that in class. Immediate multimedia presentation, without the ugliness or restrictions of a PowerPoint deck.

Or she could assemble her notes in a Glogster page, and work on it while at home, or at school, or wherever.

Of course, once you’ve created your glog, you can save it to an account, create new glogs, share them, etc. Here’s my glog.

And Glogster’s not limited to students, of course; anyone can use it. It provides convenient, simplified website development, without the limitations of FTP or wrestling with a web-based HTML editor.

Cool.

How I Introduce Myself To New RPG Players

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New players are a fact of life for GMs. They may have never played a tabletop RPG before, or only using vastly different systems. How do you introduce yourself? How do you lay the ground rules?

I’m still figuring it out, but I do have a few things I make sure to go through.

  1. I describe my policy on character death, that while I don’t actively try to kill player-characters, neither will I re-arrange the laws of physics to prevent willful character death.
  2. I explain what I love about GMing. This lets players know what to expect from me. I explain that I love to create worlds, so my games tend to be expansive and original, but not heavily detailed.
  3. I describe what excites me in players. I figure, as a player, I’d want to know what sort of player the GM expects. Heavy role-playing? Intimate knowledge of the rules? Whatever. For me, I love players who really get into their characters, and who are ready when their turn comes up in combat.
  4. I describe what gets me angry. I think this is vitally important, yet I never see folks write about it. What are those hot-button issues? Let’s get them out in the open, so they don’t surprise anybody. Mine are dealing with too many questions at once, and stubborn insistence on looking up every rule even when it halts gameplay for 10 minutes. So I explain that I’ll sometimes come up with a reasonable temporary ruling if a rule look-up takes too long.

I also talk about a few of our house rules and social policies, such as:

  1. Cell phones should be turned to vibrate or switched off.
  2. If anyone has to leave the table, they should announce where they’re going. They can leave instructions on what to do with their character while they’re gone. If they don’t, and they’re gone for a full round, we’ll skip their turn for that round.
  3. The GM is happy to keep character sheets if players have trouble remembering to bring them.
  4. We use “luck tokens,” which can be turned in to either immediately succeed on a die roll, or add one fact to the world. The only restrictions on the latter are that the new faact cannot change history, and that if a luck token is traded in to immediately resolve a fight or problem, the players get no experience points for it. Players start with one luck token per session, and win more for good role-playing.

Once I began explaining this to new players, everyone gets up to speed much more quickly, and we don’t spend valuable playing time with unhappy players.

How do you tell new players about house rules and such? And what are your house rules?

So What Is A Commitment, Really?

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A recent post on the GTD forums started me thinking about commitments.

We all have many ongoing projects. But what does “ongoing” really mean? Have we really committed to them? Or did we just put them on a list to remind us to get them done eventually?

I’m realizing that a lot of my own “active projects” are there to push myself to finish them. I haven’t truly committed to them, not deeply and seriously.

This is, perhaps, no revelation to many. That’s what commitment means, doesn’t it? To truly decide and agree internally to accomplish something.

I haven’t been. And many people don’t. We create lists and map out plans, but how many of those items have we deeply, seriously committed ourselves to completing?

There’s a problem here: we really can’t commit to a huge workload. You can’t fool your mind. If you try to commit to 50 things, your mind will start to drop the first few in the list the further you get.

The answer is, as usual, to simplify. Truly commit to a few things, and execute. Track the other things, and do them if you can. But choose a few things to deeply commit to.

And, please, choose important things.

How To Make Any Loaf of Bread In a Bread Machine

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As part of my constant quest to learn cool, new things, I bought myself a bread machine several years ago. How’d I afford it, you ask? Easy: I bought it at Salvation Army for $20. Got a few weird looks from the cashier, who asked if I’d ever use it, but that’s fine.

Problem: No manual. So I hopped online, where I discovered that you don’t need a manual. You can make any bread machine recipe in any bread machine, as long as you know two things: the order of the ingredients, and the size of the loaf.

First, the order of the ingredients. All the ingredients should be added in the following order:

  1. Liquids (including butter)
  2. Flour
  3. Remaining dry ingredients (except yeast)
  4. Yeast

Why? Because as soon as the yeast hits the water, the yeast will “bloom,” or start to ferment. You don’t want that to happen until the bread machine says so. By putting the flour on top of the liquids, the flour will form a barrier, keeping the yeast dry on top.

And that’s it. Literally, you can use any recipe in your bread machine now. Unless, of course, the loaf would be too big for your machine.

This required some experimentation, but the key lies in the amount of flour. That will determine the size of the final loaf (plus a few other variables, but that’s the primary factor).

So, when you first make a loaf of bread, a 2-cup recipe is a great place to start. That’ll make a small loaf. Put the ingredients into the bread machine (in the order listed above), then turn it on for a normal loaf. See how much space the final loaf takes up, and you can adjust accordingly.

One final tip: If you buy a kitchen scale, you can measure by weight instead of using cups and measuring spoons. Not only is it more accurate, it’s faster and requires less cleanup: You just dump in X grams of an ingredient, reset the scale, dump in Y grams of the next ingredient, and so on. I regularly make bread with about 10 minutes’ worth of effort.

And here’s one of those recipes now!

Bread Machine Ciabatta

Prep time 10 minutes, total time 2 hours

Software:

1 and ¼ cups (150 grams) water

1 and ¼ cups (210 grams) bread flour (or all-purpose flour)

¾ tsp sugar

½ tsp salt

½ tsp yeast

Hardware:

Bread machine

Put the ingredients in the order listed above into the bread machine, making sure to sprinkle the flour evenly over the water so that the top of the flour is dry, and put the machine on the “dough” setting. Pre-heat the oven to 450° F as the bread machine makes the dough, then when it’s ready, remove the dough, stretch it into a log, and bake for 18 minutes. Voila!

How To Invent a Role-Playing Adventure, Part 2

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When last we left our adventurers, they were swimming north in hot pursuit of Princess Teela, who adamantly refused to return to her parents until she’d wrought vengeance on the sahuagin for their invasion of her country.

Endings are crucial. I can forgive a rocky beginning, and I can push through a dull middle, but a bad ending will ruin a story for me.

The ending has to feel bigger than the rest of the story. It may not be flashier, or have more action; that depends on the type of story. But since this is a war story, I wanted this to have a big war ending. I wanted the equivalent of ending Wolfenstein 3D by fighting a powered armor-wearing Hitler.

This meant two things: a battle against a powerful enemy, and a battle against the sahuagin king. However, according to D&D lore, sahuagin kings are simply more vicious than the others; they’re not inherently powerful enough to take down half a dozen seasoned adventurers.

So I could have gone in two directions. I could have increased the sahuagin king’s power, by giving him some magical artifact. Or I could add a separate, powerful martial character.

I chose the second route, though I just realized that I could have tied the adventure together much better by going the first route. The sahuagin king could have stolen the magical artifact that the players are seeking from the merfolk king, and that could be giving the sahuagin king the power to raise this army. Ah well.

So I created a separate martial antagonist. Since this adventure is designed for Dungeons & Dragons, I figured I should put a dragon in somewhere if I could, so I decided that the sahuagin king is pushing a priestess to summon a white dragon to do their bidding. (For the record, this would never have worked.)

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So, the players venture northward, and come upon a huge sahuagin city, which sits mostly empty as the army is down south fighting the merfolk. But a strange glow is coming from a temple in the city. This is the only distinguishing characteristic.

So the players travel there, and navigate through its twisting passages to a large, amphitheater-like room in the back. There, they find the priestess, holding an orb and murmuring a ritual, while the sahuagin king and a bunch of bodyguards stand nearby, watching. The water swirls around the priestess, and small wisps of light flash in and out of existence within it. The players can just make out the ghostly form of a dragon inside, slowly growing more distinct.

So, the players must fight the bodyguards first (who rush towards the players immediately to prevent them from getting to the king or priestess), then the priestess (who has plenty of spells), and the king (who is a very good fighter). After their defeat, the war is effectively over, and Teela can return to her father and people.

And that’s the adventure: 3 to 5 encounters (depending on the number of sahuagin raiders that the DM decides to toss in), moving logically from one location to the next: the western sea, the aquatic elves, the merfolk capitol, the northern front, and the sahuagin capitol.

As you can see, my adventure creation method involves consequences. At each stage, I look for a next step that’s logical and interesting. Logical because the alternative frustrates players; interesting to keep players engaged.

Works well for me. Now to design the next one….

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