lydamorehouse: use for Star Trek RPG (star trek)
I think there might be a few people here interested in reading my latest Star Trek: Adventures RPG fic. I'm going to post the Safe for Work version here, but the NSFW option can be found here (along with all the other Sular fics) over at Archive of Our Own: https://archiveofourown.org/works/48810082/chapters/123129571 (<-- the full series, including the Vulcan smut. The direct link to the smut is embedded above.)

As usual, the fic appears under the cut.

to save scrolling fingers )
lydamorehouse: use for Star Trek RPG (star trek)
 A pencil sketch of my Star Trek character, Melek Valerian. Often mistaken as Vulcan, he is actually mixed race (Risan and Romulan)
A pencil sketch of my Star Trek character, Melek Valerian. Often mistaken as Vulcan, he is actually mixed race (Risan and Romulan*) He wears glass, which must be an affectation, honestly. I'm pretty sure glasses are a thing of the ancient past.

Mostly, I've talked about my other other Star Trek Adventures game here, but I really want to share a couple of things from Saturday night's game that I found deeply wonderful. First of all, [personal profile] bcholmes is a fantastic GM. We were in a bit of diplomatic pickle and had been challenged to a duel by a Talarian envoy. I was ready to go down swinging, but we ended up avoiding bloodshed as our hosts (a matriarchal set of Talarian political prisoners) suggested we have a Spelling Bee. My character is among other things a linguist, so he took up the challenge and, thankfully, won it handily.

However, the whole idea of a Spelling Bee sparked a fascinating discussion about the Universal Translator.

Like how would a Spelling Bee even work? For instance, it's generally assumed that the translator works auditorily. Like, each of us hears our native language. So, for instance, if the Original Trek crew had a spelling bee and crew members were asked to spell "dog," what would they answer? Presumably, Sulu would say, "I-N-U" as "inu" is Japanese for dog, and Uhura would spell "M-B-W-A" as "mbwa" is dog is Swahili... and both of these people would pass to the next round, right? But how would you know if they got it right? The translator would translate the letters as is, presuming there is a shared lettering system.  So, how do you do this when there's a native Risan-speaker defending against Talarians? We ending up using handwavium and letting the dice decide how it all went, but I was fully ready to roleplay it, as I'd pulled up Google translate and was going to pick a random language to respond in.  

The other fun thing is that we discovered that our entire diplomatic mission was a cover for an invasion force. So, we were stuck in a very complicated situation, as if I chose (despite being the Science Officer on a DS11, I was the ranking officer) to open fire in order to stop shuttle craft from landing on the planet, this would obviously be an interstellar incident that was... well, above my paygrade to say the least. Also, we are the Federation, despite feeling an intense desire to defend the defenseless, in this case, murder isn't really supposed to ever be the answer. Plus, we were on a research mission and so it's not like we had a full warship at our command at any rate. Anyway, we had some fun trying to figure out non-violent solutions to stopping an invasion force. I tend to like to misuse the transporter system, so my first suggestion was beaming out the entire shuttlecraft crew and depositing them directly in our brig. They were on to me by the second launch so we caught them in our tractor beam. But, then we quickly ran out of options, and had to do our best on the ground to keep the political prisoners safe.  

At one point I was able to point out to the Talarians that they might want to watch themselves as Science Officers are not require to take the Kobayashi Maru.. which means not only do I have no sense of the consequences of my actions, I also have no reason to believe I CAN'T win and unwinnable situation. And that, dear Talarians, is very dangerous to you.

:-)

Anyway, it was great fun. I can't believe that anyone anywhere is letting me be the ranking officer of any away team, but here we are!

---

* So, I have this huge backstory, of course, of how this combination could even happen. 

I've become kind of fascinated by the fact that there is canon that not only does a "pleasure planet" exist in the Star Trek universe, but that its native population is apparently governed by a hedony--a hedonistic governing system of some sort. So, the science fiction writer in me went into overdrive and decided I needed to know how this could actually Work, and filled-in some canon gaps, including deciding that the sex workers of Risa were, in fact, part of the governing body. So, I invented what I call the Seven Flowers of Risa-- Rose, Bindweed, Camila, Lily, Lotus, Thistle and Valerian (<--the universal translator's best guess at native flower analogs, of course.) You'll see my character's last name there. His mother is what is known as the Flower of Valerian and (I won't get into it all here, but each house has its own rules for how it elects its leader, it's flower--some houses also have petals, which are like vice-presidents). But, the house of Valerian choses its flower by a planet-wide beauty contest--but then agrees to give this person that position for life. So, his mother is considered the most beautiful person on all of Risa. 

I wrote all this up into a document as though it was a report to Starfleet and here's what I have as a notation about Melek: "Due to the profound availably of advanced contraception, it is unlikely that Lt. Com Valerian’s birth was accidental. Speculation provided by Starfleet sources in the Lotus House [see below] is that it is a House of Valerian tradition to bear mixed-race children whose parentage implies the lengths to which people will travel to be serviced by the Valerian Flower. It has been confirmed by Lt. Com. Valerian himself, as well as through genetic testing, that his paternal heritage is Romulan. Though Starfleet Intelligence believes they have identified several potential candidates as his father among spies and commanders of the Star Empire, Lt Com Valerian is not considered a security risk as the majority of Risans, including those in the Valerian House, are matrilineal and place little to no value on fathers or fatherhood."

This is entirely why I needed to not play a lot of RPGs when I was starting writing. I will spend literal hours on backstories and worldbuilding that no one but me cares about. :-)
lydamorehouse: (Default)
 I know that some of you have lightly mocked my dream RPG group as a pipe-dream, but I will say that the folks that I played Old Gods of Appalachia with came pretty close. First of all, both times, we ended up having a full meal's worth of food. It wasn't just the typical bag of Doritos and some carrots. The first session of our one shot involved the GM bringing a full Appalachian spread, complete with rye whiskey, ham hock, corn bread (made with lard), and pickled okra and beans. So amazing!  The second session of our one-shot, the hosts made an Appalachian succotash (and of course, I contributed sugar bombs, aka "potato candy." I'd brought cookies to the previous session, too, but I felt bad because I forgot that one of the players was gluten-free.) 

This was pretty darned close, y'all.

The game was a blast, too, and we all rooted for each other and made good story. Being a horror podcast that the game is based on, I had no regrets that my character went out succumbing to The Dark... because he'd been involved in a bank robbery and American horror tends to punish the wicked. So, you know, the story was horrific, but also satisfying. 

We all agreed we'd do this again. 

So there is hope.
lydamorehouse: (Default)
 My amazingly accurate-looking potato candy.
Image: My amazingly accurate-looking potato candy.

No, those are not tiny potatoes. That's candy. THAT I MADE TO LOOK LIKE POTATOES*. I mean, the candy itself does have potatoes in it, but it's really mostly powdered sugar (rolled in cinnamon). 

*all caps because I need y'all to appreciate that I actually spent an inordinate amount of time (with a toothpick and a chopstick) making these appear potato-like.

I made this candy because, so long as the blizzard continues to hold off, I am planning on heading over to a friend's house to finish up a one-shot of the Old Gods of Appalachia RPG. I've been a fan of the podcast for awhile, which I hesitate to recommend if only because it's a horror podcast. But I will say that I think one of the reasons it makes a good RPG is that, unlike a lot of horror stories, there are magics and talents people can have in the podcast that will keep the wolf from the door. That feels somewhat atypical of these kinds of heavy-on-the-body-horror kinds of show to me, and I really like it.

At any rate, the potatoes came about in part because I'm playing a kind of bard character (speaker, but this basically is a bard, but without music). He's a recent Irish immigrant, having fled the partition of Ireland (May 1921). So, this fits the character very nicely AND it's gluten-free, which is a requirement for one of the players. 

If you want the recipe, it's here: https://www.bakespace.com/recipes/detail/Mom%27s-Irish-Potato-Candy/46624/

a pile of very potato-looking CANDY
I
mage: a pile of very potato-looking CANDY
lydamorehouse: (Bazz-B)
How do I keep missing posting earlier in the week???

Sorry about that, everyone! I will try to be better going forward. Well, since it's What Are You Reading Wednesday again I might as well catch you all up on that. Let's see, I did, finally, out of guilt (and the library harassing me to return their books) make a decent dent in my TBR pile. I still have more books out and unread than I probably should and I returned several without finishing them... but the pile is smaller, and I did actually find a couple of gems.

The surprise gem for me in the bunch is a manga called My Love Mix-Up by Hinekure Wataru (writer) / Aruko (artist), which I assumed was shoujo, but which turned out to be stealth Boys' Love.

The basic story is a classic romcom, only with a REAL love triangle (instead of a love-Y,) and thus at least 1/3 gay.

Our hero, Aoki, has a crush in class--the girl who sits across from him Hashimoto. Hashimoto is, honestly, a delight. Often in these stories where there's a chance for two guys to get together the women are non-entities or worse. Hashimoto is perky and charming and Aoki is in love with her because she's just really, honestly very kind. So, it's no surprise that when the pop quiz is announced and Aoki realizes he's forgotten his eraser, Hashimoto loans him hers. Erasers in Japanese high schools have their own huge culture, including as "love charms" where girls (and sometimes boys) will write the name of their un requited crush on it and carry it around, sort of a homemade version of what you might get at a shrine. So...  Hashimoto's eraser has another dude's name it! It reads: Ida <3. Our poor hero is immediately heartbroken. Worse, the guy that his love interest likes is the very one who sits in front of him! In his distraction, Aoki drops the eraser and who should pick it up like the gentleman he is?? IDA.

So, now Ida is staring at this love token with his name on it and assumes it comes from Aoki.

Wacky hijinks ensue.

When I was reading this, I thought a lot about the general problem with the miscommunication trope, because in many ways this story depends on people holding on to the wrong idea. However, for me, at least, this issue was mitigated by an author who seemed aware that readers lose patience and start yelling "Just talk to him, damn it!" if you push things too far. So, the first complication to "just tell him it's not your eraser" is extraordinarily Japanese, which is that Aoki doesn't want to embarrass Hashimoto in front of her crush RIGHT BEFORE A POP QUIZ. So, he grabs the eraser back from Ida and says, "Can we talk after school? I need to explain this to you." (Which, hilariously, is often code for "I'd like to give you my love confession"--love confessions are their own huge thing in Japanese high school culture, and savvy readers immediately understand how Ida gets the wrong idea.)

Aoki is ON HIS WAY to tell Ito the truth when Hashimoto corners Aoki and makes him PINKY SWEAR (also its own huge thing, but pinky swears in Japan are meant to be unbreakable bonds. You do NOT go back on a pinky swear) never to tell anyone what it said on the eraser because she's not ready to confess to her love.

So now Aoki is headed up to the roof with no idea what to say this guy who thinks he's about to give him a love confession. Meanwhile, Ida is like, WTF, what do I do? No one ever confessed to me, and my first is another guy?? How do I feel? I need to treat this with respect, but I really don't think I can date a boy, can I??? All the while, Ida is thinking about all the times he remembers how Aoki shared an umbrella with him (<--another trope that romance readers in Japan see as a sign that someone LIKES you,) etc. So, Ida is working up to saying "Thanks, but I can't," but then Aoki comes up, looking distraught because he's upset that the can't just tell the goddamn truth now and he knows how high school is and he does NOT want it getting out that he's gay, especially since he's not... and so he basically just shouts "FORGET YOU EVER SAW THAT. THERE'S NO CHANCE  FOR US ANYWAY, SO WE'RE DONE HERE, K??" and kind of starts to cry, which Ida immediately thinks is Aoki backing away from his true feelings.

Thus, Ida, being the consummate gentleman, says, "Let me consider my answer carefully" despite the fact there's been no real love confession.

Of course, as the story progresses, Ida slowly starts to fall in love with Aoki (and visa versa). Meanwhile, Aoki tries to be a good wingman to Hashimoto, continuously and humorously screws that up so that he and Ida end up together instead The whole time Aoki's bestie, a guy named Aida is hanging around in the background.

And you see that name, right? You can probably guess the twist coming.

This is where Volume 1 ends, basically.

I didn't want to hunt down all 9 volumes from the library, so when I discovered that there was a live-action tv series somewhere I could watch it (Viki), I decided to go for it. The acting is not bad? As you know, I normally prefer 2-D, but I think my used-to-be-anime-night-but-has-morphed-into-C-Dramas friend has worn me down? Plus, the series kept surprising me. Like, it is so clear that part of why this story works for me is because I have finally read enough of these kinds of romance manga to understand the tropes that they are playing with. The eraser, the expectations of a love confession, the umbrella sharing, the crossdressing for the school play, (and, later in the series, the school trip... the first date....) all of these end up getting subverted and twisted, and yet the author actually treated the boys' romance as sincere, without short changing the female love interest--her story remains central and once Aiko and Hashimoto realize they are NOT rivals (another trope), the two of them become confidants, etc. in a really loving way.

The series is complete in nine volumes, which seems to translate perfectly for about 10 episodes of a TV series. I finished the TV series yesterday and am happy to report that the whole thing is charming from beginning to end. 10/10 would recommend. 

Then, I realized that I'd accidentally ordered an e-book from St. Paul which showed up in my in-box and since reading a manga this way (on loan AND on line) was novel, I gave it a go, despite the fact that the manga was a baseball light yaoi... and I am a really tough sell on sports manga. This one was called RePlay and it was by Tsukahara Saki. I don't have a lot to say about this one, other than the fact that there are occasionally romances (and, I feel like particularly yaoi,) where I look at the behavior of the couple and my brain starts screaming that if this were real life I'd be yelling: "RED FLAG! RED FLAG!" in the protagonist's face. Our hero, Yuta, spends his summer busting his chops to get into the same college as his love interest, which would be fine--but it's clearly the other guy's pick because there are programs there for him and Yuta TURNS DOWN A POSSIBLE BASEBALL SCHOLARSHIP to do it.

Don't do this in Real Life(tm), kids, he's never worth it.

The other one I got through last week was Volume 1 of Lord Hades’s Ruthless Marriage by Yuho Ueji which was a silly retelling of the Greek myth of Hades and Persephone, without the kidnapping (and instead, the interference of Cupid, aka the embodiment of Evil Twink Energy.) See my official review to see what I mean about Cupid (this one needs picture evidence): https://mangakast.wordpress.com/2024/03/07/hades-sama-no-mujihi-na-konin-lord-hadess-ruthless-marriage-by-yuho-ueji/ .

One of the manga (actually, in this case manhwa,) I ended up returning without doing more than a light skim was called 7Fates: Chakho by HYBE. It was very pretty, being in full-color, but I tapped out on the idea of "beom," which were just sort of otherworldly monsters that this group of extremely hot dudes are hunting. I mean, normally this is exactly my jam? I can not point fingers at hot monster hunters, given that I'm a Bleach fan. I guess I just wasn't in the mood for it. Plus, sometimes when you get the overdue notice you just think, "eh, to hell with it, then," you know? 

I think that's everything. I don't think I added anything new to my TBR pile, though I did randomly read a couple short things online, which I'll be writing reviews for later today on my other site:  Akuma no Kare / My Devil Boyfriend by Anything (naop) and After Staring at the Starry Sky by Bisco Kida. 

Akuma no Kare is a one-shot that is almost entirely a Plot-What-Plot, so I'm not sure there's enough THERE to review it, except I may end up talking about how on Baka-Updates someone seems to have gone through EVERYTHING that this author has written in order to give it a one star review, even things that have not been fan translated. This makes me think that's just someone targeting  Bara. Bara manga almost never get scanlated in part because it's written by gay men for gay men, and thus is male-gaze at men and NOT women's fantasies about what queer relationships are like. The art is not slender, hairless, androgynous, pretty bishi men f*cking each other in heteronormative and highly gender-coded ways, but big, burly, manly men being into each other (and the romance tends to be absent in favor of "wham, bam, thank you, man.")

I suspect this "look" offends the main readership of yaoi/ male/male romance, which is to say: women

Which just pisses me off. Especially since this means that I don't get to read good bara! 

Otherwise, I have spent the week trying to hunt down fellow authors who might be willing to blurb my newest book. I was telling a friend that this is part of the job that I've grown to hate. I never used to mind it, because I've always been part of an ask culture, so I never get embarrassed asking someone who is perfectly capable of telling me "No thank you." But, that was before, when I had a LOT of writer friends. In the intervening years as Tate Hallaway, I have largely lost touch with the SF "it kids." So I'm now in the position of having to cold call people I don't know at all (and, more importantly don't know ME) and ask them for a favor. I can not say that I like it much. 

I do have some other RPG gaming news, but I'll put that in a separate post (and probably a locked one, since it involves local folks.) The short of it, though, is that I had a really good time playing Old Gods of Appalachia -- an RPG based on the fiction podcast -- with some friends. 

I think that's it. How about y'all? Reading anything good this find Wednesday?

lydamorehouse: (ichigo irritated)
A week or so ago, I started a new role-playing game with the friend of mine who preferred to correspond by email. We'd tried out Stay in Touch, which is the play-by-mail game that I've written about here before and which I'm still playing with several other folks (and having an amazing time!) But, for whatever reason, he and I burned through Stay in Touch too quickly via email (and had some other issues with it in that format) and so I went looking for one that's designed more for email.

I found this one called When the Messages Began and I'm having WAY too much fun with this.

It helps that the other player, who is playing the part of the Sender actually has a role that supposed reply with short and word salad-y responses. So the pressure is off him to try to compete with my writerly brain. I feel sort of badly sometimes because I worry that with these writing-focused games I go HARD into world-building in a way that is potentially a bit intimidating to my fellow players? But in this one, I have no fear of impinging on his world-building since the Receiver (me) and the Sender (him) don't need to be in the same kind of community at all.

I kind of want to share with y'all some of my replies, so they will appear under the cut for anyone interested. I clearly need to just give in an write an epistolary novel.

And you can sure tell that I've been listening to a lot of Old Gods of Appalachia... the notes are getting more and more Southern in their diction.



Read more... )

lydamorehouse: (Default)
 badge
Image: TOS Engineering insignia. On the flipside of [personal profile] sabotabby 's gaming quilt

This weekend, I finished up Sabs' quilt--specifically, I made it fully reversible with this insignia on the back side--and packaged it up. It is now winging its way to its new home. Rather than start right away on [personal profile] bcholmes 's quilt, I am finishing up the Avenger-themed one that I think I've showed off here before? I ran out of the comic book fabric before it was even lap length. So I'd  set it aside as I pondered what to do to finish it off.  When Shawn and I were out getting bias tape, BY CHANCE,  at the fabric store in the remnant bin was actual, honest-to-god Avengers fabric. It was not at all similar except in terms of the characters and the fact that comic book characters come in standard, bright primary colors. But, I decided that the price was right (one dollar after our discount) and a sign that was too obvious to ignore. 

I will have to post a picture once I finish the hemming tonight. It's... I mean, thematically, it works? The only thing is that it's kind of feels like I started with manga images and then finished off with the same story's anime, if you know what I mean? As nerdy quilts go, it's a fun one. I am still really pleased with it, generally. 

The other thing I'm doing is working on a second run of revisions. I got my editorial letter from Wizard's Tower and my editor spotted something I hadn't fully considered. I'm playing around with a character who is a solider and there's a kind a redemption arc and so I have to strike that balance of sins that can actually BE forgiven, you know? She had some thoughts and then I had tea and brainstorming with [personal profile] naomikritzer and so now I'm threading that idea throughout. I've already added about 500 words and am only half way through. I should have another draft by Wednesday, I hope. I'd like Mason, who is still home until the 22nd, to be my final reader. He's very good at asking the important plot questions, so if I'm too ham-handed (or, less likely, too subtle) in this pass, he'll let me know.

We briefly got a drifting of snow this afternoon. Just enough to have to sweep off the car before we went off to Shawn's kidney doctor check-in at 1 o'clock today. Today was a day of doctors, etc., for her. She got a temporary crown this morning at the ungodly hour of 7:10 am. However, I managed to get a bunch of errands done at the same time, including finally returning a huge stack of manga that I'd checked out from the library. I still have a decent amount left to read, but I'm pleased to have plowed through a bunch of it, including Boys Run The Riot about a trans boy who has dreams of starting a fashion line. I'd say it's a fun, feel-good read, but it actually triggered me a little? Our hero gets outed without his consent and I woke up dreaming about it several times last night. It hit me in the subconscious, apparently. But, I mean, it's a good manga. Unlike, say, One Piece, it's a complete story in 4 volumes. 

I'm still watching through some Star Trek TOS episodes. I watched "Squire of Gothos" mostly because I had no memory of it. It's one of those all-powerful beings who are actually children playing with us stories and... I mean, it's no dumber than say, "Mudd's Women," which I also recently rewatched. I've been thinking a lot about the various types of scientists on starships and I was reminded in this one that they have a ship's geologist. I don't even think he's the first one? We see another geologist in the terrible transporter accident one, "Enemy Within." I also finished watching all of the Star Trek: The Animated Series because Paramount+ has them. I'm now working my way through some Star Trek: Deep Space Nine until we drop our subscription.

I also picked up another correspondence RPG. This one is supposed to be played via email and, since I had such trouble doing "Stay in Touch" via email with my one friend, I thought we might try this. Wish us luck.

How was your weekend? Read or watch anything of note? 
lydamorehouse: (Default)
finished rosettes
Image: finished rosettes, pecan tossies, and some not made by us pettifores.

Merry Christmas to those of your for whom this is not just a weirdly rainy Monday. I'm, of course, somewhere in between. My family celebrates Solstice as our holy day/seasonal holiday, but both Shawn and I grew up celebrating Christmas. (Her more than me, since my parents are secular humanist Unitarian Universalists and so I grew up weirdly not-Christian, despite two years of Catholic grade school and an extended family who were all Roman Catholic.) Plus, when Mason was little, we basically used the dominant culture's celebration to draw out gift giving. Solstice is our biggest day, but we also dribble out presents on Christmas Eve and Christmas morning. We like the idea of Christmas morning stockings, so we do that, too. All of these things have become tradition, so we basically give presents from Solstice to Christmas morning.

One of the things you will not be surprised that I received as one of those presents was four RPGs from Mason, including the new Evil Hat Productions Girl by Moonlight. Evil Hat is the outfit that put out Thirsty Sword Lesbians. Girl by Moonlight is basically Sailor Moon-inspired Magical Girl role-playing. He also asked his game theory professor for recommendations for cyberpunk games, so I now I have three of those as well.

In other RPG news, Stay in Touch, the post-apocalyptic missive game is underway with a number of people.

I have one friend who decided to try email for the letters and so, technically, by chance, we're actually already finished. The official rules are that after players roll three doubles (you roll two dice so anytime you get the same number twice,), the game is over. We don't feel done and so have agreed to continue through another set of doubles. But, it's been interesting, because we've already hit a number of snags.

no spoilers about Stay in Touch, outside of mechanical issues, but cut in case people don't want to read for any number of others reasons )

I'm glad I had this experience before the letters I know are on their way from other players have arrived, however.
lydamorehouse: (ichigo freaked)
 First off, thanks to everyone who has volunteered to play Stay in Touch with me! I'm really looking forward to seeing how it all works. 

Since I had so much fun with The Last Tea Shop, I bought myself a couple of other short solo games in the same vein. With a small portion of my birthday money, I bought three or four of them. So far, I've tried two... with VERY limited success.

The first one I tried out is called Flying Courierhttps://magicalgurll.itch.io/flying-courier

I will admit that I loved the art and that largely influenced my desire to try this one. This game requires a tarot deck, two separate coins to flip, and some way, like a notebook, to record your adventures.

I never even got off the ground (like, literally, in terms of the delivery,) the first time I tried to play it. The problem, for me, is that it's too open-ended in terms of starting parameters. For instance, it was up to me to decide three major things: 1) how do I fly? 2) for whom do I work? and 3) how do you carry your mail?  

There's a vast difference between 1 and 2 and 2 and 3. 1 and 3 are on the same level. Both choices are, in a lot of ways, purely aesthetic. Maybe I'll go by broom ala Kiki's Delivery Service. Perhaps I'll fly on the back of a dragon. Maybe I carry the mail in a pouch of my own flesh, like some human possum. Perhaps I have a canvass bag. These choices are basically what we might call flair. It's like deciding if your character is an elf or an orc. Yes, it makes a difference to the game and how it might be played to some extent, but neither choice substantively changes the SCENARIO. Like, you can be an elf or an orc and still go rescue the princess. 

The second question changes EVERYTHING. It determines SO MUCH. It also requires the player to do a HUGE amount of world-building. And, sort of pushed this story, for me, into the realm of a story prompt rather than a GM-less RPG. Which, again, if that's what you're looking for, then this is the game for you. Having first played The Last Tea Shop, I was expecting a similar format where the scenario is mostly predetermined by the game with a rolled list for some flair options, etc. 

I didn't realize that I'd be stymied by that second question when I started playing, however, and the game does give you very light options for who you might work for like: your city, the post office, the crown, the revolution, someone else... so I was like, "Oh, huh, revolution sounds fun." Then, by chance the first scenario I pulled had these prompts: a storm, nobility, hidden, the dead of night, sneaking, a stone tower, a favor. Story ideas came to me, but they were full STORY ideas. It didn't feel like a game that I could just play lightly, you know? I started writing it, but I got bogged down wanting to have more sense of the larger world. Okay, revolution sure, but who are the two parties in opposition, etc. Then I just kept spinning out and writing did not come easily, in fact it ground to a halt.

The thing that was nice about The Last Tea Shop is that the environment was self-contained. You rolled for your environment. Sure, I didn't know who I was working for, but I had one job: serve tea to whoever came and ask them a question from the list. I had a limited number of teas to serve based on the ingredients I'd rolled. It was enough "boxed in," if you will, that I knew how to start and so the game came easily and quickly. I had some false-starts with that game, too, but it settled in much faster and felt more game like, then story prompt-y.

There's nothing wrong with Flying Courier, per se, I just found it to be less what I was looking for. 

The second solo game was slightly more successful, I just ran out of steam with it. I might pick it up again, honestly. That one was called A Faerie Court Visitationhttps://somewherewithstories.itch.io/a-faerie-court-visitation.

For this one you only need a regular deck of cards and a notebook or some other way of recording your sessions. The set-up is that your great grandmother (or someone in the distant past) made a pact with the fae.  In exchange for a favor, you would be promised in matrimony to a fey royal. The catch is that the favor was already granted. You get to decide whether or not to marry, but you are required to return with them to the fairy realm and be officially courted. (Technically, you can chose not to go, but this means the game is over before it starts,) This one had specific enough prompts that I felt like I could play it. I got three "days" into the adventure before pooping out. My problem with this one is that, by chance, I kept pulling diamonds and lower numbers and the scenarios were all happening in the morning along beaches, and I was like, uh... this isn't going anywhere. 

This one felt more solidly playable to me, however. If anything the situation was almost too restrictive. I kept wanting the gender of the fairy royal to be more open-ended, but the situations felt kind of heteronormative to me... although I don't actually think they were written that way, more that when I'd start to run them in my head they gravitated to me being the bride and the royal being the groom. 

I will probably try both of them again before I fully give up on them, however. 

I would recommend both, depending on what you might be looking for in a solo game, I have another one, a science fiction solo rpg which I may try next. 
lydamorehouse: (Default)
 Almost a month ago I bought myself a game for my birthday. It's called Stay in Touch  and is an epistolary game, requiring players to correspond  with each other. (You also have to have 1-4 six-sided dice.) The basic premise is that there's been some kind of  capital-A Apocalypse and the world is in its rebuilding phase. You are reaching out to an old friend to reconnect and (presumably) share stories of survival. (I have not fully read the .pdf yet as I don't want to spoil it for myself.) If you clicked on the link to check out the game, its description implies that you and your friend are some flavor of queer but I presume that part is fully optional. 

Anyone who has read this blog for any amount of time can immediately see how this kind of game would appeal to me, personally. I love RPGs and I absolutely ADORE sending and getting mail. 

Does anyone out here want to play this game with me? (I would play with multiple people, individually, too, so don't worry about that.)

If you do, I would happily provide you a copy of the game. If postage and post offices are weird and/or inconvenient for you, I would be willing to try it as an email game. If you are international to me, really like the idea of snail mail, but are worried that it's hard for me--it's not. I regularly send international mail (for US folks who are curious how I can be so blasé, there is a single international stamp you can buy on sheets and have at home these days. Long gone are the days of having to get IIRCs, physically go to the post office to do international mail, etc.) However, it might still be a pain to do in your country and I respect that, so email works it that case, too. 

The description of the game makes it sound heavily FEELINGS-based. I'm also happy to be flexible on that. What I really like about this idea is the sense of reconnecting after some (possibly mysterious?) earth-shattering kaboom, all of the fictional possibilities that opens up--including what was the nature of the kaboom, etc.,... and of course the telling of the tale in a series of letters. I think if someone agrees to play this with me we should absolutely have a zero session to talk about the kind of stories we want to tell, what we don't want to get into, how long we want this story to go on, etc., etc. I will say right now that, as someone in a constant state of needing of enrichment, I will probably be quick to respond, but that, despite that, I would not expect more than a letter a month and/or as the Muse moves you/your life allows. What I want is for this to be a fun, pressure-free, opt out any time kind of experience for both of us.

Any takers?
lydamorehouse: use for RPG (elf)
Last night I reprised my elf barbarian, Idyril. We are always allowed to switch out our characters, but I'm pretty sure I bent the "house rules" by playing both characters at the same time. This is something we do quite often in my regular Star Trek game, but, so far as I know, is not the done thing with this D&D group. I have not yet talked to Jeff about this, but I'm sure it's not that huge of a transgression since we're in a kind of not-really-combat set of competitions. Our party is currently been recruited to compete in a city-wide Olympic games (or bread and circuses, depending,) kind of arena style battle of strength, fortitude, wit, and valor. I have been complaining that 5e has shortchanged the monks. They're just not all that much fun to play, honestly? So, I brought back my barbarian, despite the fact that he is not terribly stable in terms of "what if, raging?" and the party might have to tackle him if it seems like he is going for the jugular.

But, because it's me, I can't not play a little role-play as Idyril being Ave's very protective OLDER brother. And, then, because it just sort of happened, I started defending my friends to myself (as it were) as Ave... and yeah, last night I played two people at the same time, kind of by accident. Luckily, their personalities are night and day so it wasn't difficult to know who I was embodying at any given time. If there is happy chatter = Ave; if sullen, dark staring = Idyril.

Anyway, here is Idyril's letter home about this (mis)adventure. He is writing to his business and romantic partner, the Witch of the West Marsh, owner of the Sloshing Boot (under the cut, of course, because gods forbid.)

Read more... )


lydamorehouse: (Default)
My notebook pages for the set-up for the Last Tea Shop 
Image: My notebook pages for the set-up for the Last Tea Shop,

Mason is taking a class on game theory and design at Wesleyan. He passed on to me this cute, little solo RPG called The Last Tea Shop. Solo role-playing is becoming kind of a hot thing right now. The Star Trek game that I've been playing for years just released a Solo version called Star Trek Adventures: Captain's Log, for instance. 

I will admit that when [personal profile] tallgeese first told me about Captain's Log, I was a little bit baffled. Like, how are you meant to play this? Do you just sit in a room and talk to yourself? Are you just thinking through the adventure, quietly, in your head? Or are you basically writing yourself a novel/short story? The answer is, of course, that you can do ANY of these things and probably there are other ways to play that I can't even fathom. 

I bought Captain's Log, but it seems... somewhat complicated and so I haven't tried it yet.  Even though tallgeese very patently showed me how he played and walked me through how it could be done. 

Having tried out The Last Tea Shop, I think I have a better handle now. 

The basic premise of The Last Tea Shop is that you, the player, are the proprietor of a tea house that exists on the road between life and death. You are the last homey house, as it were, before people fully cross over. This sounds like it could be a horror set-up, and, you could absolutely play it that way. I leaned into the Mushi-shi vibe? Where, like, it's a little spooky, but is mostly weird, but gentle. The player's guide, which is little more than a few pages, leads you into building your tea shop, first. You roll a single six-sided dice and choose things from a table of options. For my setting, I ended up with "a seemingly endless field of moss," but then when I rolled my list of ingredients (for the teas, because this is also, in part, a resource management game,) I decided that my tea shop had to be on a riverbank, with pine forest to the north and the misty, Other Side, on the opposite bank, to the south. 

Then you roll for your first customer, who comes down one of two paths, and you are given a set of questions to chose from (or you can make up your own) to ask them. You make them tea from your resources--there is a list of teas and their magical properties. You also roll for weather and "emotion" to give you a sense, maybe, of which tea might fit the mood.

Basically, you write yourself the story of how things go. You also get one ALONE TIME scene because, once per game, you are allowed to go on a foraging expedition to replenish your stock. I decided to do this before any customers arrived, because I wanted to have more tea brewing options. And, since I decided I was by a stream, I figured I could make the case that quartz hunting wouldn't be all that difficult.  I really enjoyed writing my fully solo adventure for some weird reason. Almost more than my interactions with the customers, at least AT FIRST. 

Interestingly, I initially wrote MYSELF, as I am, into the story. It was kind of just the easiest thing? But, by the second visitor, I realized that these were the NPCs. Ultimately, this story was ABOUT the tea shop owner and so I started to make up more of who I was and why I, specifically, was there.

At any rate, the game progresses as you roll for how many days pass between each visit. By chance, when rolling this, I got a series of sixes, so I'm already 3/4ths of the way finished. Once you reach 24 days or more a final scene is triggered. 

I was just texting with Mason about this, this morning, because the thing that is surprisingly clever about the way The Last Tea Shop is set-up is that because the game isn't done until you cumulatively roll to 24 (or more) is that by the third visitor, you start to decide somethings about your own world.  Like, because I kept having trouble matching teas to the rolled "mood/weather" I decided that my character was new to this job and kind of bad at it. So, when, by chance, my third roll landed me on a visitor with the title "Trickster," I decided this was the Management coming to test me.

Third encounter "The Trickster" whom I had appear as a raven.
Image: Third encounter "The Trickster" whom I had appear as a raven.

So, it's been fun. I haven't finished the encounter with the raven yet. It got late last night and, when you're writing out dialogue and scene setting, it takes time. But, I would like to play this all the way through and see what the ending brings me. 

The drawing and doodling is not required, but I decided it made things fun.

I have also been religiously crossing off my ingredients as I use them, since part of each encounter is deciding what to brew your visitor. (For the raven, for instance, I am making a drink called Rainbow Tea, which flashes pretty lights in the air. I'm hoping the raven will appreciate shiny gifts.) Because that drink requires a gingko leaf, I crossed it off my ingredients so that my next tea can't be the same thing. 

I am deeply surprised by how fun this is. But, I have to wonder if part of my enjoyment is that it doesn't take more than the tiniest bit of a nudge for me to start storytelling. I watched a YouTuber play this game, and she said something that seemed very true to my experience, too, which is that at some point worldbuilding just starts happening. Like, I decided that my character, the proprietor, has no tea cups. But, when visitors arrive, so does their tea service. So, for my second visitor, I discovered this set with gingko leaves was his grandmother's set.

His grandmother's set
Image: My weird brain deciding things.... in this case a doodle of "his grandmother's cup."

If you are wondering how to pass some long, quiet winter's evening, I highly recommend The Last Tea Shop (the link at the top takes you to a place you can purchase it for $5.) It has rules for two players, too, so you aren't REQUIRED to play it alone. 
lydamorehouse: use for RPG (elf)
Most of this will be under the cut. I haven't updated Ave's letters home in some time mostly because I've been trying to finish a novel, but enough had happened that I decided to write up a quick one this morning.

====

October 12
The Foolish Bachelor Inn & Tavern
City of Kavari
Ceyan Empire

Dear Dumb Brother:

Okay, so, yes, it’s been a few months since I remembered to drop you a note. Did that really necessitate coming all this way in order to give the concierge a sending stone so that he can be your SPY? Idyril, you scared the living shit out of this poor man. I don’t think you realize that not only are you giant for an Elf, but also genuinely intimidating when you’re in big brother mode. Also, why not just stay and say hello? I could have introduced you to Hana! Did you think you were being sneaky, you barbarian oaf of an Elf? Did it not occur to you that I might already be paying off the staff to spy on MY behalf? We have the same Mother, after all!

Read more... )



lydamorehouse: use for Star Trek RPG (star trek)
And now for something completely different...

....our Starfleet Vulcan Counselor does couples counselling. And I neglected to previously note that because Li Meru is [personal profile] sabotabby 's character, she helped with the descriptions, dialogue, etc. of this piece. 

===

.


When Sular stood for the opening the door to his office, he did not expect quite so many people requesting ‘couple’s’ therapy simultaneously.

Four.

Read more... )
lydamorehouse: (Default)
I've been wanting to run a Thirsty Sword Lesbians game at ConFABulous for over a year now, and I finally took the plunge and signed up to do it: https://confabulous.org/wordpress/gaming/


Thirsty Sword Lesbians cover art
Image: cover art for TSL: two (presumed) lesbians crossing swords and gazing intently at each other. Color scheme: the lesbian pride flag colors.

For what I hope are obvious reasons, I didn't want the actual convention to be the very first time I tested out my story, my storytelling abilities, or being the game mechanics arbitrator. (As well as all the other stuff a DM has to juggle.) So, I set up a couple of playtest dates.

First, my family--just Shawn, Mason and I around the dining room table--ran a very simple "do I know how to explain this game? How easy is it to create characters or should I have pre-generated ones available? Is my scenario to simple or too complex?" game.

The things I learned in that very fist attempt at running this game is that, first off, my son is an extraordinarily good RPG player, as is my wife. Mason, in particular, though, latched on to a couple of the images that I gave in my world introduction and then, immediately, sparked ideas that had never even occurred to me as options. Going forward, I now have to credit him for what I'm calling "The Drowned Ones." In general, though, this did reassure me that my impulse to explain the world BEFORE character creation was a good one. 

I'm running a homebrew cyberpunk game. Thirsty Sword Lesbians does have a cyberpunk "setting and adventure" option in their core rulebook called Neon City.  I will say that despite this, TSL is not really set-up in a way that slots easily into "What if no swords, but instead Net Runners?" 

TSL is a Powered by the Apocalypse game and so runs on playbooks. So, rather than having a "class," like you might have in D&D, where you basically chose your job, your race, your background, all of which come with a set of skills, you have, instead, an archetype, a personality template. The playbook then gives your archetype various distinct moves, but its intended to be much more open-ended and flexible based on what fits that character's motives, etc. Dave, who is in my regular D&D group (which eventually played this as well), described it as having to build a character from personality up, rather than creating a backstory as an afterthought to paste over a character once its designed. 

So part of what I learned in this initial game is that some of the archetypes/playbooks work better in cyberpunk than others. Some needed almost no scenario-specific tweaking, like The Scoundrel or The Trickster.  But, playbooks like Nature Witch and Spooky Witch, which allow for magic, need to be accounted for and given fun, world-specific things to do. For instance, the Nature Witch has (for some inexplicable reason) a list of trials they need to complete if they want to gain experience points and advance. These are written into the Nature Witch playbook and are considered non-negotiable (the box is already checked, automatically <--a very annoying choice on the game designer's part.) Especially since, "ride a magical beast" is NOT something I've planned for a cyberpunk adventure, you know? Plus, since I'm running a one-shot, some of the other more broad trials seemed unfair, given the time constraints. "Reject a conviction you once held," is lovely if playing an on-going campaign, but is asking a lot of a player who is dipping toes into the game at a con. So, after this first game with my family, I came up with a number of Nature Witch trials that would be not only be easy and fun to check off the list, but would also potentially nudge a player character to explore all of the various sites I'd created/move my plot along faster.

Also, even though TSL is designed as a player-centric, relationship game, I did decide that I need to have a bunch of pre-generated characters available. The process just takes too long? Like, just thinking up names is HARD. I will admit that I had initially resisted of having pre-gen with my family's game because it's so clear that TSL wants the experience of this game to be about relationships and falling in love and whatnot (there is an actual mechanic called FINALLY, A KISS IN A DANGEROUS SITUATION, which grants a +1 going forward) that I feared that having pre-generated characters might rob players of the chance to make someone they could really invest in. 

On the flipside, my family barely left TSL's version of "the tavern" even after three hours of gameplay. So, I mean, there does seem to be such a thing as too much investment in characters, too.

The other thing I learned in this first game is that the fighting mechanics of TSL are just clunky... and oddly punitive. For example, if you roll well on DARING (which is one of two main fighting stats) you can inflict a CONDITION (which is emotional) and do a couple of other moves from a prescribed list (none of which is "inflict physical damage" or, you know, whittle away at someone's life force, as in D&D.)  However, if you roll moderately well, the attacker has the opportunity, automatically, do the same to you. The CONDITIONS simply aren't fun. They're things like Anger, Hopelessness, Guilt, Fear, and Insecurity. You not only get actual mechanical penalties when you mark a Condition, but you also are expected to act out on them, emotionally. I find this kind of... well, the best word is, unfun. When I am feeling less charitable, I would call it controlling in a very icky way. Maybe I'm playing a Scoundrel who is some version of a swashbuckler, do I really want to go around making people feel insecure and then maybe, if I roll poorly, have to break something important to me (<--an actual requirement of the rules) because I was given the Anger condition? NO. I want to be cool and daring (in the traditional sense) and defeat my enemies with a flourish!

In fact, it's clear, in many ways, that the TSL devs just don't want you to fight.  They have since made expanded fighting moves, which I haven't looked into yet, but, seriously WTF.

In general, I find that a lot of the playbooks in TSL are designed in a way to make what you might like about playing a particular type of character uncomfortable and unfun. Like a Beast, which is archetypically a werewolf or something similar, is penalized when they transform. They're required by the playbook (again, it's automatically checked) to confront the damage they do when in a rage. Which, again, okay, yes, maybe in a long running campaign that's worth exploring, but the title Thirsty Sword Lesbians sounds like a game where you are just supposed to have fun and be a bit over the top. Soul searching every single time you wolf-out (or have a berserker rage) is kind of only fun, if that's what you know you've signed up for. 

So, one of the other things I did after this initial game was write up a list of warnings for players. Like, play Beast if you like playing barbarians or werewolves or body-modded mechs or whatever, but be warned that part of the game mechanics does this weird thing to you. I also made explicit in that list that for the purposes of the one shot, those mechanics can be avoided if the player isn't into them! I will support people who want to lean into the soul searching, but also those who don't want to. I play to read over this a bit at the start of the game, but also just hand out a printed sheet with that info on it as part of handing out the playbooks. 

We'll see how well that works. 

Armed with all of this, I made a very short "Players Handbook" which I gave to my regular Wednesday night D&D group in advance of running the one-shot a second time. I also came to the first session (and yeah, like all one-shots, this one just refuses to be done in one) with a pile of pre-generated characters and several of them got picked up and seemed to be embraced and enjoyed by the players. One of the mechanics I was able to write into the pre-generated characters was this other odd, somewhat clunky thing called STRINGS. Strings are supposed to be imagined as "heart strings" and, among other things, you can spend them in order to get an NPC to do what you want, etc., etc. When I generated a set of characters, I made sure to give them a string on at least one NPC so that I could also streamline some of my storytelling? Like, the opening scene is at a internet cat cafe and there is a barista there and by giving a string on this NPC, I can drop in a bit of information that this player might already know about the business, the person, etc. I have to write all this up on their character sheet, but TSL has form-fillable PDFs which you can get without the art. Without the art taking up a huge amount of space, there's lots of room for a GM to write extra stuff.  This worked out particularly well as one of the players at my D&D group picked up the Trickster character who l decided has a string on literally everyone... by chance the person who picked this up is our usual GM, and so I basically had a co-story teller.

I mean, in PbtA games the players are way more co-story tellers than they are in a lot of other traditional systems, but I could really rope the Trickster in to all the scenes because I could feed them information the already knew by virtue of having a String.

So, that was useful to learn.

I will say that after all my complaints of this system, I have to take a second to note that my mostly cis, straight D&D group embraced Thirsty Sword Lesbians with GUSTO. They immediately understood this was a go big or go home kind of game, played their characters larger than life (biggest kudos to my Scoundrel, who rolled with having "one in every port" with wild abandon) and leaned into the emotional/role-playing parts in very surprising and unexpected ways. I did not actually expect such heavy use of Emotional Support (<--yes, an actual mechanic) to get used so often and so WELL.

I honestly was not expecting a group of tried and true 5e folks to be as DOWN with the loosey-goosey-ness of TSL. Our rules guy (who happened to be playing the Scoundrel) and the player who played the Nature Witch were really great at helping me figure out was to flip some of the clunkiness of the rules to storytelling advantages. And, I mean, honestly, we had an absolute BLAST playing this, despite all of its flaws. 

It was a delight to run this game with them--and, in fact, they not only requested a part two (even though I managed to lead them by the nose to a possible conclusion after four hours), they now want a promise of a part three whenever they need/want a break from our regularly scheduled 5e.  

With the D&D group, I learned some practical things, like how to organize my notes better, and as I say above, some better ways to utilize certain mechanics. Steph (the Nature Witch in this game), in particular, gave me the advice that even though the rules say "answer the question" the GM does have the discretion to answer via body language, facial expressions or other more subtle clues, rather than just spoiling some plot point (which admittedly I was knowingly doing in the first session of the one-shot because I really wanted to get them to The End--which, of course, we never did.) But, this did remind me that even if people are signing up for a one-shot at a con, most experienced players are aware that they might not get to the thrilling conclusion. I can also just be explicit at the start of the game and note that while this game CAN be finished in one, four hour session, in many ways, if we're doing it right, it won't be--since the game is supposed to be about the players role-playing and having feelings and relationships and just generally having fun. The plot, in many ways, is secondary to that, and that's how it's SUPPOSED to be.

Steph even made fan art of her character. Just to be clear this is art she'd found and colored--she was a little disappointed not to be able to find more body positive options, but... at any rate, I was so... chuffed? Like, it's so cool that this group so willingly embraced the whole concept.

Steph's Nature Witch, Michaela
Steph's Nature Witch, Michaela. 
lydamorehouse: (Default)
 What have I been reading lately?

You want to know? Do you? DO YOU, PUNK?

I have been flipping back and forth between this bad boy:

sta player's handbook
Image: Star Trek Adventures: TTRPG's Player's Guide

And a .pdf copy of Star Trek Adventures: Captain's Log, which is utterly fascinating because it proposes a concept I was unfamiliar with in table top role-playing games: Solo Play. The idea that you can just GM yourself a story. 

In talking it over a bit with [personal profile] tallgeese it sounds like there are a number of ways that people solo play. The book recommends a piece of paper to track some of your random rolls and a whole bunch of other details, etc., but, as tallgeese suggested, a person could just sort of read through the scenarios that are randomly rolled and let it be a full theater of the mind, if you will--a story that plays out in your head, just for you. Meanwhile, I told him that I could see .myself actually telling myself the story, out loud, with character voices, because I'm like that. It also sounds from the forums that tallgeese is on that a number of people will probably be using Captain's Log to generate fictional work of some form or another, not unlike my Sular stuff. 

Which is technically solo play, I suppose? (As is all writing) Although in that case I am drawing on characters and events generated by others in our gaming sessions, as a group. I see those little ficlets as extensions of the game that the six of us are playing.

If I sound at all skeptical or disapproving, I am decidedly NOT. I am a fan of play. I am the biggest fan of play of any kind. I think more adults should just write themselves into imaginary stories however they want to--daydreaming, playing out loud by themselves or with friends, writing things down, telling stories to people, doing scripted or improv theater, or following complex rules and rolling dice. It's all good. If I'm feeling anything about it, it's that I'm surprised and pleased that solo play is becoming an acceptable thing.

If nothing else, I now have an excuse when people look at me funny at the bus stop when I'm acting out scenes. I can just say, "Oh, sorry! Just doing a little solo RPG!" 

(I mean, that was always true? It just now has a name.)
lydamorehouse: use for Star Trek RPG (star trek)
Under the cut is a very short fic based on my Star Trek Adventures (TTRP) game, which I've already talked about a lot here (and we all know that campaign stories are boring.)  

Vulcans ABSOLUTELY NOT having feelings in a counselling session )


lydamorehouse: use for RPG (elf)
Avelynnea didn't end up coming out as an adult at last night's session as we were mostly busy killing more owlbears, but perhaps there will be a moment in the next session when we confront the mushroom queen/forest hag.

The GM let slip that we're going to probably be leveling up again soon, so that means I ALSO get to level up all my other characters in the tree (which includes my barbarian, who will be taking a level in wizard, I think. I've been imagining that he might not use a spell book, but have his spells tattooed on his forearms because: barbarian first and foremost.) I've also entertaining giving Avelynnea a level in ranger or rogue.

dumb little D&D adventure continues behind the veil )
lydamorehouse: use for RPG (elf)
I designed Idyril's sister character around a throwaway line in the Player's Handbook for D&D 5e, in which is is noted that Elves, being long-lived, declare their own adulthood, normally around 100 years old. Previous to that they have shorter, chibi-like names. (As I think I noted in a previous discussion of this I've decided that Idyril, who actually prematurely declared himself adult at 80, was once known as Rei.) So, Ave is the child name of his sister who has, previous to this point, refused to grow up.

Please note how she signs this latest missive...

----
boring little D&D fic, don't sprain yourself scrolling by )


lydamorehouse: (Default)
 I posted my fic and then wandered away, I guess?

Sorry about that.

On Tuesday, I went by myself to the fan screening of the movie Psycho-Pass: Providence at the Roseville AMC. As I said to a friend, Crunchyroll placed a surgically striking ad in a pop-up when I logged in to see if there was any anime I was interested in watching. I've been a fan of Psycho-Pass forever, but it's a weird little cyberpunk where, n some distant future, Japan has instituted something they call the Sybil System that monitors people's "crime-coefficient" (a thing that measures how likely you are to commit crimes.) You can be executed and/or imprisoned just for being "a criminal type." It's sort of like Minority Report, except in this the law enforcement agents actually employs some of these not-quite-criminal, but criminally-minded sorts to aid Investigators as "Enforcers." So, there's (for me, anyway,) this fascinating underclass of people who do the dirty work of enforcing the very system that oppresses them. I kind of love everything about it? But, for whatever reason, I can't talk a lot of my fan friends into it? So, even though I immediately bought TWO tickets to this show, I couldn't even convince my son to go with me. 

Worse, when I got there, I discovered that that particular screening was dubbed.

I try very hard not to be a snob about dubbed versus subbed. This is one of those fan wars I try to stay out of, but I definitely prefer subbed when I can get it. But, if someone tells me that they watch something dubbed that I watch subbed, I say, "Yay, we're in the same fandom!" And that's the end of it for me.

But, as I was telling another friend, this one was tough to appreciate because for whatever reason the dubbed director cast two English-speaking actors to play opposite each other who had the same vocal range, the same accent, the same clipped speaking style, and the same delivery. The scenes they were in where they were exchanging quips during a battle... I had no idea who was saying what. Yes, in English. It was a real problem for me. You're probably thinking, but Lyda, the one talking is the one moving his mouth, how hard is this for you? Well, not all scenes were "shot" where you could always see their mouths. Sometimes people were walking through dark tunnels. Sometimes there was just a lot of action. So, now you're saying, "But then how would this have been better if you had to read subtitles at the same time?" I will tell you. The Japanese voice actors for these two characters have totally different vocal ranges, speak differently (in terms of emotions), and are distinct! So, even though the subtitles don't tell you who is talking, it's actually far easier to tell speakers apart when, say, one guy is a tenor and the other an alto. 

I have had to complain to everyone I know about this because I was alone. It always kind of sucks to go to movie theaters alone. I was also masked, although given that there were four other people in the entire theater with me, I probably didn't have to be.

On Monday and Friday night I played taxi to my wife. She's on the board of The Friends of the Ramsey County Library and they had a meeting in Shoreview on Monday and then some tech training at, of all places, The Good Earth restaurant in Roseville. This used to be a relatively popular cafe/restaurant chain. The tea still remains, but the only two places left to get the vegetarian menu exist in Minnesota. But, in both cases, I was not invited to the actual meeting, not being the board member, so I spent Monday trying to find any good manga I hadn't read yet on the shelves at Shoreview, and on Friday I spent the time in a nearby Starbucks people watching and writing some snail mail letters to friends.

Wednesday night I had D&D, but I managed to fail to make cookies for them... and then subsequently failed to write up my usual letter home. As I was telling Mason later, I'm having a bit of trouble with this character? I have literally never played a woman in an RPG before and... I can't say I like it.  Beyond my very personal reasons for never having done this before, I also made some mistakes in designing this character because I forgot to factor in real life sexism? Like, I forgot that if you want to play a fun-loving, sexually adventurous, chatty (ditzy?) woman, not only will the other player's characters dismiss you as a silly little thing, but also the tenor of whole game shifts?  Suddenly a lot of the around the table jokes get more pointed about who your character might choose to sleep with and what EXACTLY they might be doing with them, etc., etc. There's always some of that stuff and so it's not necessarily even a dealbreaker for me? Still. I mean, I'm still having fun with this character and this group, but I find that I'm engaging slightly less in character moments when they come up (to be fair, my Wednesday night group is much more a "kill things and take your stuff" bunch of players, anyway?) 

I think that's my whole week? I did some writing, but not on the right things. 

July 2025

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