Monday, March 28, 2005

I swear! My child only killed people because of [insert scapegoat here]...

The recent Red Lake shooting incident has yet again stirred up a media frenzy to attack the most hapless scapegoat they could find. This article shows yet again that there is a staggering lack of understanding between adults and children in American society today.

This kind of witch hunting happens all the time. First, some kid goes bonkers and either kills himself, or a bunch of other people with a weapon that he shouldn't have had access to anyway. Then, there's the media frenzy over the shock and horror of the event, followed by exclusive interviews of the victim's relatives. Finally, they call in some professional to point the finger at the most convenient, misunderstood and under represented group, because it's the easiest way to handle the blame.

In this case it's videogames The previous suicide I posted was blamed on Yu-Gi-Oh!. Then there's the other cases which were pinned on RPGs like Dungeons & Dragons and Vampire: the Masquerade.

What I'd like to know is where were the parents in all of these? These are children, not random clusters of fungi that pop up unannounced in dark, moist places. They were born, and (hopefully) raised by their parents.

In an ideal world, Parents are aware, responsible and caring individuals towards their offspring. Parents have a social obligation to take care of their children and raise them to be responsible and productive members of society.

This child, like so many others, was apparently already exhibiting deviant behavior: blog postings on Hitler, violent animations posted on the internet and a suicide attempt.

A SUICIDE attempt.

How many times does it take for a child to try and kill himself before the parents decide that their child needs help?

What annoys me more is that I've got this wierd scenario in my head:

Mom: "Dad, I think our son has a problem. He just tried to kill himself!"
Dad: "It's just a phase hon, now get in the kitchen and make me some pie."
Mom: "You're right, it's probably nothing." *goes off to make pie*

I find it frightening, and disturbing that the media focuses so much on the supposed evil messages of these games, and completely ignores the role that the parents had in this.

Is this an entire society washing it's hands of the blood spilled by the child, claiming that they could not have possibly been the cause of this tragedy?

In all the cases of these game-related suicides, I find the same scenario over and over again. All the children are mentally disturbed, or socially outcast. All of them have left a staggering amount of clues saying, "I'm going to kill myself, please make me feel loved." All of them were surrounded by supposedly "loving and caring" friends and relatives who callously disregarded these warning signs and clues because, "he was a good child," or "we thought he was kidding." Finally, when the child snaps, they all refuse to take the blame, instead hurling it at something that could not possibly fight back: a book, an entertainment program burned into a DVD-Rom or a deck of cards.

I'm sure it makes them feel good about themselves to be angry at a plastic disc with electronic data on it. I'm sure they are fighting the good fight by blaming a bunch of words printed on paper.

It's time for these supposedly mature and capable members of society to face reality. It wasn't the book, or the cards, or the video games. It was everyone who had a chance to listen and give some time to the child and see to it that he would grow up to be a good person, but didn't.

These are the real murderers.

I hope they can sleep at night knowing in their heart of hearts that they could have done something to prevent this from happening, but didn't.

Friday, March 25, 2005

3 x 3 Eyes

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Definitely one of the finest series I've ever had the chance to see, 3x3 Eyes has been a constant influence in all my Mage games. The story of the manga was pretty simple, Boy meets girl with three eyes. Boy dies and is ressurected as three eyed girl's REGENERATING ZOMBIE BODYGUARD. After which boy is pressed into service to helping the girl complete her quest... to finally become human, and to get his soul back from her when she does.

While it might sound failry straightforward, the manga was top-notch when it came to action and mystic coolness. Yakumo Fujii (the aforementioned regenerating zombie bodyguard) starts off as a regular guy, but after years of working with Pai (miss triclops herself) and fighting off demon after demon, he picks up more than his fair share of dirty tricks and "Beast summoning" spells.

Anyway, the manga boasts of very interesting oppoenents and heroes, each of which have strange mystical abilities that go from okay... like a shapeshifting mermaid who has aquakinesis to downright ugly... like a cult who can "melt" into a fleshy goo and absorb animals into their bodies to gain the animal's special abilities.

For those interested to read more about the series, try checking out the non-official RPG for 3x3 Eyes. It even comes in two flavors: GURPS or HERO.

Click here for the game using the GURPS rules
And here for the game using HERO rules

Tuesday, March 22, 2005

New Webcomic recommendation

Hey guys,

Just stumbled upon this gem of a webcomic called Questionable Content. it's pretty cool, nothing too violent (like VG cats), too disturbing (like Red Meat) or too indie (like Sinfest) but it's got a ton of intelligent humor and a few innuendoes put in. Check it out and tell me what you think?

Friday, March 18, 2005

Paradigm, or Why I Can Throw Plasma Bolts With My Voodoo Witch Doctor

Of all the mind bending concepts in the world of White Wolf's Mage: the Ascension, Paradigm has to be the one that has players scratching their heads and GMs crying bloody tears while explaining. Having GMed Mage for most of my GMing experience, I am crazy enough to attempt explaining this most interesting conundrum.

First of all, let's go to the basic definition of paradigm. A paradigm is the means by which a mage explains and manifests his will upon reality, thereby creating magic. Sounds simple enough, isn't it? However, this doesn't present the whole picture. A paradigm is also a Belief System that the mage has, that grants him the confidence and the willpower to force reality to change.

The true problem with paradigm lies with the fact that most people want to do everything that their spheres can allow them to, even if their paradigm says otherwise. Mechanically, a paradigm serves as a "one true way" of doing magic, restricting a mage from becoming godlings running around the world. Such would just be defined as twinkery.

What we really need to see is that rather than restricting a mage, a paradigm actually gives a mage more depth, and makes the magical effect that a mage does even more special.

Now for some examples of paradigm in motion, and how surprisingly flexible they can be:

Example 1: (Voodoo Combat)

Character A has Voodoo for his paradigm. As such, he casts his magic as according to the rules of Voodoo, primarily sympathetic magic and offerings to the Spirits. With such a paradigm, he can hurt people from afar, put curses on unfortunate victims or even make someone fall in love. However, creating plasma blasts is beyond his paradigm, no matter what his spheres allow.

Or is it?

With a good paradigm, you can still get away with some really nasty twinkery, and your GM will have no choice but to allow you to do it. Going back to Character A, if he REALLY wanted to throw plasma blasts, he would have to get around to explaining how his paradigm allows such. In Character A's case, it's simple science mixed with a Voodoo paradigm. Plasma is created with superheated gasses.

Meanwhile, there is a Voodoo Spirit of Lighting (Shango, I think). By imploring Shango to lend him power over lightning for a short while (by generous offerings of really strong alcohol, and some voodoo dancing and chants) A mage might be possessed by the Spirit of lighting himself, and be able to hurl ball lighting towards the unrighteous. Since the ball lightning heats up the air that it occupies, it's also a form of plasma.

Example 2: (Guilt Free High Rituals)

Character B has a more restricting paradigm than character A. Character B's paradigm is classic chinese bureaucracy. His paradigm is more formal and rigid than that of Character A, but he can do some interesting (non-combat oriented) effects. Let's say that Character B needs to earn a little money to pay off some bills incurred in the hospital after running away from the Technocracy. So, rolling up his sleeves, Character B gets to work.

Gathering a group of business associates and investors and going to a restaurant that he owns, Character B gives a huge and extravagant feast as an offering to his ancestors and the gods. after lighting a few sticks of incense and praying a few times to the gods of the hearth, Character B packs up and waits.


Within the next few days, the profits of his restaurant has become phenomenal, and it has suddenly become the place to be seen for celebrities and other well-off clientele. His picture is on the cover of Food magazine and nobody wants to be caught without a "favorite" dish from his establishment.

What's more amusing about this is the fact that it gets no paradox at all.

Example 3: (Really Mad Scientist)

Character C is a really demented Mad Scientist. His greatest scientific discovery, is based on the popular grade-school experiment of making a light bulb turn on by plugging it into a lemon. He theorizes, that it is possible to turn him into a living battery if he can get enough electrolytes into his body (Via a whole lot of lemonade) With a specially designed glove that has small tesla coils on the finger tips that runs on his body's electrical charge, he can discharge enormous amount of voltage to an intended target. Branching out with his electrifying paradigm, the mad scientist can learn to fly (with magnetism and tapping to the earth's natural magnetic field), lift objects (a la magneto) and perhaps even survive an attack designed to boil his blood (electrolytes raise the boiling point of liquids, hence he has a greater capacity to resist this highly unlikely event)

---

written way back in 2002, but revived here for the benefit of my Mage players and anyone interested in the game. :)

Seeking identity in weird internet quizzes... not

well, I'm bored. So I guess I'll just put up some blog quiz results!

Mal
You are Captain Malcolm Reynolds, aka. Mal or
Captain Tightpants. You saw most of your men
die in a war you lost and now you seek solitude
with a small crew that you are fiercely devoted
to. You have no problems being naked.


Which Firefly character are you?
brought to you by Quizilla

Guess Kate was right... I do fall under the Malcom Stereotype.

--- What ST are you? ---

You are a Character-focused ST. You focus on the
characters and their backgrounds and
motivations to propel the plot forward.
When it's good, it's very good because players get
to immerse themselves in their characters and
play to their strengths.
When it's bad, it's pretty bad because you either
become a non-ST and nothing happens if the
players don't act, or the game becomes too
easy.


What kind of ST are you?
brought to you by Quizilla

--- Vampire: the Requiem quizzes ---

V
Regal, commanding and aristocratic, the Ventrue are
the harsh lords of the Danse Macabre. The
Ventrue most often come from the closest the
modern world comes to feudal nobility: the
ranks of professionals, the cream of high
society, the scions of old money or political
dynasties. As new professions and new forms of
power arise, the Ventrue bring them into the
clan. Through whatever means necessary, the
Ventrue rise to the top of the undead heap.


What Vampire: the Requiem Vampire clan are you?
brought to you by Quizilla

Carth
The Carthian Movement.
The Carthian Movement is the most modern of the
vampiric covenants, seeking to uproot tradition
and create a more egalitarian system for
vampiric rule. Carthians are full of ideas,
fiery and passionate about their beliefs for
Kindred self-rule. Few of them think about why
the current status quo has lasted for as long
as it has. Instead, they are eager to challenge
it, fervent to accomplish something positive in
the dark world of the Kindred. The Carthian
Movement mostly comprises neonates and they
tend to be wary of the elders of their kind.
The older a vampire becomes, the more stagnant
and callous he becomes to the world around it.
The Movement has still had success in some
areas, however, and has grown support by being
patient and playing the political games that it
must. Passion and unity are the weapons of the
Carthian Movement.


What Vampire: the Requiem Vampire Covenant are you?
brought to you by Quizilla

Tuesday, March 15, 2005

On How Teenage Angst is Overrated

It just occured to me while I was surfing some other blogs out there that there are an awful lot of people who are fascinated by the idea of being Morose. These people populate their blogs and websites with pretentious sour posts of personal pain that "nobody understands" and often with their own attempts at something adequately artistic to accentuate their pain.

Not that I have anything against Goths, mind you. I'm a closet Goth myself, and I understand the charm that that trend has. However, it's easy enough to spot the difference between a Goth, and a kid who's just trying really really hard to be an Angster.

Yes, that's a new word. I made it up myself. Do you like it?

An Angster is a snot nosed kid who's found his niche. He's too cowardly to be a true Goth, but too involved in his own pain to be "normal." He's usually the type who tries to cover himself with the trappings of being dark and broody but only comes out as being a) spoiled b) stupid or c) both.

Most of the time, the Angster phase is forgivable. Heck, I've been through the Angster phase myself. I was even a "C" class Angster I'm sure that a lot of people have gone through that phase as well. It's all part of that "finding your sense of identity" thing. The sad part is that some people don't grow up. They choose not to. Instead, they prefer being an Angster. They prefer being a nuisance and a source of hurt and pain in those around them.

Goths grow up to be sober, artistic and stoically optimistic, knowing that adversity is something that is natural in life, and that they go on. In this life or the next. ;)

Angsters grow up to be abusive significant others, cry babies, and unreliable co-workers. They ruin family harmony (God, that sounded so Chinese of me) and most often make life miserable even to total strangers.

In short, they're selfish. Unable to see past their own situation, and unable to take life as it is, they retreat into that behavior hoping fervently that someone will make it all right again. If you're an Angster (and you haven't closed this window and typed out an evil retort at this post complete with a link,) take a hint. Grow Up.

Life isn't fair, because you aren't fair.

Repeat that to yourself, remember it well. Life sucks only for those who find ways to make it suck for them. For everyone else, there's reality.

As an aside to this whole mess about Angsters: here's a little something straight from a guy who knew what he was doing, Siddhartha Gautama himself :

The Four Noble Truths:

1. The Truth of Suffering, or Misery (Duhkhasatya), that life is suffering, including birth, disease, old age, and death;

2. The Truth of the Cause (Samudayasatya), that suffering is caused by desire (tr.s.n.â) and by ignorance (avidyâ), which ultimately depend on each other;

3. The Truth of Cessation (Nirodhasatya), that suffering can be ended if its causes, desire and ignorance, are removed; and

4. The Truth of the Way (Mârgasatya), which is the Middle Way, between the extremes of asceticism and indulgence, or the 8 fold way:
  1. Right Knowledge (or Views), samyagdr.s.t.i,
  2. Right Resolve, samyaksan.kalpa,
  3. Right Speech, samyagvâk,
  4. Right Conduct (or Action), samyakkarma,
  5. Right Livelihood, samyagjîva,
  6. Right Effort, samyagvyâyâma,
  7. Right Mindfulness, samyaksmr.ti, and
  8. Right Meditation (or Concentration), samyaksamâdhi.
or in my simplified version:

1. Life sucks
2. Life sucks because we assume that we're being abused, or we're not getting what we deserve.
3. Life will stop sucking if we recognize the fact that we are in no position to dictate what we deserve and what we don't.
4. So the best way to go about life is to be nice to others, work hard, remember that things don't always go your way, and remember to be thankful if things do.

A-ha! Too much storyteller...

I am a d10

Take the quiz at dicepool.com

Ah, the d10! While you aren't actually a true regular polyhedron, you are the only die that makes logical sense--metrically speaking. Chances are, others see you as over-analytical or a goody-goody. While that may be true, you also have a gift for patience and tolerance. Growing up you probably had a calculator wristwatch that you never really needed to use (since you were faster on your own), and you probably aced all your classes (except for gym). You use the metric system almost exclusively, but are able to quickly convert in mid-conversation for the sake of your backwards Imperalist friends. You've coded in at least two different programming languages, and have created more original gaming systems than you'll ever admit. You're generally not a show-off, but you do take pride in being called either a geek or a nerd.

Monday, March 07, 2005

Character Shticks

I've noticed that in any gaming group, the participants usually have some sort of character archetype that they adhere or default to either by choice or subconsciously. No matter how you switch the settings around, change the classes the time frame or the conditions of play, some types just bubble up to the surface.

Take me for example. I tend to gravitate towards two different archetypes. The Brick and the Talker. My characters tend to be on the higher end of the damage dealing scale, and are usually built to take a ton of punishment. However, I also frequently make characters that become the facemen of a group, using words rather than direct action to get things done.

Shticks have a good side and a bad side to them. For a lot of new players, a shtick is a great way to get started, it's a concept to wrap their heads around and to learn about the game with. It also provides them with a niche that they can dominate in, sharing in the limelight of the game.

However, taken too far, a shtick can also make lazy players. Some people tend to play the same thing every time without taking any pains to grant some sort of flavor to their characters. Rather than being interesting, they suddenly become wooden game pieces rather than actual characters.

To avoid becoming too repetetive, each character has to develop beyond the archetype, pushing to different aspects and situations, personalities and histories. You could play two mages with familiars in two fantasy games, but there's a world of customization in between.

Personally, I'm trying to move away from the shticks I'm known for so that I can challenge myself into playing something different. It might be difficult at the start, but I hope I can persevere and learn a new way of enjoying the game.

----

As a side note to this, one of my gaming groups is eager to see me try pulling off the Brooding, Silent Ninja type... the complete opposite of my other schticks. Let's see how that goes... :p

Also, what shticks do you guys find yourselves playing more often than others? Any favorite characters? Feel free to share. :)

Thursday, March 03, 2005

[Short Fiction] Fantasy Heartbreaker

"Tell me, why are we doing this again?" Hathran said, holding the torch up to set fire to the mass of spiderwebs that filled the ceiling of the stone tunnels. The torch hissed and flickered, light dancing over the time-worn bricks as his companion walked past him, her red hair flowing elegantly behind her.

"For the money of course." Kaira replied, her arms akimbo, "How else do you think we'll be able to pay for the damages we have to pay for in the Rosy Barmaid?"

"As I recall, it was your overzealous use of that Lightning Blast spell of yours that got us in trouble in the first place."

"The bartender gave me a dirty glass."

"That wasn't why you shot him with Lightning, Kaira."

"Well, he called me bad names, and said things about my mother."

"That was after you splashed your drink to his face."

"Only because he gave me a dirty glass!" Kaira replied, exasperated, "How often must I repeat myself?" she huffed, walking ahead for a bit before rummaging through her pack, "Now, if the map is right, we should be able to walk straight ahead for another fifty feet or so."

Hathran looked over her shoulder, "Okay... then what?"

"Umm..." Kaira traced the path with her fingertip, "Ah, there we go. We turn right and keep going. The third door to the right should be the room we're looking for."

Hathran's eyes narrowed as he read the map, "Wait... the room's called the Brandalar Tombs..." he looked at her, "Wait a minute! the Bartender's name was Wyan Brandalar!"

"So?" Kaira grinned mischeviously.

"You're telling me that we're going to raid the tombs of his ancestors to pay him back for damage that we did?!"

"Of course!" Kaira said, raising an eyebrow, "You didn't think we'd be paying him of with our money did you?"

Hathran sighed rubbing his temples, "Tell me, Kaira. Honestly, if it's not too much to ask. Have you ever done a day's worth of honest labor?"

Kaira wrinkled her nose, "Don't be stupid. If I wanted to grunt and sweat and waste out in the sun, I would have been a warrior like you. Why else would I have chosen my Magely craft?"

"So you're saying that you're lazy?"

"I'm saying that such menial labor is beneath me." she sniffed, "That's why I have you around."

"I'm happy to know that I'm appreciated." Hathran's voice dripped with sarcasm.

"Good, now let's carry on."

----

The stone doors that led to the Brandalar Tombs were roughly hewn, featuring the family crest of the Brandalar family. "Well, we're here." Hathran said, setting the torch into a ring set in the wall beside the door.

"Great." Kaira smiled, "This'll be a cinch! In and out, nobody will ever know!"

Hathron braced himself as he picked up the iron ring on the door, pulling back. The door was surprisingly subborn, pulling slowly open with a low rumble. Almost immediately, the two adventurers were beset by a cloud of stale air and dust.

Kaira choked for a moment fanning the dust aside with her hands. "Damn tombs." When the dust settled, she held out her hand, chanting as an orb of light came crackling into existence.

"Now let's see what goodies they've got stashed away." she smiled, stepping forward, releasing the orb of light as it hovered towards the interior of the tomb. The tomb held two coffins, as was traditional in these parts. One would contain the body, while the other held the most prized possessions of the deceased. in the far corner, another door led to the chamber of an older ancestor.

Hathran followed her inside, "At least this tomb is normal. I'm sick and tired of hacking at the undead everytime we even remotely got close to some treasure."

"Yeah." Kaira found herself whispering. This is silly, there's nobody here! "Well, let's just get what we came for and leave."

Hathran nodded as he stepped towards the treasure coffin, taking out his sword, he broke the lock easily in one swing. there's something too easy about this... he brushed the thought aside, Nah, get a grip Hathran, don't let the tomb get to you.

The coffin lid creaked as he lifted it, and then clicked.

"Click?!" the two said in unison, as they exchanged glances.

Suddenly, heavy bars fell down from the doorway with a crash, sealing the exit.

"By the Goddess Above!" Hathran raised his sword, looking around, "We're trapped!"

"I can see that, thank you very much." Kaira said bitterly, as she reached with her senses to find out who... or what was responsible for this.

"Show yourself!" Hathran threatened, shaking his sword, "Cowardly Dog!"

Steady footsteps came from outside the bars. A figure came around the corner of the doorway, a satsified sneer on his face.

"Wyan Brandalar?!" Hathran was shocked, how'd he know we were here?

Wyan the bartender chuckled. "Really now. I would never have expected you two to be so stupid as to-"

THUNK!

Wyan let out a cry of pain, "You shot me!" he accused, clutching a crossbow bolt sticking out of his shoulder.

Kaira grinned, "If you think we'll just sit here and wait for your Villain Monologue to finish, then you're dumber than I thought." she said, reloading the crossbow, "Now if you'll just be dumb enough to stand still while I reload..."

"Gah!" Wyan ducked around the doorway and into safety.

"Good one." Hathran commented, dryly, "You just had to shoot him in the shoulder, didn't you?"

Kaira glared at him, "I was aiming for his head."

"Oh."

"Enough!" Wyan's voice called out around the corner, "If you think I'll let you get away that easily with burning down my Tavern, then you're dead wrong!"

"Well, if you'll just be so kind as to stick your head out from the corner, I'm sure we'll be able to sort this out." Kaira said, one eye closed as she squinted through the crossbow's targeting sight.

"You think I'd be stupid enough to fall for that?" Wyan spat.

"Well, it couldn't possibly hurt to try."

"Hah!" Wyan said, "If you think you're smart, then let's see you get out of this!"

A high pitched sound echoed through the tomb. Hathran winced at the sound, "Agh!"

"What was that?" Kaira called out, sneering, "A dog whistle?"

"Not really," Wyan laughed, "You'll see soon enough!"

Something began to pound against the far door. Hathran spun around to face it, as the pounding grew stronger, faster, the stone doors shuddering against their hinges. "Oh crap..."

-to be continued-

[to those curious, a Fantasy Heartbreaker is a term used to denote a game system that's trying hard to break from D&D by being different and not doing a good enough job at it. In this case, it's not really a game, but it does poke fun at some fantasy stereotypes.]

Wednesday, March 02, 2005

Computer Stupidities

If you think you need help with your computer, don't feel bad, take a look at these other poor souls.

Computer Stupidities