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Thursday, March 1, 2012

What did you do today?

There's a Pathfinder (Roleplaying game) book I really want. It's a limited time, rare book offer. And it's $125.00. I've been waffling on it for two weeks. I made the decision today.

I donated $95 to World Vision for medicines and supplies for needy children in third world countries. The two programs I picked have matches associated with them, so that $95 leveraged an additional $1,070.

Just by not getting a book. What have you done to make the world a better place today? Making a difference is not hard at all.

Wednesday, February 29, 2012

Gary Gygax's 17 Steps to Role Playing Mastery: Steps One (Know the Rules) and Two (Know the Goals)

Note: Italics are quotes by Gygax, contained in the book, Role Playing Mastery.

Gary Gygax establishes two pillars that hold up the edifice that is Role Playing Mastery: …a thorough understanding of the rules of the game, followed by the selection of what sort of player character (PC) to portray in a given game situation.

 Starting with those two concepts, we’ll look at his 17 Steps of Role Playing Mastery.

1. Study the rules of your chosen role-playing game. Being intimately familiar with the rules structure is essential to understanding what you are doing, and understanding is the foundation of mastery.



He makes the point that simply memorizing a bunch of passages is not sufficient. Memorizing does not mean understanding (I like that phrase). It is not enough to know what is in the rules, but how the components all work together with each other. He discusses the problems faced by the rules writers, such as taking the make believe of dragons and spaceships and making them seem real. Quantification and mechanics must translate into an experience that brings to life the game environment.

As a player, whether the rules are inadequate or overwhelming, you must understand both the rules and the spirit of the game (Step #3). It is this accepted combination that leads to such exasperation with rules lawyers who focus solely on Step 1 and have no use for Step 3.

An adept GM can help overcome player shortcomings in the area of rules knowledge. But if the player consistently makes mistakes with movement or feats during combat rounds, the gameplay will be impacted negatively. Likewise, forgetting that a paladin has smite evil available can be the difference between success and failure. Two players understanding the rules for flanking is going to be much more effective than if only one does. Hard to flank by yourself!

2. Learn the goal(s) of the game. In other words, understand what the role of the PCs is in the game environment- the responsibilities and obligations of the player characters around whom the game world revolves. This is not the same as knowing what your individual role as a PC is; that is covered in step 9.

Gygax moves under the umbrella of the Player Character (PC) for several steps. Again using AD&D, he contrasts the styles of play and problem solving of fighters (brawn), magic users (brains) and thief (stealth). Playing different character classes (or types) gives you different perspectives on how to tackle problems and succeed in the game. In essence, he is saying that you can look at what types of character (classes) are available and how they are structured/function. From this, you can learn about the goals of the campaign world and the game itself.

He roams rather broadly on this point and doesn’t talk too much specifically about the game goals. But the concept is that you can explore the RPG system through playing different types of characters. Playing a ranger will certainly provide you a different experience and require a different approach to problem solving than playing a sorcerer. And a lawful good paladin will function differently than a neutral druid. He also contrasts the class (profession) system of character creation from the skill system. The way the character is built and functions gives an understanding of what the player can expect in the RPG. While I get what he was saying, I found this Step (as he explained it) to be rather muddy and easier to understand in its Step 9 form.

Now, the parameters within a specific campaign can certainly be affected by the character constraints and the goal. Solving a mystery (like TSR’s Bone Knot Hill)  will rely upon a different skill set and likely party composition than a slugfest dungeon crawl (like Necromancer Games’ Rappan Athuk Reloaded). But that is a micro look at what Gygax is saying, and he was really making his point a macro level.

Next up: Step Three – Spirit of the Game

Friday, February 24, 2012

Steelers - 2012 Free Agents/Part I

I've been working on a look at current Steelers who will be free agents in 2012, but with almost two dozen, it is taking awhile! So, I decided to break it down into three groups: Unrestricted, Restricted and Exclusive. We'll tackle the smallest group first.


EXCLUSIVE RIGHTS
This means that the player either takes the Steelers offer or he doesn't play. These guys have no power at all.
Jeremy Kapinos - The Steelers made an offer to Kapinos, who has supplanted the injury-prone Daniel Sepulveda as the team punter. He has no other option. He'll sign and do an adequate job with the punting duties in 2012. He's certainly better than Mitch Berger.
Steve McLendon - He'll be an unrestricted free agent next year. McClendon filled in well enough for the injured Casey Hampton in 2011, stepping up with Chris Hoke also going down with an injury. But I'm not sure he's a full time starter. Having said that, he has done well at times and may prove to be the guy with more experience and work with the coaches. With Hampton coming back from his ACL (and the Big Snack's age and weight..), I expect McClendon to be the starter on opening day. I hope he does well, as he could team with Ziggy Hood and Cameron Heywood to man the d-line for the next several years.
Isaac Redman - Pittsburgh made an offer of a bit under $600,000 to Redman, who showed some real ability in 2011. For a guy who is likely going to lead the team in rushing, and a guy who is pretty good, he's going to be quite a bargain. He will be an unrestricted free agent in 2013. If he has a successful 2012, I imagine that the Steelers will work out a deal with him after the season. I'm glad he's back.

MISC...
Chris Hoke - The Steelers took Hoke as an undrafted free agent out of Brigham Young in 2001 and he didn't make it onto the field until 2004. Having finally arrived, he spent a chunk of the past decade backing up pro bowler Casey Hampton. And it's a testament to him that very rarely was his entry into the game a step down for the defense. Hoke played hard and got the most out of his talent. And he picked up two Super Bowl rings along the way. Coming off of season-ending neck surgery, he'll be thirty-six in April and he wasn't going to play ahead of the twenty-six year old McLendon. Hoke was one of those Steelers who showed up every day, didn't cause waves and played hard when he was on the field. We need more guys like him.

Wednesday, February 15, 2012

Gary Gygax's 17 Steps to Role Playing Mastery – Mastery?

Gary Gygax took role-playing very seriously. This should not be a surprise since we’re talking about the man who co-created Dungeons and Dragons and what is now a billion dollar industry (there’s no World of Warcraft without D&D). He differentiates Role Playing Games (RPGs) from other games played to pass the time:

Many games are mere pastime activities, but RPGs are enjoyable pursuits of a sought-after nature and are hobby-like, rather than pastime creations aimed at filling an otherwise empty period of leisure. While some games are aimed at rainy afternoons or social gatherings that might bring boredom, role-playing games are designed for and should be played under far different circumstances. Participants engage in the play of such games because they have an active desire to do so. This is because the games of this nature provide them with fun, excitement, challenge, social interaction, and much more on an ongoing basis.

Gygax establishes RPGs at a ‘higher level’ than games such as Monopoly or Sorry. They are not something you do to pass the time. They are voluntary activities that players participate in for a continuing sense of fulfillment.
If you don't know what
this is about, you need
to do a little D&D
history research!

 He also makes a point that I feel is important: the cooperative nature of role-playing:

Role-playing games are contests in which the players usually cooperate as a group to achieve a common goal rather than compete to eliminate one another from play. Chess, board games, cards, and miniatures games all pit individuals or teams against each other. Role games, in contrast, bring players together in a mutual effort to have their characters succeed or at least survive against the hostile “world” environment.

Roleplaying games foster creativity, imagination and cooperation. If the party doesn’t work together, they usually don’t last long. I played “around a table” from middle school into grad school. After a long break from that type of RPGing (replaced with Pc games), I now play via message board (known as ‘Play By Post’) due to real life constraints. But it is still rewarding to work together to solve problems and vanquish foes. RPGs deliver that in excess.

Regarding Mastery, he says:

As it is with other kinds of mature amusements and diversions, so it is with role-playing games: The higher the level of play, the more enjoyable the game. Simply put, mastery of role-playing is not so much an effort toward individual excellence as it is a broadening of personal knowledge, contributing to social group activity, and increasing the fun and excitement that stem from superior participation. This is when role-playing becomes captivating. When you master role-playing, you become immersed in an activity that is peerless among leisure-time pursuits.

Mastery is achieved by understanding the game system, using it fully and correctly, excelling in operation within the system, and assuring that the experience is enjoyable for all the individuals concerned.

In other words, it’s not about you. It’s excelling at the game to increase the enjoyment of those playing with you. Back to cooperation. When you have a butthead in your group, it ruins the fun for nearly everyone because they are focused on their experience, not the group’s. Mastery should not make you a ‘Rules Lawyer’ who challenges the GM and other players on every point to show how much you know. Mastery should lead to a better played game. I like that focus.

Next up: Step One – Rules Study

Tuesday, February 7, 2012

Gary Gygax's 17 Steps to Role Playing Mastery - Intro

If you're reading this post, you probably know that Gary Gygax and Dave Arneson co-created Dungeons and Dragons circa 1973-1974. Unfortunately it was not a long-lasting partnership and lawsuits would ensue. While both were instrumental in creating D&D, it is Gygax who is remembered as the Father of Role Playing.

In 1987, Gary Gygax put out a book entitled Role-Playing Mastery, which gave instructions on how to excel as a player in role-playing games. At that time, there were essentially two versions of Dungeons and Dragons.  The Original, or ‘Basic’ game, had evolved under Tom Moldvay’s rules development. Gygax, meanwhile, was focused on Advanced Dungeons and Dragons, or ’AD&D’. They were marketed as separate rules systems and 2nd Edition AD&D would not be released until 1989.

Gygax had been pushed completely out of TSR (the company he cofounded to print the first set of D&D rules) by December 31, 1986, so he was no longer associated with D&D when this book came out.

In an interview not long before he died, Gygax was asked how he’d like to be remembered and replied:
“I would like the world to remember me as the guy who really enjoyed playing games and sharing his knowledge and his fun pastimes with everybody else.”


This book, which he wrote about twenty years before his death, reflects that philosophy. On a side note, he wrote a companion book that came out in 1989: Master of the Game, which focused on the Dungeon Master/Game Master side of role-playing. They are both interesting reads; partly because he takes the subject so seriously. And bear in mind that PC gaming consisted of titles like Ultima IV, Wizardry and Bard’s Tale. Pool of Radiance, the first of the gold box series, was a year away. MMORPGs weren’t even conceived of yet (yes, I know MUDs existed). But computer gaming was a very different world. People RPGd by sitting around a table together. And Gary Gygax suggested how they could be very good at it.

So, next post will begin a look a Gary Gygax's 17 Steps to Role Playing Mastery.

Wednesday, January 11, 2012

Goodbye, Sidney

We unexpectedly had to put down our dog last night. I will miss you, Sidney

January 10, 2012

Tuesday, December 6, 2011

Bob's Books - The Final Adventures of Sherlock Holmes - Peter Haining

A collection of stories, plays and essays about Holmes that are not part of the Canon but certainly make nice supplementary reading. An excellent addition to any Holmes library.  
A few years ago, an article in the Wall Street Journal was about Barnes & Noble’s in-house publishing imprint. They have been reproducing classic works for years and selling them at affordable prices. But they range father afield than that, and my Sherlockian bookshelf includes several of their titles, such as The Sherlock Holmes Companion, The Lost Adventures of Sherlock Holmes and The Final Adventures of Sherlock Holmes.

This last book is similar to the out of print and often difficult to find Sherlock Holmes: The Published Apocrypha by Jack Tracy (also reviewed on this site). Both books include the “almost Sherlock Holmes” stories and plays that don’t fit in the Canon, but are certainly in the neighborhood.

The introduction discusses the pieces that make up the book and you will find some interesting tidbits (much of which was previously in Tracy’s book).

The book starts off nicely with The Truth About Sherlock Holmes, which is an essay by Doyle that appeared in Colliers in 1923. Much of this essay would find its way into Doyle’s own autobiography, Memories and Adventures. It is a very interesting essay and worth reading by all Sherlockians.

The Mystery of Uncle Jeremy’s Household appeared in Boy’s Own Journal in early 1887, after A Study in Scarlet was written, but before the first Holmes novel was published. I would suggest reading this story and amusing yourself by listing the Holmesian overtones. You will find more than one!

Next up is The Field Bazaar, one of Doyle’s two parodies that he wrote about Holmes. It recounts a breakfast conversation between Holmes and Watson and was written as a fundraiser for the student newspaper at Edinburgh University.

Two tales from 1898 follow. The Story of the Man With the Watches and The Story of the Lost Special both feature an unnamed detective and are quite Sherlock Holmes-like in their feel. Either of these books could easily have been written as Holmes adventures, or even transformed into Solar Pons tales. While not Doyle’s best detective stories, they are better than some of the official tales from the Canon. Since they were published after the detective’s supposed death and before his return, was Doyle just “getting some Holmes” out of his system?

Hesketh Pearson was researching a biography of Doyle when he found the outline of an unwritten Holmes story, and a completed Holmes tale, The Case of the Man Who Was Wanted (mentioned below). The outline is included here. It is immediately followed by a completed version of the tale, written by Robert A. Cutter, in 1947. It is titled The Adventure of the Tall Man.

I’m quite a fan of William Gillette’s marvelous play, Sherlock Holmes. However, his adventure into the parody world, the curtain raiser The Painful Predicament of Sherlock Holmes, is not one of my favorites. The novelty of Holmes not uttering a single word is original, but I just don’t find the play very funny.

For The Case of the Man Who Was Wanted, I have included the contents of my review of Tracy’s Apocrypha:
Pearson also discovered an entire previously unknown Sherlock Holmes tale in 1942. The Doyle estate (always quick to try and make a buck) surprisingly enough resisted pressure to publish it. Finally, in 1948, they accepted an offer from Cosmopolitan and it was published. Then the bad news: Arthur Whitaker said that he had written the tale and sent it to Doyle in 1910, hoping it would become a collaboration. Doyle declined and suggested Whitaker rewrite is as non-Holmes tale. Finally, Doyle purchased it for 10 pounds. Doyle set it aside, never using it. Whitaker produced the carbon copy of his typescript, as well as Doyle’s own hand-written letter in which the author had offered to buy the script.
The Doyle Estate refunded some of the money they received for selling the story and Whitaker was paid 150 pounds to be quiet about the affair. He died not long after and the matter was dropped by all parties. Cosmopolitan never admitted the story wasn’t by Doyle, and the Estate had no comments.
Haining’s explanation includes the following quote from Pearson’s description of the story. “The opening scene between Holmes and Watson betrays the hand of the master.” Haining also mentions a reference to the story made in John Dickson Carr’s biography of Sir Arthur. Haining speculates that Doyle himself may have contributed somewhat to the tale and that it was not all Whitaker’s work. Regardless, it is an enjoyable Holmes pastiche.

Some Personalia About Sherlock Holmes was written by Doyle and appeared in a 1917 edition of The Strand. Doyle discusses receiving letters written to Holmes and ruminates on true life crimes that the author had some involvement in investigating. One such, involving a man who disappeared, I wrote as a story involving Doyle and William Gillette. It was published as The Case of the Tired Captain in a collection entitled Curious Incidents.

American critic Arthur Guitterman wrote a poem critical of Doyle for having Holmes insult Edgar Allen Poe’s C. August Dupin and Emile Gaboriau’s Monsieur Lecoq, in A Study in Scarlet. It is included here, followed by Doyle’s own poem in response. People were taking the Canon far too seriously long before Sherlockians jumped into the act.

Doyle’s short Holmes play, The Crown Diamond, is next. It is a weak story and quite inferior to his play adaptation of The Speckled Band.

How Watson Learned the Trick is a charming parody written by Doyle for inclusion in the miniature library in a dollhouse made for Queen Anne. I find this to be a greatly underappreciated Holmes piece and is one of my favorites.

On December 15, 1900, A Gaudy Death: Conan Doyle Tells the True Story of Sherlock Holmes’ End appeared in Tit-Bits, a weekly magazine published by the same folks who owned The Strand. Holmes was in that unhappy (for the readers) period after his plunge at the Reichenbach Falls and before his temporary revival in The Hound of the Baskervilles. This is a fine interview in which Doyle discusses how he came up with the idea for Holmes, and why he switched from novels to serial adventures for the detective. He then moves on to explain why he killed off Holmes. “My lower work” (Holmes) “was obscuring my higher” (The White Company) “is as good a summary of his feelings as ever he uttered.

It’s hard for us to imagine a Canon that ended with The Memoirs. A paltry 26 Sherlock Holmes adventures! So imagine the thrill that the discerning reader of this essay experienced at the following sentence from Doyle: “That does not say, however, that because he is dead I should not write about him again if I wanted to.” I get a tingle myself!

The Mystery of Sasassa Valley was Doyle’s first published story and is a tale with a supernatural tinge.
The volume wraps up with My Favourite Sherlock Holmes Adventures, a short piece Doyle wrote for The Strand in 1927. It is a listing of Doyle’s own dozen favorite Holmes tales. He does not include any from The Case-Book, which was about to be published in book form and had not been readily available to most readers. I like to believe that his statement that he would have included The Lion’s Mane and The Illustrious Client on the list if they were eligible was a selling job. I can’t place those two anywhere near the top twelve. In case you haven’t seen the list, The Speckled Band was at number one.

Peter Haining’s book is an outstanding collection that any Holmes fan should enjoy. If you already have Tracy’s Apocrypha, or vice versa, you will find they complement each other and you shouldn’t ignore one because you own the other.