Spirit of the Century

A couple of weeks ago, the other Earthlings and I played our very first game of Spirit of the Century. Spirit of the Century is a tabletop roleplaying game based on the FATE system (which in turn draws elements from the FUDGE system, and in particular, the FUDGE dice). Are you following me so far?

Four sets of FUDGE/FATE dice. Each die is labelled with 2 “blank”, 2 “minus” and 2 “plus” sides, and all four are rolled to obtain a result between -4 and +4, on a probability bell-curve trending towards 0. Neat.

Spirit of the Century is set in the “pulp novel” era of the 1920s, in the optimistic period between the two world wars. The player characters play pulp-style heroes: the learned professor, the adventurous archaeologist, the daring pilot, all of those tropes of the era. Science, or – as it should be put – Science! is king, and there’s no telling what fantastic and terrifying secrets are about to be unleashed upon the world. Tell you what… let me just show you the cover for the sourcebook:

Yes; that’s a gorilla flying a biplane away from a stricken zeppelin, fighting a masked hero. Meanwhile, a female mechanic clambers under the fuselage and man wearing a jetpack pulls alongside, guns blazing.

Everything you need to know about the game is right in that picture, right there.

The character generation mechanism is different from most RPGs; even other fluffy, anti-min/max-ey ones. All player characters (for reasons relevant to the mythos) were born on 1st January 1901, so the first part of character creation is explaining what they did during their childhood. The second part is about explaining what they did during the Great War. During each of these (and every subsequent step), the character will gain two “aspects”, which they’ll later use for or against their feats in a way not-too-dissimilar from the PDQ System (which may be familiar to those of you who’ve played Ninja Burger 2nd Edition).

The third chapter of character generation involves telling your character’s own story – their first adventure – in the style of a pulp novel. The back of the character sheet will actually end up with a “blurb” on it, summarising the plot of their novel. Then things get complicated. In the fourth and fifth chapters, each character will co-star in the novels of randomly-selected other player characters. This can involve a little bit of re-writing, as stories are bent in order to fit around the ideas of the players, but it serves an important purpose: it gives groups of player characters a collaborative backstory. “Remember the time that we fought off Professor Mechk’s evil robot army?”

Johnny Sparks is a character of my creation.

That’s exactly what Johnny Sparks did in “Johnny Sparks and the Robot Army”. When Professor Mechk released his evil robot army on the streets of New York City, Johnny Sparks – government-sponsored whizkid – knew he had to act. With his old friend Jack Brewood (and Jack’s network of black market contacts), he acquired the parts to build a weapon powered by lightning itself. Then, alongside Mafia child and expert pugilist Michael Leone, he fought his way up the Empire State Building to Mechk’s control centre. While Michael duelled with Mechk, Johnny channeled the powers of the heavens into the gigantic robot brainwave transmitter at the top of the tower, sending it into overload. As the tower-top base melted down and exploded, Michael and Johnny abseiled rapidly down the side to safety.

And so they have a history, you see! And some “aspects” for it: Johnny got “Master of Storms” from his lightning-based research and “With thanks to Jack” for his friend’s support. Meanwhile Jack got “On Johnny’s wavelength” to represent the fact that he’s one of the few people who can follow Johnny’s strange and aspie-ish thought patterns.

Beer, crisps, and roleplaying. What more does an Earthling need?

In our first play session, Michael Leone (Paul), Jack Brewood (JTA), and Anna Midnight (Ruth) found themselves in a race to rescue aviator Charles Lindbergh from the evil Captain Hookshot and his blimp-riding pirates. Hookshot hoped to use the kidnap of Lindbergh as leverage to get his hands on some of Thomas Edison‘s secret research, which he hoped would allow him to gain a stranglehold on the world’s aluminium supply, which was only just beginning to be produced in meaningful quantities. So began an epic boat (and seaplane) chase across the Atlantic to mysterious Barnett Island, a fight through the pirates’ slave camp and bauxite mines, a Mexican-stand-off aboard a zeppelin full of explosives, and a high-speed escape from an erupting volcanic island.

Highlights included:

  • Jack’s afraid of flying, so while the others arrived for the first scenes of the adventure by seaplane, Jack trundled well behind in a cruiser. As a result, he completely missed the kidnapping.
  • When Hookshot was first kidnapping Edison, his attempt was foiled when Ana threw a cutlass at him, severing the grapple he had tied to the scientist.
  • Michael’s a badass at barehand combat. When he wasn’t flinging wild dogs into trees, he was generally found crushing the skulls of pirates into one another.
  • Spirit of the Century encourages a particular mechanism for “player-generated content”. This was exemplified wonderfully by Jack’s observation that he “read once that there was a tribal whaling camp on an island near here, called Ingleshtat.” He paid a FATE point and made an Academics roll, but because I wouldn’t tell him the target of the roll he only knew that he’d “done well”, and not that he’d “done well enough.” He and the other player characters weren’t sure that his knowledge was accurate until they reached the island (and thankfully found that he was right). Similarly, the motivation for the kidnapping wasn’t about aluminium until one of the players speculated that it might be.
  • Ana Midnight’s spectacularly failed attempt at stealth, as she crept via a creaky door into a building full of armed guards. Also, Jack’s fabulous rescue attempt, as he dived and rolled into the building, firing his pistol as he went, while Michael climbed up the zeppelin’s boarding tower, leading to…
  • The tense (and, surprisingly, combat-free… barely!) stand-off and negotiation aboard Hookshot’s zeppelin, towards the end of the story.

There’s a lot of potential for a lot of fun in this game, and we’ll be sure to play it again sometime soon.

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Apples To Alternative Vote

The other Earthlings, Statto, and I this week came up with a fun and topical variant of hit social board game Apples To Apples (which you might well have played with us at some point or another: if not, come over and we’ll show you). We call it AAV, or Apples To Alternative Vote, and it goes a little like this:

How'dya like them apples? An Applies to Apples (British Isles Edition) set and a sense of humour are all you need to play this game.
How’dya like them apples? An Applies to Apples (British Isles Edition) set and a sense of humour are all you need to play this game.
  1. Each player draws a hand of seven red cards, as usual. A deck of green cards is built to represent the voting populace. We used 9 green cards for 5 players, and I reckon that was too few: try doubling or tripling the number of players to get a green deck size. Round up to ensure you have an odd number.
  2. In turn, each player (or “candidate”) draws a green card from the constructed deck and explains: “Opinion polls show that voters in this constituency desire things which are…”, and then read out the card as normal. Play about with the language! “I represent the interests of voters who demand…”, etc.
  3. As usual, the other candidates play face-down red cards (policies) that will attract those voters, and the judge flips them over and chooses the one which best-reflects the interests of their constituents. The winning candidate wins their vote, and takes the green card as a prize.
  4. Play until one candidate holds the majority of the green cards. If you run out of green cards before this happens, eliminate the player(s) with the fewest votes (green cards): then they act as judge for these green cards among the remaining candidates. Continue eliminating and redistributing in this fashion until one candidate has a majority. This player is the winner.
  5. If this is all somehow too challenging for you, then declare that AV actually is too complicated, like the No-to-AV people say it is, and give up. Also: you should probably buy yourself some simpler board games, thicko.
An explanation of what all those complicated numbers mean for those too stupid to get their head around Alternative Vote.

We have in mind a possible variant in which different voting issue (green cards) represent different numbers of voters (perhaps using the “values” deck from For Sale), and the aim is to have a majority of voters, not issues, won over by your policies. “12,000 voters desire things which are… scary!” Give it a go, and let us know how you get on. And don’t forget to vote on Thursday!

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The Board Games Are Breeding

A a means to take a break from the code I was working on for half an hour (I’m doing some freelance work for SmartData in my spare time, since I left them to go and work for the Bodleian Library, in order to help wrap up a project that I was responsible for at the end of my time there), I decided to go downstairs and do some packing in anticipation of our upcoming house move.

The first four boxes full of board games.

I packed about four boxes worth of board games, and then stood back to take a look at the shelves… and damnit, they look just as full as they did before I started.

I swear that my board game collection must be breeding, somehow. “Perhaps that’s where expansion packs come from,” suggests Paul. Perhaps: but that wouldn’t manage to explain the optical illusion that makes it look like I’ve got four boxes full of games when in actual fact they’re all still on the shelves, unless they’re breeding as fast as I can pack them.

This might take a while.

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On This Day In 2004

A little bit tongue-in-cheek, this one.

Looking Back

On this day in 2004, I’d just finished my first marathon session of playing Half-Life 2, a spectacular new video game that quickly became one of the best-selling computer games ever. Despite New Year celebrations and other distractions, I managed to sit and play the game for a couple of days and finished it very soon after.

The launch of the game was delayed – I’d pre-ordered it 17 months before it eventually got released – after being plagued with development difficulties. One of the many delays to it’s launch was blamed on the theft of part of the source code: I remember joking, after the thief had been caught, that now that they’d got the code back they’d be able to release the game, right?

Meanwhile, Paul swore that he would have nothing to do with the digital distribution platform – Steam – that remains the only way to get a legitimate copy of Half-Life 2. On his blog – then on LiveJournal – he listed all of the many problems that he saw with Steam, and I countered a few of them in an argument in the comments. For years to come, he’d go on to refuse to play some of the most fantastic computer games to be released on principle.

Looking Forward

Things change. I can’t remember the last time I saw Paul playing a video game that he didn’t buy on Steam, for one (except for a handful that he bought from Good Old Games – which is well worth visiting, if you haven’t already).

Some things stay the same: Half-Life 2 remains one of the best first-person shooters ever made, and has been followed by two spectacular sequels (Episode 1 and Episode 2) and a number of spin-offs (including the mind-blowingly awesome Portal, which stole my life for a while, although not for long enough to make my 2007 list of life-stealing games). We’re still all waiting on the much-delayed Episode 3, though…

This blog post is part of the On This Day series, in which Dan periodically looks back on years gone by.

A Video Game Movie I’d See

Video game movies are notoriously bad, no matter how awesome the game that inspired them. Wing Commander took a classic video game series and completely ruined it. Doom was incredibly dull, even though it was based on one of the most popular game series that have ever exited. Prince of Persia: The Sands of Time had so much potential and the chance to draw from the multi-rebooted Prince of Persia video games, but in the end its only redeeming feature was that it co-starred Richard Coyle, whose earlier appearance in hit comedy series Coupling lead Ruth, JTA and I to rename the film after his character from that series, calling it The Legend of King Jeff, which would honestly have been a better film.

And let’s not forget the truly dire Street Fighter: The Movie, which ultimately lead to the short-lived arcade game Street Fighter: The Movie – The Game, attempting to cash in on the film before the developers realised that this wasn’t actually a very good idea. And it’s only the eighth-worst video game movie of all time, according to this video on GameTrailers. Let’s face it: video games don’t convert well to films.

That said, I’ve had an idea for a video game-inspired film that I think could really be good. Or, at least, so awful it’d be good.

Asteroids: The Movie

Don’t you dare tell me that you wouldn’t go to the cinema to see Asteroids: The Movie: CGI like this just has to be enjoyed on the big screen.

The plot is as follows: Earth governments have been secretly tracking an enormous asteroid for many years. Under the cover story of satellite launches, they’ve been firing nuclear weapons at long distances to try to destroy or deflect the mass, but all they’ve managed is to break it up into many hundreds of smaller (but still devastatingly-huge) rocks, many of which are still headed towards our planet.

We’re introduced to our main characters: a cocky ace fighter pilot who’s just been expelled from his wing group for being too cocky and ace, a young and immature geek who spends his life playing retro video games, and a love interest who spurns both of them and is probably employed by the shady government agency. Early in the film, she acts professionally and doesn’t approve of the other main characters’ respective aggressive self-confidence/childish behaviour, but eventually the three become closer as they work together (and probably save one another’s lives a few times).

Recruited for their various “talents” they’re recruited to pilot an experimental spaceship right out into the asteroid field and fire their cannons to destroy them. All is going well, but there are occasional sightings of fast-moving metallic objects around the edges of the field. These turn out to be aliens (in flying saucer like spaceships) who had originally propelled the enormous rock towards Earth in an effort to wipe out humankind, who they – as a result of their warlike culture – perceive as a threat to their galactic dominance. Earth has been on the brink of cracking faster-than-light travel for a while now, as evidenced by secret test flights of the ships which preceded the vessel used in the movie, and this makes the aliens twitchy.

There’s a fight, and it momentarily looks like the aliens stand to destroy the human ship. “This isn’t a video game: we don’t get extra lives!” shouts the love interest character, at one point. “No,” agrees the geek, “But we do have this…” He engages the highly-experimental “hyperspace jump drive” and the ship disappears just seconds before the alien missiles destroy it.

While drifting in hyperspace, the crew find evidence of the aliens’ culture and history, and the other planets they’ve destroyed. They also discover a possible weakness. They’re just beginning to understand what they have to do when they reappear in normal space, apparently only a split second after they disappeared. The chase is on as the aliens pursue the humans through the asteroid field in an exciting chase scene. Finally, the humans discover what they need to do to penetrate the alien shields, and fire upon them. They rush away as the alien ship explodes, vapourising the remaining asteroids as it goes.

The crew return to Earth as heroes.

Now: isn’t that at least as good as whatever Hollywood would come up with? And it’d certainly be far better than the Super Mario Brothers movie.

Hmm. Further research indicates that this might be already going to happen

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Ruth & JTA’s Stag/Hen Party Weekend, Part I

With their wedding just around the corner, Ruth and JTA had a combined stag/hen party weekend, a couple of weeks back (yes, I know it’s taken me a while to blog about it. Here’s some of the highlights. As usual, click pictures for bigger versions.

Friday

Jordans

Most of the party was to take place at the youth hostel in a Buckinghamshire village called Jordans. With a little sweet-talking to the lady who runs the hostel – which we’d rented outright for the weekend – we were able to check-in a little early, to at least be able to leave our bags and cars there.

Jordans Youth Hostel
Jordans Youth Hostel

Matt, who was to join us for the next part of the adventure, was running late, so we explored the nearby Quaker meeting house – one of the oldest, right on our doorstep, and the burial place of William Penn – while we waited for him to show up.

Ruth, JTA, and Paul, standing around wondering where Matt could have gotten himself to.
Ruth, JTA, and Paul, standing around wondering where Matt could have gotten himself to.

Eventually we had to set off to London without him, on the train. We hid his train ticket inside the least-likely-looking leaflet we could find at the train station, texted him instructions to find it, and got underway.

In which leaflet do you think we've hidden Matt's train ticket?
In which leaflet do you think we’ve hidden Matt’s train ticket?

Paul split from us shortly after Marylebone Station to pursue a quest of his own: to find a stack of foreign candy and purchase it. Meanwhile, we went on to…

Volupté

The festivities started with lunch in Volupté for Ruth and JTA, accompanied by maid-of-honour Matt (when he caught up with us) and I. You might recall that Ruth, JTA and I had been before for their “afternoon tease” a few months ago, and loved it. Volupté is a fantastic little burlesque club buried in the middle of London, and we enjoyed their ostentatious and eccentric cocktails as we ate our dinner, listened to some live music, and watched JTA help a young lady undress by tugging on the end of one of the series of wrap-around dresses she wore.

JTA and Ruth at what we've now decided is our 'usual table' in the cocktail lounge, waiting for Matt to arrive.
JTA and Ruth at what we’ve now decided is our ‘usual table’ in the cocktail lounge, waiting for Matt to arrive.

Given our dormitory-style accommodation, he probably thought that this would be the only time he’d be helping a young lady to undress all weekend, but this assumption would turn out to be false later in the weekend…

Ruth & Dan’s Stag/Hen Party Game Which They Couldn’t Agree On A Name For

Back at Jordans, our other guests were beginning to arrive. Ruth’s brothers, Owen and Robin, were among the first, followed by Alec and Suz, Siân, Adrian and Abby. That’s when we got the phone call from Liz.. giggling as she went (perhaps from the painkillers?) she wanted to apologise that she and Simon wouldn’t be able to make it, because she’d suffered a rather unpleasant injury. And so began the first of our evening’s entertainments: coming up with awful and tasteless puns about poor Liz’s accident.

The drinking begins. Here's to you, Liz, for being so unflappable.
The drinking begins. Here’s to you, Liz, for being so unflappable.

As our chefs in the kitchen prepared everybody’s dinner, Ruth and I began to explain the rules of Ruth & Dan’s Stag/Hen Party Game Which They Couldn’t Agree On A Name For.

Paul, Robin, and Ruth prepare dinner.
Paul, Robin, and Ruth prepare dinner.

Two teams were formed. The aim for each team was to help their team-mates traverse a Twister mat by competing in a series of challenges to win a number of “spins” of the Twister spinner. When a team-mate got across the mat, they were awarded a hat; and the first team to be entirely “hatted” is the winner. Easy, right?

Sian stands with one foot on the mat as her team-mates struggle to complete their first challenge.
Sian stands with one foot on the mat as her team-mates struggle to complete their first challenge.

The challenges were about as varied as Ruth and I could manage to come up with. The first, for example, had blindfolded players trying to solve a jigsaw under the (verbal-only) guidance of the rest of their team. Another required the team to transport water from a stack of jugs to a distant bucket using only a leaky length of guttering. A third had each team playing charades.

Alec and JTA, blindfolded, attempt to solve jigsaws.
Alec and JTA, blindfolded, attempt to solve jigsaws.

Remarkably, few people were hurt. Sure, the water-pistol-fight-while-carrying-lit-candles game was pretty safe, but the “human jousting”, which saw piggybacking riders attempt to dismount their competitors by beating them with foam swords, stopped barely short of bruising poor Suz as she was repeatedly whipped by Matt.

Human Jousting.
Human Jousting.

Quite-remarkably, Alec lost to Paul in a doughnut-eating competition. Meanwhile, the most spectacular bobbing-for-apples competition ever seen – between JTA and Owen – ended with a spectacularly close and exciting finish… and water pretty much everywhere.

Alec having lost a doughnut-eating competition; still wearing the blindfold, tiara, and earrings from two previous challenges.
Alec having lost a doughnut-eating competition; still wearing the blindfold, tiara, and earrings from two previous challenges.

Drunk, tired, and – in some cases – wet and covered in doughnut crumbs, we went to bed. Tomorrow was to be a long day… [to be continued]

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Civilization V Release Day

For those of you in the USA, at least, today is the release day for the much-anticipated Sid Meier’s Civilization V. With the promise that this will be the most groundbreaking Civ game since Civilization II, I’ve managed to acquire a leaked screenshot of the very first thing that players will see when they launch Civilization V for the first time:


With apologies to those of you who haven’t had the experiences to find this funny.

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Troma Night Adventure

Because I promised you some Aber-nostalgia.

Do you remember the RockMonkey Wiki? Many years ago, Ruth bought the domain name rockmonkey.org.uk as a gift for Andy K, who’d been nicknamed “Rock Monkey” for longer than anybody could remember. He decided that what he wanted to host there was a wiki engine, and I helped him get one set up. Soon, every Abnibber and Troma Night veteran was using it, filling the pages with all kinds of junk.

Soon, Jon launched the wiki’s first WikiGame: a maze exploration game using littered with Dungeon Master Java screenshots and monsters aplenty (monsters like Tubgirl and Lesbians and The Splurg). This kicked off a series of other WikiGames, mostly by Jon, Andy R, and myself (although Andy K started about a dozen of them and Ruth got some way through developing her first).

My biggest contribution was probably TromaNightAdventure, a text-based adventure in which the player attempts to explore Aberystwyth to collect (at least) three Troma Night stars, some pizza, some beer, and some films. It was an epic quest, far larger than I’d meant for it to grow, with multiple non-linear ways to win and a scoring system that told you exactly by how much you’d beaten it (some, but few, people managed to score the maximum number of points).

The screenshot above isn’t from the RockMonkey Wiki. It’s from my relaunched version of Troma Night Adventure. That’s right: I’ve dug up the final backup of the RockMonkey Wiki, extracted the relevant content, knocked together a mini version of the wiki engine and the WikiGameToolkit, and re-launched the game. It’s read-only, of course: this isn’t a real wiki; the real wiki is long-gone. But it does have a few extra features than the original, like a pictorial inventory and a nippy Ajax-powered interface. If you’re looking for some nostalgia about the old RockMonkey Wiki or about Troma Nights back in Aberystwyth, here’s your ticket:

BiCon: The Game

I shan’t be at BiCon this year, but I thought I’d share with you all something that tickled me today. Last year, at a Naked Lunch, I ended up chatting to several geeks about Interactive Fiction, and I through out a few ideas for a BiCon-themed piece of Interactive Fiction. Little did I know that this idea had sunk in, and cogs had begun to turn…

Rach has just released BiCon 2010: The Game, and it fully embodies everything that’s fabulous about BiCon. It’s also a really good bit of IF, for a first full adventure, and involves some fascinating hacking of the gender pronouns system for Inform. I tip my hat to the author.

(there’s some discussion going on about the game on the BiCon LiveJournal community)

Troma Night 300

This Friday’s Troma Night will be Troma Night 300! It’s hard to believe how much time I’ve spent at this, our weekly film night. I wonder how many pizzas, in total, have been eaten? How many awful films we’ve groaned at?

I’m planning that for this special Troma Night we’ll temporarily revitalise some of the old traditions. I’ve already been in touch with Kit, and he’s happy to phone in the pizza order for us (“Kit, order the pizza!” // <sighs> “What does everybody want?”) in the traditional style. I’m hoping that Paul will be available to throw a sponge through a window (if he’s working, of course, we’ll try to arrange for him to fling a sponge around the cinema projection booth while we simultaneously throw a substitute sponge at The Cottage). We’ll aim to start a little early with a Flash Gordon short, for those who miss watching those before their Troma Night experience, too.

As for those of you who are no longer around, you’re welcome to join in from afar, too. Alec: why don’t you buy yourself a four-pack of beer and drink exactly three of them? “Strokey” Adam: perhaps you can arrange for somebody to molest you with unwanted physical contact on Friday evening? Liz: you ought to get a date for the night, introduce him to all of your friends, and then never see him again. See: traditions are great!

In other news: if you haven’t yet played Lost Pig (And Place Under Ground), you should. It’s a fun, puzzle-oriented piece of interactive fiction that’s full of charm, with a wonderfully lovable (and not your usual) protagonist. It’s a lightweight bit of adventuring that’ll take most of you under an hour, so go play! Install Gargoyle (for Windows or Linux) for the simplest-possible play experience, and have fun!

Easter Egg Hunting, Gravity Hooking, and Geocachers You Might Know

This afternoon, like last year, we took the opportunity to spend Easter Sunday hiding one another’s Easter eggs in the woods and then running around looking for them.

Paul & Rory

For some reason, this year Rory didn’t want me to be responsible for hiding his egg (something to do with his eventually being found up a tree, last year), so I ended up hiding Adam‘s, instead. I didn’t even put much effort into it: just propped it on a branch. This turned out to be a bad hiding place because Adam walked right back past it on his way back from hiding JTA‘s egg.

Adam's egg

Paul, meanwhile, hid my egg. He did a pretty good job of it, too, and eventually had to give me a couple of clues. “It’s near Barking Up The Wrong Tree,” he said, knowing perfectly well that this was a geocache that I hadn’t yet hunted for. I pulled out my GPSr and found the cache, and then started looking for my egg in the vicinity.

Adam in a Forest

In a particularly special bit of hiding, Rory managed to hide Matt P‘s egg so well that he himself couldn’t find it again. Eventually we all had to help hunt for Matt’s lost egg. Rory had helpfully taken a photo of the egg in it’s hiding place, but this photo was ultimately useless because it depicted nothing more distinctive than “a wood”, which we were unable to see for all of the trees. I suppose that if we were trying to get to a particular spot and then ascertain that we were in the right place, it would be useful, except for that fact that being in the exact right place would probably have been pretty obvious by the time we were standing on top of an Easter egg.

Hunting for Matt's egg

Finally, Adam basically “tripped over” the hidden egg, and all was well.

Matt finds his egg!

All in all, it was a fabulous afternoon out, and a great way to work off all the calories of Ruth‘s most-excellent Easter lunch (and just in time to be able to scoff down cakes and chocolate later in the afternoon).

Ruth, JTA, and Paul near the edge of the woods

In other news:

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The 17 Blog Posts That Weren’t

It may come as a surprise to you that the stuff I write about on my blog – whether about technology, dreams, food, film, games, relationships, or my life in general – isn’t actually always written off-the-cuff. To the contrary, sometimes a post is edited and re-edited over the course of weeks or months before it finally makes it onto the web. When I wrote late last year about some of my controversial ideas about the ethics (or lack thereof) associated with telling children about Santa Claus, I’m sure that it looked like it had been inspired by the run-up to Christmas. In actual fact, I’d begun writing it six months earlier, as summer began, and had routinely visited and revisited it from time to time until I was happy with it, which luckily coincided with the Christmas season.

As an inevitable result of this process, it’s sometimes the case that a blog post is written or partially-written and then waits forever to be finished. These forever-unready, never-published articles are destined to sit forever in my drafts folder, gathering virtual dust. These aren’t the posts which were completed but left unpublished – the ones where it’s only upon finishing writing that it became self-evident that this was not for general consumption – no, the posts I’m talking about are those which honestly had a chance but just didn’t quite make it to completion.

Well, today is their day! I’ve decided to call an amnesty on my incomplete blog posts, at long last giving them a chance to see the light of day. If you’ve heard mention of declaring inbox bankruptcy, this is a similar concept: I’m sick of seeing some of these blog articles which will never be ready cluttering up my drafts folder: it’s time to make some space! Let the spring cleaning begin:


Jimmy, Start Your Engine

Here’s a photo I took this afternoon especially for Jimmy:

It’s a pity he won’t be around this weekend to make the most of this exciting new addition to our irregular weekly Power Grid face-off.

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Grief (Interactive Fiction)

It’s not as spectacular as Violet, but I’ve just enjoyed playing Grief, another IF Comp 2008 entry. Download the .z8 file (which you can play in Windows Frotz or your favourite Z-Machine).

Play it a few times to see a few of the different endings: if only you could have done things differently… but perhaps things aren’t inevitable. There’s over a half-dozen different endings: wait until you start spotting the pattern, then – if you haven’t found it by yourself – type WALKTHRU to see a list of achievable endings so that you can begin to understand the truth of the matter… and when you do so, remember the first scene…

But if you only play one IF this year, make it Violet. =o)