Tag Archives: Games

#195: Probabilities in Dishwashing

This is mark Joseph “young” blog entry #195, on the subject of Probabilities in Dishwashing.

I was going to call this, What Are the Odds?, but that’s too useful a title to use for this.  Actually, almost every time my bill rings up to an exact dollar amount, ending “.00”, I say that to the cashier, and usually they have no idea, so usually I tell them.  But I’m a game master–I’ve been running Multiverser™ for over twenty years, and Dungeons & Dragons™ for nearly as long before that.  I have to know these things.  After all, whenever a player says to me, “What do I have to roll?”, he really means “What are the odds that this will work?”  Then, usually very quickly by the seat of my pants, I have to estimate what chance there is that something will happen the way the player wants it.  So I find myself wondering about the odds frequently–and in an appendix in the back of the Multiverser rule book, there were a number of tools provided to help figure out the odds in a lot of situations.

And so when I saw an improbable circumstance, I immediately wondered what the odds were, and then I wondered how I would calculate them, and then I had the answer.  It has something in common with the way I cracked the probabilities of dice pools decades back (that’s in the book), but has more to do with card probabilities, as we examined in web log post #1:  Probabilities and Solitaire, than with dice.

So here’s the puzzle.

At some point I bought a set of four drinking cups in four distinct colors.  I think technically the colors were orange, green, cyan, and magenta, although we call the cyan one blue and the magenta one red, and for our purposes all that matters is that there are four colors, A, B, C, and D.  We liked them enough, and they were cheap enough, that on my next trip to that store I bought another identical set.  That means that there are two tumblers of each color.

I was washing dishes, and I realized that among those dishes were exactly four of these cups, one of each of the four colors.  I wondered immediately what the odds were, and rapidly determined how to calculate them.  I did not finish the calculation while I was washing dishes, for reasons that will become apparent, but thought I’d share the process here, to help other game masters estimate odds.  This is a problem in the probabilities of non-occurrence, that is, what are the odds of not drawing a pair.

The color of the first cup does not matter, because when you have none and you draw one, it is guaranteed not to match any previously drawn cup, because there aren’t any.  Thus there is a one hundred percent chance that the first cup will be one that you need and not one that you don’t want.  Whatever color it is, it is our color A.

In drawing the second cup, what you know is that there are now seven cups that you do not have, one of which will be a match.  That means there is one chance in seven of a match, six chances in seven of not matching.  This is where I stopped the math, because I hate sevenths.  I know that they create a six-digit repeating decimal that shifts its position–1/7th is 0.1̅4̅2̅8̅5̅7̅, and 2/7ths is 0.2̅8̅5̅7̅1̅4̅, and in each case the digits are in the same sequence, but I can never remember that sequence (I don’t use it frequently enough to matter, and I can look it up on the table in the back of the Multiverser book as I just did here, or plug it into a calculator to get it).  So the probability of the second cup matching the first–of drawing the other A–is 14.2̅8̅5̅7̅1̅4̅%, and the probability of not drawing a match is 85.7̅1̅4̅2̅8̅5̅%.

So with a roughly 86% chance we have two cups that do not match, colors A and B, and we are drawing the third from a pool of six cups, of which there are one A, one B, two Cs and two Ds.  That means there are two chances that our draw will match one of the two cups we already have, against four chances that we will get a new color.  There is thus a 33.3̅3̅% chance of a match, a 66.6̅6̅% chance that we will not get a match.

We thus have a roughly 67% chance of drawing color C, but that assumes that we have already drawn colors A and B.  We had a 100% chance of drawing color A, and an 86% chance of drawing color B.  That means our current probability of having three differently-colored cups is 67% of 86% of 100%, a simple multiplication problem which yields about 58%.  Odds slightly favor getting three different colors.

As we go for the fourth, though, our chances drop significantly.  There are now three colors to match, and five cups in the deck three of which match–three chances in five, or 60%, to match, which means two in five, or 40%, to get the fourth color.  That’s 40% of 67% of 86% of 100%, and that comes to, roughly, a 23% chance.  That’s closer to 3/13ths (according to my chart), but close enough to one chance in four, 25%.

A quicker way to do it in game, though, would be to assign each of the eight cups a number, and roll four eight-sided dice to see which four of the cups were drawn.  You don’t have to know the probabilities to do it that way, but if you had any matching rolls you would have to re-roll them (one of any pair), because it would not be possible to select the same cup twice.  In that sense, it would be easier to do it with eight cards, assigning each to a cup.

I should note that this math fails to address the more difficult questions–first, what are the odds that exactly four of the eight cups would be waiting to be washed, as opposed to three or five or some other number; second, how likely is it that someone has absconded with one of the cups of a particular color because he likes that color and is keeping it in his car or his room or elsewhere.  However, the first question is an assumption made in posing the problem, and the second question is presumably equally likely to apply to any one of the four color cups (even if I can’t imagine someone taking a liking to the orange one, someone in the house does like orange).  However, it should give you a bit of a better understanding on how to figure out the odds of something happening.

For what it’s worth, the probability of the cost of the purchase coming to an even dollar amount, assuming random values and numbers of items purchased, is one chance in one hundred.  That, of course, assumes that the sales tax scheme in the jurisdiction doesn’t skew the odds.

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#189: An AnimeNEXT 2017 Experience

This is mark Joseph “young” blog entry #189, on the subject of An AnimeNEXT 2017 Experience.

This should be prefaced with the admission that I was quite trepidatious about attending the AnimeNEXT convention as a “guest” this year, for reasons that have nothing whatsoever to do with the convention itself.  To provide a brief background, I was invited to attend AnimeNEXT in 2014, when it was still in Somerset, New Jersey, at the now defunct Garden State Exhibit Center (it is now in the Atlantic City Convention Center), and I accepted and went and had a good time, running Multiverser for quite a few people most of whom had no experience with it, and seeing a couple of people I knew from Ubercon (a convention which I attended as guest for all but the first).  I was invited to return, and planned to do so despite the fact that it falls on the weekend of my birthday.

One week before the 2015 convention we lost our electric, and were without it up to the Friday the convention was to start–leaving me with refrigerators and freezers filled with garbage that had to be cleaned and taken to the dump on Saturday.  I did not make it to the convention, regretably.  Then in 2016, the night I was supposed to be driving to the con I was instead driven to the emergency room, where I was admitted to emergency surgery and kept in house for a week.  I joked that for my birthday I was given a hernioraphy and bowel resection, gifts I would use for many years to come.  (The joke was on me, because in March I was back to have the hernia repair repaired, and I’m not entirely certain that the repair is holding.)

Thus with the 2017 convention looming I was superstitiously worried about what sort of disaster would befall us preventing my attendance yet again.  Mercifully none did, but I was still on edge as on the Thursday night on which I was supposed to check into the hotel the person who was to drive me got sick.  I was as much concerned that I would get there as that I would not, not having run any live Multiverser games since the previous con and not having run any online since Gaming Outpost crashed, and hoping that the materials still packed in the box of books and papers from the last time were going to include everything I needed this time, without ever having a moment of preparation time to check them.  Fortuitously everything on that count worked.  I arrived Friday, too late for breakfast but in time for lunch.

I was immediately in the game room, and soon entertaining players.  Regan and Kaseeb (I hope I got those spellings right) dove right into my Tropical Island setting–the one all convention players know because I start everyone there and then blow the volcano and kill them all (that is, their characters) so I can scatter them to other worlds in the multiverse.  Both players saved me that trouble.  When Michael di Vars was explaining what had happened to them, and that whenever they were killed they would awaken in another universe, Kaseeb called him “crazy”, which as a clear expression of disbelief demands proof, and the proof is that di Vars shoots him with a gun big enough to be instantly fatal.  Regan thereafter was not so skeptical, but chose to explore a cave into which a stream poured and from which steam arose, and when he fell on the slick wet polished volcanic glass streambed he decided to attempt to crawl deeper into the cave, resulting in an abrupt slide into the boiling pool at the bottom.

Both players returned on Saturday, and I’m not certain exactly where the break was in their games.  Kaseeb landed on the bridge of the Starship Destiny, where after being beligerent and getting locked in the brig, he became cooperative, started requesting equipment he recognized would be valuable in the long term (such as a water purification system), and made himself part of the crew.  He went on a raid of a Federation listening post under construction, but got killed by security when things went wrong.  I’m afraid he tended to roll particularly bad general effects rolls, so when he needed things to go well for him the dice said they went badly.  He awoke in a forest, but I’m not going to say more about that in case he does contact me to continue play, other than to record for my own sake that he is in the same world in which Derek Jacob Brown started in the fourth novel–so those who follow the novels will probably know what world that is in a few months, if all goes well.

Meanwhile, Regan landed in Ruritania’s royal game preserve, where he was discovered by Colonel Sapt and Fritz Tarlenheim–Prisoner of Zenda, where he was as near the exact duplicate of King Rudolf as one could ask.  He pulled the rug out from under me, though–when in the morning the king had been drugged or poisoned and could not be awakened, Regan tapped his medical and herbalism background to purge the drug and revive the victim.  The king thus made it to the coronation, very sickly but adequately, and Regan was smuggled into the royal suite in the Castle at Strelsau after dark, to attend to the continued treatment of the problem.

I also started a game for Glen on Saturday afternoon.  Oddly, all three of us working in the game room–Ahmetia, Kevin, and I–felt ill after lunch.  I excused myself for a while when Regan and Kaseeb had left, but when I returned Glenn had also departed.  He did stay on the island until it exploded, although he was trying to build a raft to escape it when it happened.  He drowned, but I was still trying to decide where he would awaken when I took my break.

I had no players on Sunday, but sat in on half a game of something called Fiasco that Kevin was running–an excellent story-driven game that I would probably recommend but that at just about the halfway point two of our players had to leave and the game could not be continued once players had left the table, so I don’t really know how it plays out to the end.

Outside the RPG room, I made one run to the dealer and artist showcase room–combined in one large area with little distinction between the two.  It was larger than I could even bring myself to run through, but apart from the rather pricey and common dice (all the standard polyhedrals, but no d30s and nothing unusual like the tiny dice or the d24 I got at the last Ubercon) I saw nothing that interested me much.  That’s not really the fault of the con–it’s that I’m not the best target audience for it.  Kevin is an expert on the paranormal, frequent lecturer on the subject, but his expertise is focused on Western phenomena.  At AnimeNEXT panels address either anime or Japan, and outside our game rooms nearly everything at the convention is about one or both of those subjects.  As Chaplain of the Christian Gamers Guild I have several years attempted to connect with someone about hosting a non-denominational Christian worship service on Sunday morning, but have never been able to figure out who that would be, and suspect it is partly because Christian worship services are not really thought to fit into their overall program.  There is also an extremely high level of cosplay here.  The few other cons I’ve attended were mostly people in plain clothes with occasional costumed characters.  Here the plainclothes attendees are more the exception, and many of the cosplayers look like cartoon characters peeled from the celuloid.  I am very impressed by their skills in this regard, and they clearly impress each other–it is typical to find a crowd of photographers surrounding a well-costumed individual.  I even saw someone I thought would make an excellent image for my Lauren Hastings character, but she was down the escalator before I could react, and I was rushing late to dinner, and I never saw her again.

I have a couple times mentioned food, and I reluctantly have to say it was disappointing.  I say I am a guest of the convention, but I’m technically listed as staff in the tabletop games section.  I don’t attend staff meetings because they’re generally held (seems like every week) more than two hours away from where I live, and although in theory one can attend via online video conferencing I have no microphone or camera on my computer.  I consider myself more a special guest, like the professional wrestlers they had performing some exhibition on Saturday afternoon.  As “staff” I get free room and meals.

It is difficult to assess the Sheraton.  Upon my arrival, there was a freak incident in which the bellhop, who was apparently required to bring my luggage to my room, spilled my coffee on the rug and promised to get housekeeping to clean it.  I never saw housekeeping, and the stain remained through our entire stay, but it was mocha so it probably stains pretty well.  A moment later I noticed that the drain cock on the bathroom sink did not open.  He promised he would have maintenance fix that as well, and it was fixed by the time I returned to the room that evening.  However, at six in the morning when one of my roommates, Paul, tried to take a shower, the tub drain was clogged.  He called the desk, and we had someone there by six thirty waking the rest of us but getting the drain cleared.  Obviously there are going to be such problems, and the response was swift, but it is passing strange that we had two bad drains in the same room.  It causes me to wonder about the plumbing and other maintenance of other rooms in the hotel, but it might be simply that we had a bad general effects roll.

I hate to say that the meals were a disappointment.  Three years ago the food was wonderful, breakfast and dinner buffets worth good money.  This year, breakfast was continental, and while the donuts, bagels, loaf cakes, and other basic bread products were good quality, and the coffee excellent, I had been eagerly anticipating eggs and meat and hot cereal.  Friday’s dinner included one entree, chicken parmesan, which was passable.  I was ill Saturday and lay down over dinner time, but others at the convention described the meal of pizza and pasta salads rather derisively.  Lunch all three days was hoagies and wraps, and I was fairly happy with the roast beef on Friday and the tuna on Sunday, but on Saturday I forced myself to eat half an Italian hoagie and half a roast chicken sandwich with the roasted peppers pulled off (I do not do well with spicy foods), and probably made myself ill trying to eat it.  (Kevin and Ahmetia ultimately decided that their infirmity arose from lack of sleep, having stayed up too late Friday night and arisen too early Saturday morning.)  Of course, it was food, and it was free.  The cookies were good, the homemade potato chips got mixed reviews.  Coffee, tea, and orange juice were available with breakfast, but lunches and dinners were served with Nestle’s Pure Life bottled water in tiny bottles (eight ounces each).  The coffee was swept away very quickly at the end of breakfast, but Kat and I were able to prevail upon the polite and helpful catering staff to provide us with cups to go from the kitchen mid-morning Saturday.

I approach the food issue with mixed feelings.  I am reminded of a Mad Magazine mock of a movie entitled Marooned (which perhaps presciently told the story of three astronauts stranded in space before the Apollo 13 fiasco), in which at one point Ground Control replies to the stranded astronauts, “Hey, we had to cut the budget somewhere–we couldn’t have wall-to-wall carpet and a back-up life support system.”  There are a lot of expenses involved in running a convention, and the people at the top want to see it turn enough of a profit that they have money ready to do it again the next year.  I think it unfortunate that some of my fondest memories of 2014 were about the food, which was the basis of my worst memories of 2017.  On the other hand, I had money in my pocket and there were places to eat in the neighborhood, so the fact that I did not eat well proves ultimately to be my own fault.

Ahmetia is already expecting me to return next year, so although I have not been formally invited I’m guessing at this point that’s a formality.  Hopefully this year will go well enough that I will be in better shape in every way in twelve months, so I’ll start planning for that.  I understand that there were about two thousand people (give or take a couple hundred) through the gates, and that there were some there that I know who never came by to see me, but there were some who remembered me from three years ago who know me from nowhere else, and that was an encouragement.  So perhaps I will see you there in 2018.

I also promised Regan and Kaseeb, and maybe Glen, that if they contacted me I would find a way to continue their games online.  I am contemplating adding a forum to this site for that purpose, but have not yet heard from any of them–although I expect that if I decide to do this, I will be innundated with players from previous games wanting to continue online, who are probably already thinking that I should do this.  I am considering it.  No decision has been reached at this point.

#188: Downward Upgrades

This is mark Joseph “young” blog entry #188, on the subject of Downward Upgrades.

I have been playing a game on a “smart” cellular phone for the past few months–obviously not constantly, but in spare moments when I am stuck somewhere like waiting for the washer to finish or for the dog to decide to come back inside.  I’m going to name it, because this complaint is in some sense specifically their fault, although they are certainly far from unique in this.  The game is called My Singing Monsters, and it’s a sort of time-eating building game with some interesting twists, the best of which was that eventually I got to create my own songs using their tools.  I reached something around level forty-three or forty-four, which was far above anyone else I ever saw playing the game, the best of whom stopped playing around level thirty.

Then the game stopped working, and I know exactly why it stopped working, and in a very real sense it is the fault of the designer, and in another sense the designer is just doing what everyone does:  I was forbidden to continue playing unless I installed the latest upgrade, but the latest upgrade was too big for the memory space on my phone.

It’s not as if my phone is filled with junk.  I have seven “apps” (that’s short for “applications” but it means “programs”) that did not come as part of the original software–Netflix, but no saved video, Kindle with only two books at a time saved locally, a remote control for my bedroom television, my bank’s access program, a voice recorder for making quick reminder notes, a program that cleans junk off the phone and monitors its functionality, and a very small program that tells me what my phone number is when I look.  I had a couple other games, but I deleted them, and very much for the reason that I just deleted this one:  without me adding any new functions to my phone, the existing functions kept using up more and more resources.

This has been a habit of the software industry for a generation (well, in software terms that’s probably twenty generations, but it’s only a few decades).  Once upon a time making a program “better” involved writing it such that it used less space, had fewer command lines, and did as much with less resources.  Now it seems that making a program “better” means bloating it with more code to provide features the user never requested–if I’m using my phone for directions and I plug it into the power supply, that cleaner program shuts down the running map program and locks the screen; it did not do that when I first installed it, but included that “feature” which I consider a “bug” in one of the upgrades (and there is no option to disable it).

Of course, the hardware manufacturers are even more supportive of this practice in connection with phones than they were with computers.  At one time when the resource demand grew too great you could upgrade the computer–install a larger hard drive, more on board RAM, faster processor, better sound or video card.  With a cell phone, you can’t even add memory–oh, you can put in an SD card, but the system is designed to prevent you from running programs from it, so you can only store media there (I have a thirty-two megabyte card hosting a dozen photographs and a lot of empty space).  Ultimately if you run out of room on the phone you either have to delete programs or you have to buy another phone.  Industry hardware executives are of course hoping ultimately you will be forced to the latter.

So I hope that the My Singing Monsters designers hear that they lost a player because they upgraded beyond his phone’s capacity, and give some thought to whether it’s really worth making the program bigger to add features no one requested, and also that the rest of the cell phone software industry might take to heart the idea that in many cases the best way to improve a program is to make it smaller, remove worthless code and features, and have it accomplish what it is essentially made to do with a much lower use of system resources.

I’m also hoping for world peace, the brotherhood of all mankind, and a perfect hot fudge peanut butter sundae.  I might get one of those.

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#184: Remembering Adam Keller

This is mark Joseph “young” blog entry #184, on the subject of Remembering Adam Keller.

Some of you know who Adam Keller is (that is a link to his Facebook profile).  Indeed, some of you know him better than I, although I have known him for over a decade, having met him at Ubercon (I do not recall which number, but I’m betting on III), gamed with him online and at conventions, and exchanged visits to each other’s homes.  Still, he was much closer to my second son Kyler and our perennial houseguest John, both of whom lived in his home for a while, probably more than once.  I knew him, but never very well.  But then, I know very few people very well.

img0184Keller

However, I was notified of this, and ultimately found it on that Facebook profile (dated April 24th, 2017, posted by someone from Adam’s own personal account):

I regret to inform all of Adam’s friends and family that he passed away last night at 11:20 pm at home.

We are looking for any family members of Adam. If you are family or have contact information for family please call….

As we make arrangements for Adam I will post them here.

Thank you very much.

Digging through threads on that page I learned that he died of pneumonia.  Co-workers say he was sick and in some pain for most of a week, but refused to go to a doctor.  Some attributed this to his fear of the high co-pay on his (Lockheed) company employee health coverage policy, and so some blamed the Affordable Care Act.  That is more than I know.  I do know that many excellent company health care plans have been eviscerated to avoid the tax penalties of that law, and there are claims that it is discouraging people from obtaining needed medical care.  If that is the case here it makes the event the more tragic, but it’s also not the point.

Adam was a gamer, and an outstanding one.  He was a champion Hackmaster player (I understand he held a national title thrice) and ran the game at conventions, in some capacity on behalf of Kenzer & Company.  It was while he was running a Hackmaster game at Ubercon that he heard me running a Multiverser game at the next table for Kyler, and became interested enough to inquire about it and test play it.  He became an avid fan, player, and supporter, coming sometimes to company meetings, trying to advise us on our hopeless financial situation, and promoting the game to his gaming friends.  He was one of the best power players I ever ran, and he has left behind a couple of characters who genuinely earned their superhero status and abilities through game play, whom I will seriously consider how to use as non-player characters in the future.  I will not forget him.

Because I am the chaplain of the Christian Gamers Guild, I am often asked whether I believe a particular departed individual is in heaven.  I try not to speculate, but I realize that it matters to people, particularly in regard to those I have at least briefly known.  The only person besides Jesus that I am completely certain will be in heaven is me, because I have that promise from God; for everyone else, there are some that it would shock me were they not there, and probably some that it would surprise me if they were, but I am not the one who makes those decisions.  Regarding Adam, I can only say that I have insufficient information.  He never talked about spiritual matters, but he was generally quiet and with me he rarely spoke about anything other than gaming.

(Just because people will ask, and some (notably Timothy and Anne Zahn) have asked, I am reasonably certain of Gary Gygax, and very sure of Dave Arneson.)

Multiverser gamer John Cross has several times said that he believes that when I created Multiverser, God revealed to me what heaven was going to be like:  that we would leap from world to world becoming involved in adventures of all kinds forever.  I deny it on every level.  God revealed nothing to me; the concept of leaping between universes was not new with us, and most of how it worked came from Ed Jones, not me; it is not the heaven which I am eagerly anticipating.  However, somehow I think if it were so, Adam would like that.

Rest in peace, friend, and whatever adventure you find beyond the grave, may God have mercy on you.

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#167: Cybergame Timing

This is mark Joseph “young” blog entry #167, on the subject of Cybergame Timing.

I’ve played a few games which I am calling “cybergames”.  “Computer games” would suggest they are considerably bigger than they are.  These are “Facebook games” and cellphone games.  What usually happens is a close friend or family member will be playing a game and will “need” another player in order to get certain in-game benefits (a recruitment tool used by the game designers to get people who are playing to coerce their friends to play), so I will join the game and become involved, and then they will stop playing and I’ll realize, gradually, that I’m the only one I know playing this game, and eventually will realize that I’m wasting a lot of time on something that was supposed to be a way of interacting, in some small way, with this other person, and now is about interacting with a central processing unit somewhere.  However, along the way, being a game designer and gamer from way back, I notice things about these games, and one of them has begun to bother me.

img0167Game

Many of these games have timed processes.  That is, for example, you’ll say “build this here”, and it will tell you that it has started building it and the building will be complete in exactly this period of time, a countdown timer beginning.  That sometimes limits what else you can do (or requires you to spend resources to do some other things you normally would be able to do “free”), but its primary function seems to be to induce you to return to continue playing the game later.  The time units are often intuitively logical–for example, it is often the case that these will be twenty-four hours, or twelve or eight or six, fractions of a day.  With the twenty-four hour unit, you think that means you can play the game once a day and hit the button to restart this for the next day–but therein lies the rub.

Assume that you are playing such a game, and there is one task that can be done every twenty-four hours–collect a specific resource.  Let’s assume you are playing this game every morning before work and again twelve hours later in the evening after supper.  Both of those times are going to have a bit of fluctuation to them, of course, and that’s part–but not all–of the problem.  So at seven o’clock Monday evening you collect the resource, and that restarts the clock.  Of course, there are other things to do in the game–you don’t just collect the resource, you do other game play things at the same time.  So on Tuesday at seven the flag pops up to say that you can collect the resource.  Odds are against the notion that you are simply waiting for that flag to appear and immediately hit the button, so it will be at least a few seconds–let’s say a minute–before you do.  Sure, some days you are going to hit that resource in the same second, but those are the very rare ones.  By the end of a week, you are going to have shifted the time that the twenty-four hour resource renews by several minutes–so the next Monday you come to play at seven, but the flag doesn’t appear until five after, or ten after, or some time after the hour.  That’s not a problem–presumably you are playing the game for more than ten minutes at a shot, or it wouldn’t be much of a game.  However, you can’t make that clock go backwards–by the next week it will be quarter after, or possibly half past, before the flag appears.

Probably it’s not a game that you play for half an hour, at least not every night.  At some point, you give up waiting for that flag, and it “appears” in the program after you’ve shut down the game.  When you restart the game at seven in the morning, there it is.  And now you repeat the same process in the morning, until you have to quit the game and leave for work before the flag appears.  You lose a day of resource generation, and it returns to an evening task.

Not a big deal?  However, this same problem affects all tasks of length, whether twelve, eight, six, four, or even three hours:  no matter how frequently you play the game during the day, eventually the task will be unfinished twenty minutes before you are going to bed, and you will have to choose whether to stay up and hit the button late or go to bed and pick it up in the morning.  What seems like a game mechanic that pushes you toward a regular play schedule actually prevents a regular play schedule, because it shifts against the clock slightly each time.

The obvious solution to this problem is a game design correction:  replace those seemingly intuitive chunks of turnover time with rather unintuitive shorter ones.  Have the resource renew in twenty-three hours, eleven and a half, eight and two thirds, six and a three quarters, four and five sixths, three and seven eighths hours.  This lets the player show at a regular time and find the task complete and waiting for replay.  It avoids the frustration of having to wait until tomorrow morning simply because it’s not worth waiting another twenty minutes tonight.  It’s a better game design.

Anyway, that’s my suggestion.  I would probably find these games a bit less frustrating (and really, do you want your game to be frustrating?) if that were fixed.

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#162: Furry Thinking

This is mark Joseph “young” blog entry #162, on the subject of Furry Thinking.

If you are in the gamer community you probably have already heard or thought most of this.  Ridiculous news travels fast.  For those who are not, well, it’s worth getting you up to speed a bit.

A British company known as Games Workshop publishes a game under the name Warhammer 40K.  The “40K” part means that it is set in a far-flung (forty millennia) future in which, perhaps somewhat ridiculously, primitives fight with mechas.  The game makes significant use of miniatures, which the company produces and sells.  These miniatures are entirely made of plastic, but some of them have designs that include the image of fur clothing or covering on people or machines.

PETA, that is, People for the Ethical Treatment of Animals, is protesting this.

Image by  Erm What https://www.flickr.com/photos/ermwhat/
Image by Erm What https://www.flickr.com/photos/ermwhat/

I am tempted to join the chorus of those who assert that PETA has lost it–it being at least the last shreds of credibility that the organization had.  I would prefer to think that they are intelligent people who have sound reasons for their position, and so I would like to attempt at least to understand them.  I do not agree with them, because of what I think are some fundamental issues, but in order to discuss those issues I think it is important at least to attempt to grasp their view.

The stated issue is that the appearance of fur on the models, even given that it isn’t even faux fur but just molded plastic in a roughened pattern that looks like fur, sends a wrong message.  That in itself is a bit ridiculous–as one father of a gamer reported his daughter asking, how can PETA tell whether the plastic molding representation is supposed to be real fur or fake fur?  However, we should give PETA the benefit of the doubt.  They could reasonably object to the use of fake fur for much the same reason:  it is popular because it looks like real fur, and in looking like real fur suggests that killing animals for their fur is an appropriate human action.  People should not kill animals for fur today, and suggesting that it will be acceptable to do so forty thousand years in the future is just as unacceptable.

In its argument, PETA includes some detail about the inhumane ways in which animals are either trapped or hunted and killed, or raised and killed, for their furs.  Within the context it’s a bit ridiculous–for all we know, in the Warhammer world such furs might be grown in vats of cultured skin skin cells that have no innervation and no central nervous system, and thus no real pain.  Fur might grow on trees, genetically mutated or modified.  They might have devised completely painless methods of hunting, trapping, and killing fur-bearing animals.  Extending an argument based on the details of actual modern treatment of such animals to the distant future is indeed silly.  However, it is probably not the distant future with which PETA is concerned.  If they still exist in forty millennia they will undoubtedly argue whether any of those methods are truly humane; their real argument is not whether these are appropriate actions in the future, but whether they convey an appropriate message to the present.  Their position in the present is that it is fundamentally wrong to kill animals for their skins, and so the suggestion that it will be permissible in the distant future is a wrong message, because it always will be–and by implication, always has been–wrong for people to do this.

That is where PETA and I part company on this issue.

Somewhere I have seen, probably in some natural history museum, a montage of a group of primitive men dressed in furs using spears to bring down a Woolly Mammoth.  That display, to my mind, communicates something of the reality of the lives of our distant ancestors.  Yet if PETA is to be taken seriously, that display sends the same kind of wrong message as is sent by the Games Workshop miniatures:  humans have killed animals so as to clothe themselves in the furs, and are engaged in killing another animal.  It might even be argued in their favor that one of the theories for the disappearance of the Siberian Mammoth from the world is that it was hunted to extinction by primitive humans (although in fairness it has also been suggested that they died due to the decline of their habitat at the close of the last ice age).  Yet wearing furs and killing animals was how those humans survived, and thus the means by which we have come to be alive today.

I think that PETA would probably assert that the humans had no higher right to survive than the bears and wolves and deer and other creatures they killed for those furs, or the mammoths they hunted for meat and skin.  PETA has an egalitarian view of the creatures of the world, as I understand it:  all creatures are created equal, and have an equal claim to continued life.  People have no right to kill animals for their own purposes, whether for clothes or for food or for habitat.

One reason this view is held is that people believe there are only two possible views.  The perceived alternative is to believe that humans have no obligations at all to other creatures, and can use them however we want, kill them with impunity, torture them even for no better purpose than our own entertainment, eat them, and wear their bodies as clothing and jewelry or use it to adorn our dwellings.  Put in its extreme form, this position is indeed reprehensible, and I object to it as much as PETA does.  However, these are not the only two positions.

Still, that “reprehensible” position is at least defensible.  PETA can argue that the human species has no better right to survive than any other creatures, but it is equally true under that argument that our right to survive is not any less.  Other creatures do not, by this fundamentally naturalistic argument, owe us their lives, but neither do we owe them theirs.  If our survival is enhanced at their expense, it cannot be asserted that we have less right to survive than they.  In the abstract the claim that we do not have a higher right sounds good, but if the issue were to be whether you or I would survive, it is very likely that you would choose you, and if it went to court after the fact and it was reasonably clearly apparent that it was “you or me”, the courts would undoubtedly exonerate you for choosing your own survival over mine.  The simplest form of that is the self-defense defense, but it’s not the only situation in which this is a factor.  Our ancestors killed animals and ate them and wore their furs because in a very real sense it was “them or us”, either we kill these animals and protect ourselves in their skins or we die of exposure.  Certainly I think that killing for furs that are not needed for our survival but merely decorative is selfish, but under a naturalistic viewpoint I can find no basis for saying that it is wrong to put the needs and preferences of other creatures above our own.  Further, I would not condemn an Inuit for his sealskin boots–it is part of his survival, and it is not clear that modern boots are either as easily available to him or as effective for the purpose.

Yet I do not intend to defend that position.  I think there is a third position that covers the concerns of both PETA and the Inuit.  Man is neither the equal of the other creatures in this world nor the owner of them.  We are their caretakers; they are our charges.

That means that sometimes we have to kill them, responsibly.  The best example is the deer of North America.  In most of the continent, and particularly most of the United States, deer thrive but the predators that kept their numbers in check have been decimated.  Without wolves and mountain lions in significant numbers to kill and eat the deer, their natural reproductive rate (geared to replace those lost to predation) quickly overpopulates the environment.  Certainly we have the selfish concern that they will eat our gardens, but even without that part of the problem they will starve in droves, because there is not enough food to feed them all.  The lack of predators is our fault, but only partly intentional.  Certainly we took steps to protect our children from creatures that would recognize them as a potential meal, but it is also the case that we frighten them, and so as we expand they retreat.  That means that deer will die, and their bodies litter the wilderness–and the alternative is for us to maintain managed killing of the overpopulation.  Licensed hunting is an effective and economical approach.  There might be other ways–such as rounding up herds into slaughterhouses and selling the meat on the market–but PETA would find these at least as objectionable.

It also means that we have the right to kill them when in our view it meets our needs–such as taking cattle and pigs and fowl to slaughterhouses to put meat on our tables.

The issue of whether we should refrain from killing animals for clothing is a more complicated one.  After all, in Genesis 3:21 we are told that God made garments of skin for Adam and Eve when they were inadequately clothed in leaves, and we take that to mean that it was the skins of animals, and that thereafter we dressed ourselves in animal skins following the example God gave us.  On the other hand, we have other materials now which are at least as good, and we have a shortage of animals, at least measured against the number of people we have to clothe.  We can provide for our needs without killing a lot of animals, and so we should prioritize our responsibility to care for those we still have.  That does not mean we cannot use fur or leather as part of our clothing; it means that such use should be limited to situations in which it is the best choice for the purpose.

It also means that in a distant future in which animals, including predatory animals, are plentiful and humans are struggling to survive, our present standards about killing creatures for fur or wearing the skins of animals who died or were killed for other reasons simply do not apply.  Most of those who are intelligent enough to be able to play complicated miniatures wargames are also intelligent enough to understand this, even if PETA is not.

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#150: 2016 Retrospective

This is mark Joseph “young” blog entry #150, on the subject of 2016 Retrospective.

Periodically I try to look back over some period of time and review what I have published, and the end of the year is a good time to do this.  Thus before the new year begins I am offering you a reminder of articles you might have seen–or might have missed–over the past twelve months.  I am not going to recall them all.  For one thing, that would be far too many, and it in some cases will be easier to point to another location where certain categories of articles are indexed (which will appear more obvious as we progress).  For another, although we did this a year ago in web log post #34:  Happy Old Year, we also did it late in March in #70:  Writing Backwards and Forwards, when we had finished posting Verse Three, Chapter One:  The First Multiverser Novel.  So we will begin with the last third of March, and will reference some articles through indices and other sources.

I have divided articles into the categories which I thought most appropriate to them.  Many of these articles are reasonably in two or more categories–articles related to music often relate to writing, or Bible and theology; Bible and politics articles sometimes are nearly interchangeable.  I, of course, think it is all worth reading; I hope you think it at least worth considering reading.

I should also explain those odd six-digit numbers for anyone for whom they are not obvious, because they are at least non-standard.  They are YYMMDD, that is, year, month, and day of the date of publication of each article, each represented by two digits.  Thus the first one which appears, 160325, represents this year 2016, the third month March, and the twenty-fifth day.

img0150calendar

Let’s start with writings about writing.

There is quite a bit that should be in this category.  After all, that previous retrospective post appeared as we finished posting that first novel, and we have since posted the second, all one hundred sixty-two chapters of which are indexed in their own website section, Old Verses New.  If you’ve not read the novels, you have some catching up to do.  I also published one more behind-the-writings post on that first novel, #71:  Footnotes on Verse Three, Chapter One 160325, to cover notes unearthed in an old file on the hard drive.

Concurrent with the release of those second novel chapters there were again behind-the-writings posts, this time each covering nine consecutive chapters and hitting the web log every two weeks.  Although they are all linked from that table-of-contents page, since they are web log posts I am listing them here:  #74:  Another Novel 160421; #78:  Novel Fears 160506; #82:  Novel Developments 160519; #86:  Novel Conflicts 160602; #89:  Novel Confrontations 160623; #91:  Novel Mysteries 160707; #94:  Novel Meetings 160721; #100:  Novel Settling 160804; #104:  Novel Learning 160818; #110:  Character Redirects 160901;
#113:  Character Movements 160916;
#116:  Character Missions 160929;
#119:  Character Projects 161013;
#122:  Character Partings 161027; #128:  Character Gatherings 161110; #134:  Versers in Space 161124; #142:  Characters Unite 161208; and #148:  Characters Succeed 161222.

I have also added a Novel Support Section which at this point contains character sheets for several of the characters in the first novel and one in the second; also, if you have enjoyed reading the novels and have not seen #149:  Toward the Third Novel 161223, it is a must-read.

Also on the subject of writing, I discussed what was required for someone to be identified as an “author” in, appropriately, #72:  Being an Author 160410.  I addressed #118:  Dry Spells 161012 and how to deal with them, and gave some advice on #132:  Writing Horror 161116.  There was also one fun Multiverser story which had been at Dice Tales years ago which I revived here, #146:  Chris and the Teleporting Spaceships 161220

I struggled with where on this list to put #120:  Giving Offense 161014.  It deals with political issues of sexuality and involves a bit of theological perspective, but ultimately is about the concept of tolerance and how we handle disagreements.

It should be mentioned that not everything I write is here at M. J. Young Net; I write a bit about writing in my Goodreads book reviews.

Of course, I also wrote a fair amount of Bible and Theology material.

Part of it was apologetic, that is, discussing the reasons for belief and answers to the arguments against it.  In this category we have #73:  Authenticity of the New Testament Accounts 160413, #76:  Intelligent Simulation 160424 (specifically addressing an incongruity between denying the possibility of “Intelligent Design” while accepting that the universe might be the equivalent of a computer program), and #84:  Man-made Religion 160527 (addressing the charge that the fact all religions are different proves none are true).

Other pages are more Bible or theology questions, such as #88:  Sheep and Goats 160617, #90:  Footnotes on Guidance 160625, #121:  The Christian and the Law 161022, and #133:  Your Sunday Best 161117 (on why people dress up for church).

#114:  St. Teresa, Pedophile Priests, and Miracles 160917 is probably a bit of both, as it is a response to a criticism of Christian faith (specifically the Roman Catholic Church, but impacting all of us).

There was also a short miniseries of posts about the first chapter of Romans, the sin and punishment it presents, and how we as believers should respond.  It appeared in four parts:  #138:  The Sin of Romans I 161204, #139:  Immorality in Romans I 161205, #140:  Societal Implications of Romans I 161206, and #141:  The Solution to the Romans I Problem 161207.

Again, not everything I wrote is here.  The Faith and Gaming series and related materials including some from The Way, the Truth, and the Dice are being republished at the Christian Gamers Guild; to date, twenty-six such articles have appeared, but more are on the way including one written recently (a rules set for what I think might be a Christian game) which I debated posting here but decided to give to them as fresh content.  Meanwhile, the Chaplain’s Bible Study continues, having completed I & II Peter and now entering the last chapter of I John.

Again, some posts which are listed below as political are closely connected to principles of faith; after all, freedom of speech and freedom of religion are inextricably connected.  Also, quite a few of the music posts are also Bible or theology posts, since I have been involved in Christian music for decades.

So Music will be the next subject.

Since it is something people ask musicians, I decided to give some thought and put some words to #75:  Musical Influences 160423, the artists who have impacted my composing, arranging, and performances.

I also reached into my memories of being in radio, how it applies to being a musician and to being a writer, in #77:  Radio Activity 160427.

I wrote a miniseries about ministry and music, what it means to be a minister and how different kinds of ministries integrate music.  It began by saying not all Christian musicians are necessarily ministers in #95:  Music Ministry Disconnect 160724, and then continued with #97:  Ministry Calling 160728, #98:  What Is a Minister? 160730, #99:  Music Ministry of an Apostle 160803, #101:  Prophetic Music Ministry 160808, #102:  Music and the Evangelist Ministry 160812, #103:  Music Ministry of the Pastor 160814, #106:  The Teacher Music Ministry 160821, and
#107:  Miscellaneous Music Ministries 160824.  As something of an addendum, I posted #109:  Simple Songs 160827, a discussion of why so many currently popular songs seem to be musically very basic, and why given their purpose that is an essential feature.

In related areas, I offered #111:  A Partial History of the Audio Recording Industry 160903 explaining why recored companies are failing, #129:  Eulogy for the Record Album 161111 discussing why this is becoming a lost art form, and #147:  Traditional versus Contemporary Music 161221 on the perennial argument in churches about what kinds of songs are appropriate.

The lyrics to my song Free 161017 were added to the site, because it was referenced in one of the articles and I thought the readers should be able to find them if they wished.

There were quite a few articles about Law and Politics, although despite the fact that this was an “election year” (of course, there are elections every year, but this one was special), most of them were not really about that.  By March the Presidential race had devolved into such utter nonsense that there was little chance of making sense of it, so I stopped writing about it after talking about Ridiculous Republicans and Dizzying Democrats.

Some were, of course.  These included the self-explanatory titles #123:  The 2016 Election in New Jersey 161104, #124:  The 2016 New Jersey Public Questions 161105, #125:  My Presidential Fears 161106, and #127:  New Jersey 2016 Election Results 161109, and a few others including #126:  Equity and Religion 161107 about an argument in Missouri concerning whether it should be legal to give state money to child care and preschool services affiliated with religious groups, and #131:  The Fat Lady Sings 161114, #136:  Recounting Nonsense 161128, and #143:  A Geographical Look at the Election 161217, considering the aftermath of the election and the cries to change the outcome.

We had a number of pages connected to the new sexual revolution, including #79:  Normal Promiscuity 160507, #83:  Help!  I’m a Lesbian Trapped in a Man’s Body! 160521, and #115:  Disregarding Facts About Sexual Preference 160926.

Other topics loosely under discrimination include #87:  Spanish Ice Cream 160616 (about whether a well-known shop can refuse to take orders in languages other than English), #130:  Economics and Racism 161112 (about how and why unemployment stimulates racist attitudes), and #135:  What Racism Is 161127 (explaining why it is possible for blacks to have racist attitudes toward whites).  Several with connections to law and economics include #105:  Forced Philanthropy 160820 (taxing those with more to give to those with less), #108:  The Value of Ostentation 160826 (arguing that the purchase of expensive baubles by the rich is good for the poor), #137:  Conservative Penny-pinching 161023 (discussing spending cuts), and #145:  The New Internet Tax Law 161219 (about how Colorado has gotten around the problem of charging sales tax on Internet purchases).

A few other topics were hit, including one on freedom of speech and religion called #144:  Shutting Off the Jukebox 161218, one on scare tactics used to promote policy entitled #80:  Environmental Blackmail 160508, and one in which court decisions in recent immigration cases seem likely to impact the future of legalized marijuana, called #96:  Federal Non-enforcement 160727.

Of course Temporal Anomalies is a popular subject among the readers; the budget has been constraining of late, so we have not done the number of analyses we would like, but we did post a full analysis of Time Lapse 160402.  We also reported on #85:  Time Travel Coming on Television 160528, and tackled two related issues, #81:  The Grandfather Paradox Problem 160515 and #117:  The Prime Universe 160930.

We have a number of other posts that we’re categorizing as Logic/Miscellany, mostly because they otherwise defy categorization (or, perhaps, become categories with single items within them).  #92:  Electronic Tyranny 060708 is a response to someone’s suggestion that we need to break away from social media to get our lives back.  #93:  What Is a Friend? 060720 presents two concepts of the word, and my own preference on that.  #112:  Isn’t It Obvious? 160904 is really just a couple of real life problems with logical solutions.  I also did a product review of an old washing machine that was once new, Notes on a Maytag Centennial Washing Machine 160424.

Although it does not involve much writing, with tongue planted firmly in cheek I offer Gazebos in the Wild, a Pinterest board which posts photographs with taxonomies attempting to capture and identify these dangerous wild creatures in their natural habitats.  You would have to have heard the story of Eric and the Gazebo for that to be funny, I think.

Of course, I post on social media, but the interesting ones are on Patreon, and mostly because I include notes on projects still ahead and life issues impeding them.  As 2017 arrives, I expect to continue writing and posting–I already have two drafts, one on music and the other on breaking bad habits.  I invite your feedback.

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#146: Chris and the Teleporting Spaceships

This is mark Joseph “young” blog entry #146, on the subject of Chris and the Teleporting Spaceships.

I’ve told this story before; indeed, I wrote it up years ago for Dice Tales, and so I was reminded of it recently when I launched the Gazebos in the Wild Pinterest board in commemoration of that more famous Dice Tales story, Eric and the Gazebo.  Alas, Dice Tales is long gone, and although Eric lives on as a meme among gamers, Chris is less familiar.  So I thought it might be time to retell the tale.

I should also say that if any of my players remember any great stories of times in our games that need to be retold, they should drop me a note to remind me of them, and I’ll try to get them posted here.

Spaceship by Mehmet Pinarci
Spaceship by Mehmet Pinarci

It starts with Chris playing Multiverser as one of my original five test players.  I was trying to test a lot of things about the game, like how well it adapted itself to other people’s material (we encourage referees to plagiarize settings and other materials for game play, simply because the game can devour world ideas and the books, movies, television shows, games, and other sources are free for you to use in your own home games), so I decided to have a “gather”, bringing the player characters together, in an old game I always loved, Metamorphosis Alpha.  I had brought Chris there, and he had gathered a couple of followers by then, so he was something of a team.

It occurs to me that Tristan, at that time the youngest person ever to have played the game (I believe he was seven or eight), was one of the other original test players, and his character had attached himself to Chris’s.  Since Multiverser is an “I game”, the characters and players have the same names; I’ll try to keep them straight for you.

The basic concept of Metamorphosis Alpha was that earth had sent a huge colony ship out toward what they hoped would be a suitable colony world.  There were millions of people aboard, and facilities that imitated outdoor parks, huge apartment complexes, and much more.  At some point the ship passed through an unanticipated cloud of an unknown type of radiation, killing millions of people and mutating many more, and the ship, now with only computer guidance, continued its trip through space, passing the original destination with no one at the helm.  However, there were generations of humans, mutant humans, animals, mutant animals, plants, and mutant plants aboard, unaware that they were on a ship, forming new ecologies.  If it sounds familiar, yes, Metamorphoses Alpha was the precursor to Gamma World, the original post-apocalyptic game, and introduced many of the concepts and mechanics that were found in early editions of that game.  It was into this that I dropped my players.

Chris had also by this point learned and created a number of psionic skills, and was always looking to devise new ones.  He was known to be a bit reckless sometimes in that regard, but the other players often gave him reason to exercise some caution.

I had decided to put an expiration date on the world, of sorts, or perhaps to create a problem that would require their ingenuity to solve.  There was, at the top of the ship, an observation deck from which one could see space and some of the exterior of the ship, which would for the player characters explain where they were.  To make it interesting, I positioned the ship (Starship Warden) in a place where it was headed directly toward one star, and near enough that it would be evident that they were on a collision course.  They would have to figure out how to avoid this.  Chris and Tristan were the players who reached the observation deck first, and Chris immediately recognized the problem and started considering how he might solve it.  Not wanting to be rash, he decided to go away and come back the next day to try his idea once he had considered it.

What Chris wanted to do was teleport “the ship” forward to the other side of the star, so that it would bypass it completely.  He wasn’t stupid about it, though–he decided to run a test.  Taking his team, including Tristan, to the top deck, he prepared to test his idea by teleporting the ship forward ten feet.  Tiny Tristan wrapped himself around tall Chris’ leg (he did this whenever Chris announced he was going to try something crazy and dangerous hoping to avoid being separated from him), and with a successful roll on the dice Chris moved the ship ten feet forward.  It worked exactly as described:  the ship shifted forward ten feet, but everything and everyone on it that was not part of it or securely attached to it was now ten feet aft of their previous positions.  It was obvious that were he to teleport the ship to the other side of the star this way, he would leave himself and everyone else adrift in space here.  It was time to return to the drawing board.  It wasn’t a useless skill, and it was added to his character sheet, but it wasn’t the solution he needed here.

He came back the next day with a different idea.  As Tristan again clung to his leg, he opened a huge portal in front of the ship (it really was huge–the Warden was, if I recall correctly, twenty-five miles in diameter and football shaped) with an exit portal ten feet beyond it.  The ship began to pass into the portal and, as if it were a wormhole, to pass out ten feet away; everything and everyone aboard was similarly carried into the portal and out the other side, so it worked perfectly.  He had his solution, and it was added to his character sheet.

The next day he implemented it.

Chris never asked–I’m not sure he has ever asked even since–but I wasn’t really cruel.  I had figured that if anyone had taken sightings and done the math they would have figured out that they had a year before they would actually crash into the star–a year during which the ship would have gained momentum as gravity pulled it ever closer.  He had no idea how far from the star he was, so when he said he wanted the portal to open on the other side, I asked for some notion of where on the other side, and the answer he gave led me to understand that it was not really, in astronomical terms, far at all–maybe inside one astronomical unit.  So I let him teleport the ship to the other side of the star, but then informed him that he was really a lot closer to the star than he had been, and that gravity was slowing the ship’s forward momentum.  In a panic, he teleported the ship again, a short hop, and then again, and then on the third attempt to move away from the star he botched and teleported the entire ship into the core of a planet.  Everyone was dead, which of course in Multiverser means that all the player characters “verse out” and wind up in some other world.  I don’t remember where he went, but he had some other wild adventures, and then I tested something else.

I had put a lot of time into pirating Blake’s 7, and figuring out how to put a verser into the episodes and remove Blake.  I used this for two of my original test players, and Chris was one of them; he might have been the first one.  He did very well for quite a while, until we got to an episode which seems to have something very like magic in it, a world in which there are ghosts on a planet who are tasked with teaching people lessons about fighting.  It has a difficult set-up–I had to use three fast Federation ships under the command of Commander Travis to corner Chris with his back to this planet, and I had succeeded.  In a moment I expected it would come to a direct combat confrontation, the ghosts would intervene, and Chris and Travis would find themselves on the planet being told by the ghosts what was expected of them.  But Chris had not yet given up.  He grabbed his character sheet, and said, “I know what I’m going to do.  I know what I’m going to do.”  He thumbed through to the psionic teleport skills, pointed to one of them, and said, “I’m going to do this.”

I may have cocked an eyebrow Spock-like; I do that sometimes.  I asked if he was sure that’s what he wanted, and he was very confident.  I asked him to describe the teleport target spot to me, and he gave me a position just to the other side of the three ships that had him trapped.  I had him roll the dice.

“You succeeded,” I said.

“Yes!” he exclaimed.

“…and,” I continued, “you can see your ship adrift in space on the other side of the three Federation ships just before the vacuum of space kills you and all the members of your crew, and you leave for another world.

It was the wrong teleport spell, of course, but it was one of the most memorable moments in our games, and we have laughed about it for decades since then.  I hope you enjoyed the story as much as we did.

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#77: Radio Activity

This is mark Joseph “young” blog entry #77, on the subject of Radio Activity.

A very long time ago when The Doors were popular, someone said to me that if the only Doors songs I knew were their hits, I did not know what they sounded like.  I thought at the time that that was ridiculous.  After all, wouldn’t a band’s hits be their best songs, and wouldn’t their best songs be those that were most typical of their sound?  But then, despite the fact that I already anticipated being a famous rock musician (right, me and thirty million other kids) I was only in middle school and had never heard anything by The Doors that didn’t play on pop radio.

I began to understand years later, when I was a disc jockey (and eventually program director) of a radio station and got to listen to all the albums that had any chance of getting airplay in our format–which was a broadly defined and eclectic contemporary Christian music sound, when Amy Grant was probably the biggest name, The Imperials were still popular, Glad debuted as a rock band, and Resurrection Band and Servant were cutting edge.

The Collision Of Worlds album
The Collision Of Worlds album

I probably should have realized it when Petra released Washes Whiter Than.  It was a wonderful Christian rock album, but it had one song on it that was atypical, acoustic guitar picking with multiple vocals in a gentle neo-folk style, called Why Should the Father Bother?  It was the kind of song any Christian radio station could play, even if they were committed to Doug Oldham and The Gaithers or The Speers–and apparently quite a few did, because it shot up the Christian contemporary and MOR (that’s “middle of the road” and is regarded a genre in the radio business) charts.  It was a good song; it was not like other songs on the album, such as Morning Star.  I didn’t get it then, though.  It wasn’t until they released Never Say Die two years later, with songs like Chameleon, Angel of Light, Killing My Old Man–and again one song with acoustic guitar picking and great multiple vocals, The Coloring Song, which jumped to the top of the charts and was heard on radio stations throughout the country.

It was shortly after that that it connected.  We rarely played any Resurrection Band, and had to fight for just about every track.  DeGarmo and Key had some great stuff, but most of it wouldn’t get past our management.  We had been one of the leading contemporary Christian radio stations in the country, but the new management did not think that Christians listened to that kind of music and wanted us to shift toward the mellow.  (They somehow also thought that anyone who liked Christian music was also in the demographic that would love to have a Big Band show in the evenings; that failed dramatically.)  What Petra was doing was releasing an album that primarily appealed to its Christian rock fans, but including one song that would get massive airplay on all those more mellow radio stations, alerting their fanbase that there was a new Petra album out there.  They did the same thing with the title track of More Power To Ya, which had such great rock songs as Judas Kiss and Rose Colored Stain Glass Windows.  Being the eclectic sort of musician that I am, I love those rock songs–but I also love the gentle ones, and recognize that even when we won the battle with our management and got the rock songs back on the air, there were still stations all over the country that could only play the gentle ones, and that’s how news of the new release reached the fans.

It also makes more sense to me now as I consider Collision’s album, Of Worlds.  The two songs which I think are most exemplary of the band’s style, Still Small Voice and Heavenly Kingdom, are also the only two on which Jonathan, not I, sings the lead vocal.  The one that was always most popular with the fans, Passing Through the Portal, is probably furthest from our norm.  The one I was told would probably be the most successful radio hit, Stand Up, isn’t even one of mine.

Of course, in the time since The Doors had hits on pop radio, the music industry and the radio industry have both changed several times.  Today the very concept of buying an album is becoming a relic of the past–people don’t buy albums, they buy the songs they want to hear.  The strategy of getting a song from the album on the air by specially crafting it for airplay is losing ground; people don’t listen to such radio stations as much anymore, and airplay does not have the importance it once did.  The music world is fragmenting, and it is becoming harder to become a world-famous musician simply because it is easier to listen to the music you want to hear and never know anything about the artists who don’t play what you like.  Finding out about new music from your favorite artists is easier, because you can bookmark their web sites; finding out about new artists you might like is more difficult, but you can still join Facebook groups that share your interests, listen to podcasts, and otherwise keep track of very narrow preferences.  I don’t know that I understand the music world anymore; I only understand music.

I’m not quite sure how that helps me now–but maybe it does.  There have been a few times when I have received notes from people who found me because of my time travel movies materials (probably the part of the regular site that gets the heaviest traffic) who then were pleased to discover my gaming or Bible materials; the same can probably be said for those sections, that people who find one part of the site sometimes then discover other parts, and become, if we can use the word, “fans” of my writing more broadly.  Quite a few people are enjoying the serialization of the novels, whatever their original interests in me might have been.  This, then, has the potential to grow the base; if readers link articles on one subject or another on their social media sites, their friends and contacts discover what I’m writing, and some of them discover more than just that article.  In the long term, it might mean more support through the Patreon campaign.  If one web log post gets attention, it inherently promotes other web log posts.  If one law and politics article draws interest, readers find their way to more.  If something goes viral, it’s a shot in the arm for everything–at least a few readers out of thousands will return to see what else is here in the future.  All of that is good.

So here’s hoping that something can become “internet active”.

Thanks for your encouragement and support.

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#72: Being an Author

This is mark Joseph “young” blog entry #72, on the subject of Being an Author.

One of my sons was in some sort of meeting or interview and was asked what his father did.  “He’s an author,” was his reply.

I wasn’t present, so I don’t know what was said or done at that moment, but my son got the distinct impression of disdain, a sort of, “Right, he’s a layabout who does nothing and thinks that people should give him money for scribbing on paper, but what does he have to show for it?”  My son, at least, felt that I was being insulted by the questioner’s attitude.

What strangers think of me is of no consequence, although I am concerned about the opinions of my readers and other fans (I am more than an author, being also a game designer and a musician and a Bible teacher).  I am more concerned that one of my other sons seems at times to be of the opinion that I waste my time trying to succeed at such a career, that I should have a “real” job that makes enough money to support the family.  He is not old enough to have known our lives when I was not making enough money to support the family working as a radio announcer, a microfilm technician, a drywall installer and painter, or a health insurance claims processor.  I suppose perhaps there are people who claim to be authors who lack any skill or talent in the field, and I think everyone in creative fields faces some self-doubt, some uncertainty as to whether they are really “good enough” to do this.  However, I think the notion that someone is not an author, or that this is a foolish idea, a flawed self-perception, is difficult to justify.  I am an author; I might not be terribly successful at it, but there are good reasons why the latter is not a good measure of the former.

img0072Novel

This is not really about whether or not I am an “author” so much as about what it takes to qualify for that title.  For my part, I thought I would be a musician, and had the idea of being an author on a distant back burner–in college, circa 1977, I took a class entited Creative Writing:  Fiction, and began work on a fantasy epic that quickly bogged down into trouble and wound up on that same distant back burner.  Either the Lord or happenstance, depending on your viewpoint, landed me at WNNN-FM, a contemporary Christian radio station, first as a disc jockey/announcer, working my way up ultimately to program director, with a side job editing (and largely writing) the radio station newsletter.  Along the way I developed a relationship with the associate editor of a local newspaper (The Elmer Times), which at some point published a couple of pieces of political satire I wrote, about 1983.  I was published, but I was not yet thinking of myself as an author.  I also started putting together some notes about the controversy over Dungeons & Dragons™, and somewhere around 1991 composed a draft of an article which I tried unsuccessfully to farm to a few Christian magazines, impeded perhaps by the fact that I didn’t actually subscribe to or regularly read any magazines.

Late in I think 1992 Ed Jones approached me about co-authoring his game idea, “Multiverse”, which was ultimately to become Multiverser™.  I had been running original Advanced Dungeons & Dragons™ since 1980, and he had been playing in my game for perhaps a year (and I for a slightly shorter time in his) during which we had had discussed role playing games generally at length and I had become one of his Multiverser™ playtesters; he had read the unpublished article.  In the spring of 1997 he withdrew from the project due to complications in his personal life and left me to finish the work and publish the game later that fall.  I now had two books in print (the Referee’s Rules and The First Book of Worlds), but did not think of myself as an author so much as a game designer.  I started half a dozen web sites (now all either gone or consolidated here as various sections of M. J. Young Net) primarily to promote the game; that defense of Dungeons & Dragons™ article I’d drafted a decade before became one of the founding works under the title Confessions of a Dungeons & Dragons™ Addict, along with web sites on time travel, D&D, law and politics, and Bible.  Still, the publication of Multiverser led to invitations to write for role playing game related web sites–starting with Gaming Outpost and extending to include articles at RPGNet, Places to Go, People to Be, The Forge, Roleplayingtips.com, and perhaps half a dozen others which no longer exist.  I was also asked to become the Chaplain of the Christian Gamers Guild, and contributed to their e-zine The Way, The Truth, and the Dice, and wrote a few articles mostly about such subjects as business, e-commerce, and morality in politics, which appeared on various sites around the web.  Multiverser:  The Second Book of Worlds went to print, confirming my authenticity as a game designer.

Sometime in 1998 Valdron Inc started discussing publishing a Multiverser comic book series, and since I was the in-house writer it fell to me to create the stories.  I began these, working as if they were comic books, writing individual panels.  I actually did not know that many authors who wrote books also wrote comic books and “illustrated novels”, but it was a short-lived endeavor–I wrote three issues, two episodes for each, and then the in-house artists said that there was no way that a comic could be produced on the kind of budget we had, and everything went onto that proverbial back burner, where it simmered.  However, this one started to boil over, and after consulting with Valdron’s people I rewrote those episodes and created Multiverser‘s first novel–my first novel–Verse Three, Chapter One.  Valdron put it into print, and we sold a few hardcover copies; I have no idea of the number.  However, at this point I thought of myself as an author:  I had a novel in print.

When I was in high school I worked stage crew (yeah, you probably guessed that, right?), as a sophomore for the junior class play.  At one point one of the characters questions another about a book he’d written.  It wasn’t a big deal, the author says; it only sold three hundred copies.  I’d like to read it, the questioner continued; where can I get it?  From me, the author responded; I have three hundred copies.  In the trade there has long been what is disdainfully called “vanity press”, the ability to write your own book and have it printed for a few thousand dollars, receiving a few hundred copies which you then can sell entirely on your own.  In the digital age that has become more complicated.  It is now possible to go through companies like Lulu.com and print your book at very little cost, get an international standard book number (ISBN), and have it listed through Amazon and other retailers.  That is not how those first four books went to press, but some might think they were “vanity press” anyway.  Having been through law school, I undertook the necessary steps to create a corporation, sold stock, got the stockholders to elect a board of directors who in turn appointed corporate officers, and spearheaded the effort to publish and promote the Multiverser game system and supplements.  I would say that none of us had a clue what we should do, but that’s not quite true–we all had a few clues, and we proceeded to stumble through the effort.  It would be wrong to say that the company was entirely comprised of my friends and family.  Many of the stockholders were family or friends, and most of the rest were friends of family or friends of friends, and of course it being a small company I ultimately met all of them, chatting with them at stockholder picnics and such.  My next few books were closer to the “vanity press” sort.  I wrote What Does God Expect?  A Gospel-based Approach to Christian Conduct, and when Valdron decided they did not want to be more closely associated with Christian book publishing I asked people for ideas on getting it in print, and thus was introduced to Lulu.com.  That was also the venue I used to release About the Fruit, and I have not quite completed the process of releasing a book entitled Do You Trust Me? due to a failure on my part to stick to the process.  Valdron released a book version of what might be called the first season of the Game Ideas Unlimited series from Gaming Outpost; at the same time I did the same for the series entitled Faith and Gaming that had been published at the Christian Gamers Guild web site.  Some time after that Blackwyrm Publishing approached me about permitting them to publish an expanded edition of Faith and Gaming, and thus one of my books is in print through a publishing house in which I hold no interest otherwise.

The question, then, is not really whether I am an author.  Depending on how you count them I have between eight and ten books in print (two titles were published in two different editions); some of my online articles have been translated and printed in the French gaming magazine Joie de Role, and I was for quite a few years paid for regular contributions to TheExaminer.com.  The question is at what point I became an author.

In this I am reminded that many authors struggle for many years.  Steven King’s financial problems were so great that even after he was famous and made a television commercial for them, American Express would not authorize a card for him; he kept a day job as a teacher until he sold the movie rights to Christine, which is when the tide turned for him.  Was he an author when his books were not bestsellers and he had to teach to support himself?  J. K. Rowling struggled as a single mother, and reportedly received a mere six thousand pounds for the rights to the first printing of Harry Potter and the Philosopher’s Stone; she is now reportedly wealthier than the Queen of England.  Was she an author when she was writing the book that started it all–and if so, who knew?

I have always been a musician; I have never made much money at it.  I have composed hundreds of songs, performed thousands times, been part of dozens of bands, choirs, combos, performing groups, and accompanist groups, and had some avid fans (in college some wanted to print Bach and Young T-shirts, but it was not so easy then).  I have one album, Collision Of Worlds, on the market.  Am I not a musician because I don’t make a living at it?  There are thousands upon thousands of singers and instrumentalists who play bars and nightclubs, weddings and parties, who hold regular jobs; it is a joke in the music industry to say to a young musician, “Don’t quit your day job.”  Are those not musicians, because they cannot support themselves doing what they love?

I am not an artist, but it is typical in the art world that painters and sculptors struggle for decades to make a name for themselves, to make a living creating artwork, only to die penniless–and then suddenly to have everything they ever created leap to new values.  Were they not really artists during their lives, but became so the moment they died?

In the creative world, people create, and it is that aspect of creating that makes them authors–or poets, artists, musicians.  Some authors eke out a living; some become incredibly wealthy; some spend more than they earn trying to become known.  That is true in all the creative arts, including filmmaking–for every Robert Townsend Hollywood Shuffle success story there are dozens of good but failed independent films.  Herman Melville was not well known prior to writing Moby Dick, despite having written for newspapers and magazines.  Being an author is not primarily defined by commercial success; it is defined by creative product.

I should footnote this by mentioning that that first novel has now been released on the Internet, and the second is following it in serialized format beginning today.  I am an author, even if I give away my product.  Your support through Patreon and otherwise helps make it possible for me to publish and you to enjoy some of that.  It does not change whether I am an author, only whether I am viewed as successful.

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