Showing posts with label failure. Show all posts
Showing posts with label failure. Show all posts

Tuesday, March 26

Kingsolver and current events

almost six months ago, my attention was drawn to all the conflict in Palestine more than it ever had been before. a house down the road from us began flying an Israeli flag all of a sudden. half of all the social media posts are still imploring everyone to speak up, to choose a side or else by default choose complicit cowardice. the news of October 7 and all the terrible news since has been rightly hard to ignore.

since December, my old land acknowledgements post from the summer of 2020 has been oddly popular. the basic stats in blogger tell me it's gotten more than 100 views within the last 30 days. by comparison, a typical post here in this random collection of internet musings gets fewer than 20 views and that's it. but this old post has consistently seen around 30 hits per week for several weeks now-- I'm still not sure why. is it because phrases like "colonial ruin" "violent displacement" and "racist horribleness" are highly topical these past months? I've let my proper Google analytics account languish without updates for too long, so I don't really have a way to find out.

also about six months ago, I was reading Barbara Kingsolver's Prodigal Summer. a lush and lovely novel--a braid of stories all about our relationships with land, trees, animals, nature, and each other. biology. ecosystems. extinction or conservation, and all our efforts inbetween.

there is plenty I've so far remembered about this novel, but the thing I've most wanted to blog about here is a pair of sentences in the middle of it. they are sentences about Jewishness and prejudice and history.

Lusa, one of the three point-of-view protagonist characters in this story, is half Polish, half Arab. she marries blissfully into a struggling-but-resourceful family of appalachian tabacco farmers, too soon loses her husband, inherits his parents' old farm house, and faces various tensions and pressures from her local, white, rural in-laws as a result. 

I keep thinking about this line of dialogue from one of Lusa's chapters. she's talking earnestly with the one in-law, a nephew, she feels closest to. 

"That's what I was thinking, too. Families lose their land for a million reasons. My dad's parents had this wonderful farm in Poland, which they lost for being Jewish. And my mother's people got run off their land for not being Jewish. Go figure."

this pair of contradictions struck me, as I read it for the first time in fall of 2023, so much more definitively and potently than it might have at any other time.

and when did Kingsolver write this? my idle curiosity is easily answered: Prodigal Summer was published almost a quarter-century ago. in October, 2000. 

from devouring her other early novels (Pigs in Heaven, Flight Behavior, Unsheltered), I know Kingsolver has a deft way (sometimes subtle, sometimes less so) of commenting on potentially controversial political realities-- like this seemingly endless conflict in the middle east, or like the relative failings of public education, or like the impact of settler colonialism on indigeneous families, or like the nonsensical state of US healthcare systems. 

in October of 2000, I was an almost-17-year-old. what on earth did the words "Israel" or "Palestine" mean to me then? the first I only knew from a bunch of biblical prophecies and hymns, the second from Laurie R. King's A Letter of Mary (1997) and O, Jerusalem (1999), if indeed I'd really heard of Palestine at all. in neither context did I think very critically about what these stories meant. honestly, I was probably quite detached from both versions of the place. their respective peoples. they all may as well have been equally, ineffably, untouchably fictional.

halfway between then and now, I must have seen this rather haunting animation make the rounds on the internet. you've probably seen it, too.

unsurprisingly, there are dozens of new comments on that page since the events of last October.

looking into the piece again this past week, I realized that a full-length film version was produced and likewise donated to the public domain in 2018. do I have the time and spiritual energy to watch it? hopefully someday. (I've also now realized that the artist, as generous as she has been with her artwork, seems to have some not so cool opinions about the social construct of gender, so there is that to grapple with too.) 

{ the Palestinian flag, as if made of butterflies, borrowed from this kind soul on deviantart }
 

being Jewish. 

not being Jewish. 

we might say Lusa's ficitonal comments here are oversimplifying things.

and yes, I'm usually the first to say (to myself if nowhere else) there must be more to it there's so much we don't know how can anyone have a truly worthwhile opinion what's the use in trying to fully understand it anyway it's so complicated and what can I do about it or about anything, little me with my little blog and my little comfortable life?

what's truly oversimplified is any inkling of a thought that this single roundabout post regarding my country's rather terrible, rather unconscionable involvement in the horrors of this geopolitical situation is anything like enough to counter my general day-to-day silence on the topic. 

no matter how many times I might ponder bringing it up to my students or asking all the ROTC cadets how they feel about Aaron Bushnell or posting something to instagram with a hashtag like #CeasefireNow or #GazaWillBeFree... thinking about a few lines from an old Barbara Kingsolver novel and mentally wringing my hands about all the knotted historical roots of this conflict aren't enough at all. 

I don't know what could be enough. write to congress? to the president? just once? or every month? every weekend? with a few pleading letters or phone calls to these more-powerful-than-me people, can I then say I've done my part? 

I don't know. it doesn't seem like it. no number of letters or public protests, and certainly no ocean of hashtags, no matter how many, seems like enough.

so for now, current events continue to sweep across the world, sort of but not really dragging me with them. even so, we are all connected. we are all somehow jointly creating this world. the fact that I'll never be able to single-handedly fix anything on the other side of the planet doesn't mean I can safely give up, right? even if I don't-- or can't-- truly know if my impact on the sprawling web of the universe is leading to more preservation and less extinction of light and goodness, I have to keep trying. 

is it up to me to decide which side of the scale my feet are on? to judge my own quotas of light vs. dark?

for now, it is. I'm the only one who can. am I doing my best?  

Wednesday, January 31

goodbye, January

since the eve of 2024 one month ago, it feels like so much has happened. some of it too fast, too soon, too painfully. 

the grief of losing the first little doggo that I ever really shared my longterm day-to-day life with... I cannot describe it. as much as I'd like to keep trying to, the feeling altogether and gargantuanly transcends words. the whole experience is impossible to talk about in any satisfying, accurate, indubitable way. "losing"? "letting go"? that we "had to" say goodbye? what kind of stupid, broken euphemism circus is this? everything about our language-cloaked expressions of such pain just feels utterly inadequate.

pine trees silhouetted against a morning sky: blue above white above orange glowing above the mountain horizon
{ I suppose we can't have sunrises without some sunsets. }

a happy pug, white fur with darker ears and nose, his mouth open as if smiling for the camera
{ and nothing lasts forever; dog-years are too extra short. }

it is probably irrational to think no one else could ever know what I mean, even if the words and metaphors feel so flimsy. it's not like I'm the only person to ever experience this sort of sadness. nor is this the first unexpected loss in my life. but it has been the closest and the sharpest. so far.

on new year's day I wrote something about how the world (a world so embroiled in hate and genocides and ugly senseless conflict!) is an absolutely crushingly horrific mess, how my heart hurts and hurts and hurts, and how this loss seems to prefigure and to threaten-- or, even more, to promise-- every other inevitable loss I will ever have to face for as long as I live.

it's one thing to philosophically observe, in general, that nothing can last forever. okay. of course. to confront and deeply feel it-- specifically-- as one solitary ending to the life of a inimitably cuddly goofy fuzzy little domesticated animal... that is different.

other aspects of this January were plenty normal, whatever that means. most of my activities seem to come with rather suitable words with which to sketch them into sharable imagery: going to bed early and sleeping in. checking out library books. reading and ignoring and sorting and replying to emails. seeing friends. enduring snow and rain and cold. demonstrating crafts at the museum. putting birdseed in the feeder in the backyard. talking with family on the phone. eating quiche. drinking tea. making soup. needing a haircut but not yet ever managing to go out and get my hair cut. sweeping the floor. running errands. craving hot chocolate. writing lists and syllabi and assignment sheets. spending money. making things. existing. 

{ eclipse shadows from October, 2023. Wesley's last weekend camping trip with us. }

sure, nothing lasts forever. change is nature. this too shall pass: all of these phrasings alternatingly as full of solace as they are of tragedy, representative of a fact more solid than perhaps any other so-called fact. death and endings are, from one point of view, more normal, more mundane, more irrefutable than any of the other relatively comfortable, unassuming, smoothly proceeding lifestuff I might casually document and remember about this particular month of the year. that's what feels so difficult and impossible about it.

the vortex of this heartache felt immeasurable, indescribably vast and infinite, from the inside. 

even so, from a day or two or ten beyond, it begins to shrink and fade. all future moments frame it into something more manageable.

but again the words seem to balk and fail me. "manage"? is that what we are meant to do with these feelings? this grief? is that actually possible? the stringy, endless paradoxes curl up inside of each other, confounding my basic little human brain with ineffability.

{ classic pug-under-the-table photo, new year's eve 2023 }

January, perhaps fittingly, seems so very long. all the transitions it spans-- all the shifting, deepening of the dark season, the post-holiday recoveries, the shiny new beginnings of a calendar year and of an academic semester-- all of that is a lot for 31 average winter days.

I don't know if it really did feel longer for me this year, or if I'm only saying that because it seems like an appropriate thing to sigh into this semi-bleak and impermanent world. 

one month ago, as the cold moon began to wane and the spinning earth began to tilt just barely back towards the sun, our little old dog ate his last breakfast and went on his last stumbling walk and took one final car ride, sitting on my lap. I only knew him for half his life. I wasn't sure if I'd get along with such a beast at first. but we did get along, so well. I loved that pug and I'm glad he was here to share so much of the too-short day-to-day of my life for a while.

Wednesday, November 29

certain shades of darkness

quarterfinals match 3:
World of Darkness vs Vampire: the Masquerade 5e

since opening match 1, our zombie-plagued World of Darkness chronicle has ended. my stubborn, workaholic Andi Garcia did survive, somehow. in the end, wrapped in a metaphorical shroud of mourning and dampened ambitions, she held on to just enough hope for teaching the younger survivors everything they could want to know about the technologies of the past. given the campaign's Lake Michican setting, Andi's epilogue has some real Station Eleven Museum of Civilization vibes-- in my imagination anyway. a little bit like that. but different.

sadly, I have not played any more Vampire this year. but I do think about the world and the system fairly often. driving past a self storage compound on the highway, I wonder how Anarch vampires could use such a space for hiding their renegade plans and secrets. hearing news snippets about a rapper on trial for drug trafficking, I wonder what kind of vampire story that might be, if the drug dealers were in thrall to vampires, or if the rapper himself were undead, using a late-night partying lifestyle to disguise his sun allergy. it would definitely be depressing to be a vampire in real life-- but isn't it interesting to ponder the logistics of living in darkness for decades on end? I can't be the only one who thinks so.

mechanically, these two games are almost identical. the one system encompasses the other entirely, pretty much, and the other is a sharply focused specialization of the first. on that point of my rubric, I cannot really distinguish them. 

in terms of relative approachability, there are perhaps some differences but not substantive ones, for me. World of Darkness can stand alone, just as this version of Vampire can. the possibilities for branching out or remixing other subsets of the world don't take away from that.  

so does that mean my only meaningful axis of comparison, other than past gameplay experience, is aesthetics?

I initially summed up the vibes of World of Darkness as "film noirartsy" and "alternatingly grunge/emo/punk," with a heavy tinge of romance and mystery. then, in Vampire's opening match 6, I wrote, "let's take everything I said about World of Darkness in opening round #1, but add a few gallons of flawlessly immortal elegance and deep red, viscous blood."

so... which is more worthy of this arbitrary prize? the artsy black-and-white film noir? or the highly polished, classic gloss of black-and-white-and-blood? which one looks best posed against the backdrop of a perfectly staged alleyway at night?

 
SYSTEM     World of Darkness   
Vampire: the Masquerade 5e            
back cover tagline = "Your greatest fears aren't
make believe; they're real."
"Death is not the end."
publisher =
White Wolf
White Wolf
pub. date =
2004
2018
original cost =
$24.99 $55.00
length =
8 chapters / 223 pages 13 chapters / 400 pages
my exp. level =
more than some
lots

 

it is a difficult choice. both of these styles please me. both games and gameworlds have helped me experience visceral, intense struggles and tell sweeping, tragically beautiful stories. 

my decision comes down to a fairly small nuance, I guess. for all that these two systems share, the one is by design very broad and open-ended, accomodating of plenty fairly typical man-vs-monsters adventures. World of Darkness will most likely have you roleplay a communal struggle against encroaching supernatural evils from who-knows-what great beyond. and while that is is awfully heroic and awesome, it is a bit less unique. 

to instead struggle against a persistent, internal, irreversable corruption inside your own blood... that is different. it feels... more, somehow. less trite, less bounded by the rules of a proper hero's journey and all that. the focus of it, the individuality of it-- it makes the struggle a lonely, desperate, mostly hopeless one. how much more romantic can we get than that? and with the focus of Vampire, we get to fight-- for whatever idealistic or misguided or prideful reasons-- against something our own fallen selves have become. that dark conflict gives this game a more unique and interesting trajectory for stories than any other game I've ever played. so far.

 

next match-up review (the last before the semifinals!): The One Ring vs A Song of Ice and Fire

Friday, August 4

masked and unmasked

opening match #6:
Exalted 2e
vs Vampire: the Masquerade 5e

here we have two games where the nuances of managing one's appearance and identity might matter more than anything else. what becomes of a soul exalted by the glory of an actual sun-god above all other mortals? what becomes of a soul damned to avoid every shred of sunlight for the rest of its unholy existence?

thus far I have not fussed very much over why my tournament has featured which edition of which RPG book-- it's all been dictated by what we had in our collection and nothing else mattered. we happen to own the second edition of Exalted, so that's what I'm working with. 

in the case of Vampire, things are a tad more complicated. this time, as we come to the last of the World of Darkness-adjacent gameworlds I will cover, I must note that I did have a choice. the others I've written about so far-- Werewolf: the Foresaken, Mage: the Awakening, and Changeling: the Lost-- all come from a certain line of White Wolf RPG offerings, and while we do own the fourth piece of this little quartet-- the version that would more properly complete the whole series, Vampire: the Requiem (pictured below)-- that is not the edition I'm writing about here.

photo of the red cover of Vampire: the Requiem-- title in spiky letters, glossy rose petals strewn across over the image of a limp hand
{ our very red and shiny, 2004 copy of Vampire: the Requiem that we own. its tagline is: "a modern gothic storytelling game." }

I will briefly mention the older version in my account of prior vampire characters, because I have played a short mini-campaign of Vampire: the Requiem with dear friends in Indiana. however, my main focus will be on the more recent 5th edition of Vampire: the Masquerade-- the latest in a line of game systems that actually predates the early-2000s versions featured in my prior opening matches. since almost the very moment this 2018 edition of Vampire came out, I've played many more and longer campaigns in its very similar setting but fairly different game system. so despite the incongruity it adds to my set of review matches overall, we're gonna roll with it.

photo of two RPG books: Exalted (a grey and red cover with five heros posed in front) and Vampire: the Masquerade (a grey marbled cover with the title embossed in bold red).

I've switched up the usual outline a little bit here, diving into aesthetics and mechanics first, then overall approachability, before finally summarizing past and present characters and their stories. the preliminary verdicts for this one are perhaps the most unfair of all the opening rounds so far.


SYSTEM     Exalted (2e) Vampire: the Masquerade (5e)           
tagline = "This is the story of the Exalted."
"Death is not the end."
publisher =
White Wolf
White Wolf
pub. date =
2006 2018
original cost =
$39.99 $55.00
length =
8 chapters / 400 pages
12 chapters / 400 pages
my exp. level =
none prior
lots


aesthetics

Exalted reminds me of nothing so much as the Mortal Kombat franchise. its colorful comic-book style overlaps with that of Scion a fair bit. and all three feature high-powered, more-than-human characters, with tons of lore and a sense of history inexorably iterating and perhaps repeating itself; but for style and presentation alone, Exalted exceeds Scion on almost every level. the colors and contrasts are richer, the paper is semi-glossy, the page numbers backdropped with stars, and the margins printed to look a little bit like marble. across every spread is a narrow little montage of epic fight scenes to serve as a letterhead above the rest of the contents. between every chapter we get to read mini comics following the exploits of various sample characters and villains. I almost can't overstate how shiny and dynamic it all feels.

perhaps because the world and setting of this system draw on everything that is not Tolkien, everything not already over-represented among typical classical western mythology and heroics, the book cannot simply rely on readers' general familiarity with existing mythology and mythic tropes. instead, it builds everything from scratch, new and intentional and intricately detailed. all of that gives Exalted a richness and diversity I haven't seen in any other RPG thus far. I was struck, for example, by just how many women are featured as main NPCs. that shouldn't be so remarkable, perhaps, but I think it's cool. 

aspects of this game seem quite anime/manga-ish, and other aspects remind me very much of the dark fairytale destinies of The Witcher, the cut-throat vibes from Game of Thrones, and even the razor-sharp whimsy of Discworld (mostly because the setting consists of a huge flat plane of earth, but also because the gods are referenced as playing endless little "games of divinity" with the world). it all seems very robust and crunchy, like shards of lava and obsidian rocks glinting dangerously in the sun. for all the outlandish, colorful extremes, the world needs to be taken seriously. 

-

you'd expect a game called Vampire: the Masquerade to be sexy, eh? and this one certainly channels as much sexiness as it possibly can into the pages of its rulebook. glossy pages, tons of full-bleed photo-realistic art, classy serifed type in black and white and red. glints of temptation at the edges of your vision. all the angular imagery of cities. skyscrapers. crowds. bodies in motion. techno. neon. teeth against a bottom lip. stalkers or soulmates? overstimulation. stars drowning in light pollution. the scent of old money. roses. silk. touch. adrenaline. diamonds. fangs. alleyways. the taste of unknown spices in the air. leather boots. mind-control. catacombs. castles. mystery.

for me, this is a game of intense moments layered together like leaves of fine vellum, each calligraphied with dreadful secrets, risks, bonds, and sacrifices. let's take everything I said about World of Darkness in opening round #1, but add a few gallons of flawlessly immortal elegance and deep red, viscous blood. the word masquerade itself conjures so much decadence and intrigue, artifice and uncertainty; all RPGs are games of pretending, but this one leans in as close as it can and gets really meta with what that can mean. 

you cannot play this game as a good guy. it's too late for that. you'll see. once you've been Embraced (that's the polite term for what happens when your greedy vampiric Sire takes all your mortal blood and replaces it with some of theirs), you might struggle however much you want against the Beast of your inhuman blood-- but that part of you won't be silenced and it won't be controlled. your soul is Damned. what will you do with that inescapable truth?

 

mechanics

bring out the d10s once again. you'll need plenty for Exalted, and you'll need two distinct colors, at least five of each, to properly play Vampire.

Exalted's mechanics match up with those of Scion to a large degree-- similar stats, similar types of rolls, similar Willpower and Health tracking systems, similar bonuses for describing your actions as epic stunts-- but of course there are key differences that make Exalted its own thing. instead of Legend, the exalted are powered by Essence. and instead of skills in the basic categories of physical, mental, social, skills are divided up into sets of 5, each set favored most by a particular Solar caste.

creating an Exalted character is decently involved, but once you've done it a time or two it isn't so intimidating. first you'll choose a concept and a caste. there are five castes to choose from: Dawn, Zenith, Twilight, Night, and Eclipse. the Dawn caste exalted ones are fearless warriors, Zenith caste shining, charismatic leaders, and Twilight caste the bringers of wisdom and champions of scholarship. Night caste are the clever, stealthy bodyguard types, and Eclipse caste are the most political, interested in diplomacy and balance.

once you've chosen your caste, you get a certain amount of points for skills, advantages, and Charms, plus a few bonus points to spend on upgrading any of these things a little bit further. choosing Charms is the trickiest part. these are your magnificent heroic powers, setting you apart from any other semi-divine creature that might think it can tangle with you and walk away unscathed. you start with ten Charms, half of which must be from your favored skill domains. ten sounds like a lot, but every Charm comes with strict prerequisites for Essence level and skill level. your character will start with the basics and level up from there, just like in any good kung-fu training montage. (not all Charms are combat-related, but still.)

to use Charms, you'll spend points of Essence from either your peripheral essence pool or personal essence pool. these regenerate pretty quickly in game, so there is no excuse not to use them. the only side effect worth considering is the possibility for your character's Solar anima to manifest in more and more obvious forms. if you spend more than a certain amount of your Essence pool before it can regenerate (especially the harder-to-control peripheral Essence), the glorious light of the sun will start to leak through your skin and betray your exalted identity to anyone who might be watching. 

-

the gameplay mechanics of Vampire work very much like the other World of Darkness systems, with relatively small differences. the nine core Attributes are the same, but this time we get 9 skills per category (physical, social, and mental) and a more flexible approach to allocating points to those skills at character creation. however, the available advantages and merits are more limited here. a few are general (like linguistics or resources) but many are specific to vampires only (like a folkloric bane that makes one sensitive to garlic, or pickiness about sources of blood). 

crucially, vampires in this game are not lone hunters, slaking their hunger as they may and enduring a deathless eternity. unless they don't care too much about preserving their un-life, a vampire will be subject to the ancient bureaucratic traditions and structures of a Kindred society. the Camarilla is the ancient hierarchy of most remaining Kindred clans. in recent times, rebel Anarchs have tried to pull down what they see as the oppressive and unnecessary aspects of the Camarilla. which side of this conflict you find your vampire character on will likely depend on the game your storyteller wants to run. in either case, the political frictions within Kindred society can greatly add to the basic horror of waking up as an undead monster.

first step for character creation is to choose a Clan into which your character will be (or will have been, depending on you storyteller's timeline) initiated. there are seven playable clans, each with a particular vibe, in this core book:

  • the Brujah, rebellious but down-to-earth scholars, poets, punks, and rabble-rousers 
  • the Gangrel, most animalistic, wild and fierce as nature
  • the Malkavians, touched by madness, derangement, and absurdity
  • the Nosferatu, classically stealthy and strange, deformed by the curse
  • the Toreador, those obsessed with beauty and hedonism,
  • the Tremere, blood alchemists who stretch past the edges of magic and science in their search for power
  • and the Ventrue, aristocratic and manipulative, thoroughly convinced that they deserve to rule the world.

there is a "clanless" option too. the Caitiff wander among Kindred society without the protection of a clan; perhaps there are pros and cons to that sort of undead lifestyle, but I have always found it kind of boring.

separate from your clan is your coterie-- the group of other player characters in the game, usually vampires of similar age, thrown together for some convenient but also compelling in-game purpose. and along with the bloodline of your clan, you'll gain access to a few Disciplines-- superhuman abilities granted by the vampiric blood in your veins. these are what let you effortlessly crush an enemy's throat, leap from balcony to gutter without a sound. this is how you read others' thoughts or intensify your charm to the point that mortals find your seductive glances impossible to resist. 

rolling anything higher than a 6 on your d10 equals success this time: nice and simple 50/50 odds in most cases. but 1s and 10s have the possibility to shake things up in very exciting ways. mostly you'll be rolling the typical Attribute + Skill combination (sometimes adding dice for Disciplines), but with some of those normal dice replaced with Hunger dice. those are the handful of whatever different color (red, the book cooly suggests). Hunger is a stat tracked during gameplay along with health and Willpower and XP. the higher your character's Hunger levels, the greater the risk for totally uncontrolled frenzy. at Hunger 4, any perceived threat or scent of blood will trigger a dice roll which if failed, may result in the storyteller taking control of your character and leading her to act out whatever monstrous impulses fit the scene. even for regular skill checks, the more Hunger dice in your pool, the more risk there is of either bestial failure (when you roll a 1 on any Hunger dice) or a messy critical success (rolling 10s on Hunger dice). in either case something unexpectedly bloody, cruel, or tragic is about to happen. 

unlike the other World of Darkness games, this one does not use Virtues and Vices-- what virtue could a blood-sucking demon find within themselves, after all? we use Ambitions and Desires as storytelling structures for each player character, instead. an Ambition is something to guide the overarching story of your game-- an ultimate goal to work towards. maybe your vampire wants to enact revenge on the one who created them, or to get permission from the Prince to Embrace a mortal loved one. smaller than Ambitions, Desires are like the stepping stones that may help you get closer to that larger goal. ingratiating yourself with the older, more powerful vampires by doing favors for them, or tracking down resources to better secure your coterie's haven, for example.

Willpower functions almost the same, but instead of adding dice to a roll, you spend Willpower to re-roll up to three from your pool. instead of Morality, Vampire works with a Humanity mechanic. a brand new vampire may start with decently high Humanity (6 or 7 out of 10), but it's likely they won't keep it unstained for long.

approachability

Exalted and Vampire both do a nice job of presenting their systems to readers in an organized and accessible way. they both have quite a lot going on, but it's all divided up into pieces and labeled pretty clearly for us. applaudable book design all around, I say.

despite being just as old as Mage and Changeling, Exalted doesn't suffer from the "let's cram our rulebook full of stylish-but-less-readable typography choices" issue. they save the stylishness for the interstitial comics and art bits, it seems. however, it is quite a dense book, with so much interesting lore poured into practically every section, you might get lost in it. I found it tricky to navigate at first, and very tricky to remember where exactly I first read about that one important NPC or that one city's specific political conundrum. because the lore is somewhat spread out among all the other information in the book, it can feel a little mushy. 

on the other hand, I appreciate how much that lore contributes to a full and logical sense of the world. it seemed a little strange that much of the introduction delves into the lives and culture of the Dragon-blooded, or Terrestrial exalted, when players can only create Solar exalted characters. but in any case, there is a great amount of detail and nuance to build on and to hook your character concepts and plot ideas into. your Exaltation isn't random or without cause-- your Soul, chosen and empowered by the Unconquered Sun in a long-ago age, is now escaping its prison and returning to a new body, transform that body with power and glory and intense purpose. it's fun to think about how your character's original form as a Solar exalted in the First Age might inform their new incarnation.

-

the lore of Vampire is a little less overwhelming. the game has the luxury of decades-worth of tropes and vibes from existing vampire media to lean on (sidenote: Only Lovers Left Alive is the best vampire movie, if we must pick one). the book lets any potential wordiness in its exposition breathe among generous amounts of negative space and provocative art. I was intrigued by and quite pleased with its three-column layout. the shorter lines thus created by such formatting makes the text content itself nice and quick to skim, so finding things throughout the book is way easier.

perhaps most notably, for a World of Darkness property, this particular Vampire rulebook can function entirely on its own. there are mentions of the World of Darkness as a setting, and this Vampire is as compatible as its older cousins with the wider gameworld (I know our prior Vampire games have featured Mages as antagonists, at least).

I should say that the gritty gothic horror and unavoidably bloody content of Vampire might not be for everyone, either. the sexiness may not be inherent to the game, but violence in some form or another is. even so, any good storyteller should be able to balance story details against what everyone is comfortable with. every game and every gamer is different. find some that you like and let everyone else do the same. 

 

previous characters + stories

other than a vague and nameless concept I once outlined for a fame-hungry Zenith caste character, I have no prior character for Exalted-- only my two new tournament characters whom you'll meet in the next section.

there are a good handful for Vampire though. ready?

very first was Eve Richards, who technically existed in Vampire: the Requiem. not the same system, but still a vampire. we played that game for just a few awesome sessions in Indiana as I was finishing gradschool. Eve was a Gangrel, with a found-family of biker chicks. I remember her drinking pigeon blood and ultimately adopting a good and loyal (and yes, okay, blood-addicted at this point) bulldog named Winston. so cool. 

in Louisiana, a Vampire game was one of the RPGs we were able to stick with for quite a while. friends Frank and Daniel and Oona and Andy and sometimes Emily would join us every two weeks to play as Seattle-based vampires figuring out their afterlives amidst overlapping alliances of older, more powerful Kindred all trying to use them as pawns. I played Sierra Adler, a Malkavian artist/photographer with a deep strain of sibling rivalry. so many things happened in that game-- too much to even try to summarize well. near the end, Sierra confronted a shapeshifting hippie-chick Mage named Thistle and mostly failed to do anything very useful against her blatant threats. our final session came somewhat suddenly and in hindsight feels comfortably ambiguous. there was a gathering. chaos. combat. flames. death. regardless of what really happened, in my gentle rewrite of Sierra's ending, she and her sire (the deeply morose Orla Grace) both met their Final Death together, each flailing to save the other from Mage-hurled fireballs.

next we have one of my most favorite characters out of all the characters I've ever played: Ms. Victoria Abigail Evanston Bell. for this game, set in 1920s Chicago, we played a few prologue sessions as mortals before falling into our fates as vampires. I styled Vic as a high society heiress trying half-heartedly to hide her tomboyish, absinthe-drinking flapper side from the newspapers. she was so much fun. our small coterie (a Gangrel Celia and Malkavian Doyle, later joined by a techie Nosferatu Ethel) helped her recognize and fight back against Vic's awfully controlling Toreador sire and survive the Valentine's Day massacre all in the same weekend. she obviously had to give up her high society life, but as consolation she opened a little back-alley cinema and dabbled in producing films herself. at one point, Vic's hunger got the better of her (see my notes on frenzy, above) and she tore apart an entire speakeasy of gangsters almost single-handedly. many nights later, as the coterie was just about to uncover more clues to the whole deadly underworld conspiracy of it all, a pack of rogue Gangrel in coyote form ambushed them in a city park. none of her friends could save Vic from being torn apart herself. so tragic.

for the same campaign story, now time-jumped into the '60s, I drew up the character Maeve Wells, an eager young Tremere whose curiosity outweighed her sense of ethics even before she was bitten. she was interested in the effects of psychotropic drugs in combination with vampire blood. the clan leaders had all kinds of ideas for experiments she could run, and Maeve was quite prepared to impress them as much as possible. unfortunately the campaign dissolved a little while after that, so we'll never know just how depraved she may have let herself become.

and finally, in addition to those three, I've got Margo Wallace. she starts out as just a teenager cocooned in a tight-knit group of wannabe-enlightened friends, bemoaning the death of the local mall and dreaming off and on about fashion design school or something. she was also destined for clan Tremere, but this campaign barely got off the ground either. maybe we'll pick it back up one of these days... 

lastly for this section-- I also dabbled in running a Vampire story for Jeremiah once upon a time. I still have pages and pages of notes and maps, tracking my ideas for the Kindred who might sneak around drinking blood and manipulating the world of Salt Lake City after dark. there were going to be secret backroom hideouts downtown and ancient cultish libraries and child trafficking rings and the ruthless redirection of refugees into very particular households... but we only played three or four sessions before I just got too intimidated by the prospect of engineering that much darkness.


new characters

I created Zaya Greane, Eclipse caste, to play in a simple one-shot session. she's a mash up of Varys from Game of Thrones, Gus from Breaking Bad, and Madeline Stillwell from The Boys, with some sprinkles of Lorelei Gilmore from the seasons where they're running the charming little Dragonfly Inn. prior to our short one-on-one session of Exalted, we spent a good amount of time developing a setting and context for Zaya. she was ambitious and very skilled with business, negotiations, and managing people even before her Exaltation. after, she would be unstoppable.

and she was. almost. in a world where Solar exalted are seen as dangerously overpowered and in urgent need of annihilation, she faced her fair share of threats. playing her had me tapping into the most determined, fearless, un-intimidatable version of myself. I unlocked secrets, forged alliances, generally struck fear into all the underlings in my service, and succeeded in humiliating Zaya's ex-lover in battle. it was great fun.

for a second Exalted character, I made a Dawn caste gladiator named Canessa. after her Exaltation she is suddenly burdened with far grander ambitions than to win every fight, battle, or war. instead, how about we take down the Empire by infiltrating the mystical center of its powers? why not? Canessa is sure she's powerful enough to find and topple the Imperial Manse. perhaps she'll find the Red Empress there and be the one to finally supplant her. that would be suitably epic, I think. 

as promised, I've taken little Briella Jameson, rock-climbing activist, and complicated her life by throwing mystical alternate realities at it. she will not have a good time as a vampire, I imagine. but anyway-- clan Brujah immediately seemed most fitting for this idealistic activist and advocate for the unhoused that I created. I did toy for a moment with making her either a Nosferatu or a Ventrue. her willingness to work in proximity to the dirt and ugliness of the street might put her in the path of a sewer rat Nosferatu, and such a transformation would be quite interesting storywise. conversely, her political connections would make her attractive to the aristocratic pullers-of-strings that are the Ventrue. but the Brujah vibes were just too perfect, so I went with it. Briella will fit right in with them, eventually. but at the moment she is too squeamish to drink from humans, too confounded to know exactly how she'll survive. perhaps she and her raccoon companion (what should I name it? hmm) will run into Eve and Winston hunting pigeons and stray cats and such, one of these evenings.


preliminary verdicts

someone asked me, as I was explaining this tournament project back at the very beginning, which game might win if I had to pick a champion right that moment, without any of this everso rigorous process. it didn't take much time at all for me to think and answer: Vampire: the Masquerade. it can't quite compete with D&D on number of characters or total hours played, but there is something about the setting and the tension and the way dear husband Jeremiah runs this game... maybe it's the mostly modern setting, giving my brain a more relatable, more seamless set of connections for my roleplaying and storytelling muscles? somehow I find gameplay in this system the most intensely invigorating. all the sensuous and visceral details, the quiet scenes of inner struggle and the obscene moments of bestial ferocity, and everything in between. this game and its stories come alive in the best way for me, somehow. I guess measuring all the deepest, most horrible selfishness of an actual vampire against beautiful little shreds of hope and humanity is really cathartic, or something.

it's definitely not fair to judge one three-hour session of Exalted against all that, but I will say that it had an intensity and sensuousness of its own, and that fed my enjoyment of it quite well. in this case, some of the same reasons I don't mesh with Scion (huge, bombastic stunt descriptions are tricky) are also at work. but at least I felt very well-situated in the game's central conflict. that helped me bring Zaya to life pretty well, and it was very fun to watch her (us?) in action.

when I revisit my preliminary judgements at the end of the opening round, we'll see how everything shakes out for real.

 

next match-up review: 7th Sea vs. Cyberpunk RED

next (and final!) new mini-campaign: A Song of Ice and Fire

Monday, December 19

among other small beauties

a Monday. the first Monday of winter break, post-finals-week.

everything seems quite disorganized. I should be writing, revising, Librivoxing. my to-do list is a frayed tangle, pulling me in a dozen unproductive directions.

I should be writing. drafting a proposal for this and thinking of ideas to submit to an edited collection, prepping course materials for next semester's class-- English 203: Introduction to Research for Professional Writing. I have articles to finish for submission to this journal and maybe that journal.

and I should be finding time to listen to sections of this audiobook and this backlog of podcast episodes. I want to be reading and recording sections of this collection about libraries, and then the narrator's liens for this play, and eventually all of this (except probably not the footnotes).

and then when am I going to stretch out in a warm, quiet room to read or finishing reading Les Miserables, which I got for Christmas at least two Christmases ago, and The Myth of Sisyphus, which I'm still in the middle of, and How We Think: Digital Media and Contemporary Technogenesis?

when when when?

I'm feeling paralyzed by it all, and hence this frenzied blogpost. a selfish little piece of writing that I can get done in half an hour or so, and not stress very much about.

earlier today, browsing the pretty social media land of snapshots that is Instagram, I scrolled onto this simple, homey little image from knitting expert Bonnie Sennott. seeing it-- this beautifully neat, orderly, hand-made piece of art, part of a series she's been working on all year, stitch by stitch, day by day--made me so out-of-nowhere happy. I was so deeply sloshingly at-sea happy for a moment, to glimpse that careful, beautiful thing from inside my tangle of unorganized, unmotivated, unfinishedness.

my tangles of writing and reading and listening will take some time and some dancing with entropy. I'll get somewhere with it all, little by little, day by day.

Thursday, July 7

a negative amount of sense

I don't know enough about anything. I don't know enough. this is both true and an excuse to stand back, to distantly question and wonder, to pretend for a while to put myself in other people's shoes and to still fail at understanding why they do this or that, and then to shrug those other perspectives away because I can't know enough about anything.

I don't watch the news. I get news filtered through friends and internet icons. I stay out of it; I have the privilege of class and skin color and education enough to stay out of the news and let my little life sail on. the most affecting mishap I've had to personally deal with lately was watching one of my cute handmade clay bowls slip off the counter and shatter into pieces. I'll make a new one. it'll probably be just the same as the old one.

what are broken dishes when meanwhile, death threats and gun violence and rape and bigotry, brutality, corruption, hatred, and anger seem to fill the world and the internet? there is all this anger and rage and tragedy, all swirling around my privilege and the blissful ignorance it tends to afford.

have you seen this video?


I keep re-watching it, wanting to re-watch it and re-watch it as if my re-watching it might mean that everyone else were watching it, learning something.

I should be grading student drafts, and working on my own drafts, yet I feel like I have to write this instead. and what do I really want to do in a post like this? what can I even hope to halfway-decently attempt, when writers more invested and more practiced and more attended-to than I will probably ever be are already saying more powerful and more meaningful things than I could about this latest ugliness?

I remember marveling--two years ago, November 2014--at this court decision. it made negative amounts of sense. I don't know enough about anything, but I remember that I started looking at uniformed officers differently that year. I told friend Chris, as we watched people on twitter rage and mourn, that I wanted to walk over to our municipal building on 6th and South Street, where all those cop cars are always parked outside, and I wanted to stop at least one officer and ask them questions, and hope they'd sit down and take time for answering. I didn't. I haven't. I still pause when I see uniformed officers, still wonder to the end of the sky what they think about all of this swirling injustice and death. I'm sure there would be miles of red tape, or at least buckets of busy dismissiveness, if not paranoia about whether I'd be likely to spin their comments into some kind of sensational media story.

I am not a journalist. I don't watch the news. I have too many silly podcasts to listen to. today, it happened to be this one from a Sporkful series on Other People's Food. an interview and an audio collage about segregation. about the negative amounts of sense that used to mean strictly separate water fountains, train cars, restrooms, and--more happily--about the activism that eventually changed things.

my instinct is to question. my reactions are questions. why? why? why not talk, and listen, and leave your weapons out of it? why make excuses, why not call this systemic awfulness what it is? why not confront the racism in it? wouldn't it be better to confront and wrestle with, rather than ignore and excuse and backpedal and victim-blame and cover-up? why not trust people? why not put some real faith in the "innocent until proven guilty" principle? why panic? why suspect the worst? why put this woman in handcuffs, why not trust her to keep cooperating? why not trust people? why not treat people like they are, can be, will be good?

I keep thinking about my interactions with uniformed officers. speeding tickets. warnings. nothing bloody, nothing that warrants any screaming. I keep thinking that if I were pulled over for a burned out taillight, I would have been trusted to stand and wait and do as I was told--no handcuffs, no guns. more patience. I would be suspected of nothing beyond failing to maintain a tiny lightbulb within my vehicle. my skin color makes it safer and calmer and pretty much normal, if inconvenient, for me to interact with law enforcement people if I ever have to, and that is puzzlingly unfair beyond unfair.

what am I doing with a post like this? I am reacting. I don't know enough about anything--not about any victim or any officer, not about what the weather is like in Baton Rouge or in Minneapolis this week, not about the political or legal webs within which the cities I've lived in are being maintained, and not at all enough about the biases that insidiously sit in my own head. I do not know who wrote all the news articles or what kind of slant their publishers may have expected. I do not know exactly what kind of methods were used in compiling which kinds of data from what sources. I do not know if the world will ever be different enough from the depressing way it is for certain groups of people in this country.

but ever since this Hank Green fellow made this video about democratic engagement I have been meaning to use up some paper and ink and stamps with more pointed and purposeful reactions to things. now is all there is, so it may as well be now.

Friday, April 24

twentyfour: numbers, calories, feelings

let it be known that I am having a giant, imaginary shouting match with Apple and all their employees right now.

also let it be known that there are one thousand posts sitting around behind the scenes of this blog. see there in that right-hand column? one thousand. eighteen of those are drafts (including this one). a lovely palendromical 303 of them are mere sunday-scribbles posts. 109 are tagged with the label 'random'.
so after this, I will have seventeen more posts (of which six will appear within the next week) to think up some fabulous celebratory thing to write here for the one thousandth actual published post. does my blog audience have any suggestions for me? should I hold some silly contest or scavenger hunt or game? hmm.

while I ponder, and while I mourn the death of this melodramatic semester and this fickle April and--most stressfully and traumatically of all--my dear old nameless macbook, I'm going to talk about food.

yesterday, I made chicken and rice. I think (not counting the recent occasion of Easter) this was the first time I've cooked chicken since Thanksgiving or something.

usually it's canned cream-of-mushroom soup you do this with. I didn't have any, so I made do with almond milk and actual mushrooms and random spices. turned out gorgeously, if I do say so myself.


a few weeks ago, inspired by Ms. MacKenzie Smith of the grilled cheese social blog, I made pear/gruyere grilled cheese.
these are awful photographs, with too much yellow light in them, but nevertheless, they are evidence of grilled-cheese-bliss on a plate.


I also baked my genius brother's famous savage chocolate-chip cookies the other night. I have eaten way too many of them today. so? aren't Fridays meant to be days that you eat hardly anything besides exceptionally awesome chocolate-chip cookies? good. I thought so.

other planned baking adventures for the near future include more fresh bread, cream cheese wontons, and pie crust. comfort food. yeah.

Monday, April 13

thirteen: unlucky

not even the heady scent of fresh-mown grass or the sweep of springtime clouds and breezes--not even a strawberry ice cream cone--none of it, nothing--has succeeded in lifting me up out of this well (deep, deepening, deeper than yesterday) of what if why not when where how not why which who why why not but why. I am choking on feelings. smothering.


there are no stories in this. no sense. the universe is sinking me.

Sunday, April 12

twelve: slip step


I have decisions to make about next fall. about the next phase. about where this academic funnel is really going to take me.

they feel like crushingly heavy decisions. (I wrote 'are' first. and then revised. 'feel like' is more true. ...unless there really isn't a difference? hm.)

somehow they will get made though. and they might be wrong decisions or they might be unwise decisions and I will most likely end up missing out on something or other...

no matter what gets decided, whether I choose this or that or try to juggle both somehow, or whether I flip a coin or throw a dart or take your advice, there will be some other thing that could have been. inaccessible alternate realities and all their teasing, rose-tinted fanciness.

but that's how everything seems to work. in pieces, in slices, where you can't see the other side and there is no way to rewind or restart.

Friday, April 3

three: unlearning

I shared this quote with my students this week, pulling it up right here where it lives on the little tumblr quote blog I keep. (who even knows what the students thought of the fact that their English teacher has a tumblr. are tumblrs cool anymore? were they ever? does it matter?)
“the most successful of our students have a worldview shift during our program, an entire change in their demeanor towards the built world around them. They come to see rules as malleable, power structures as changeable, and culture as embodied. They see design as a vehicle for slow but influential behavior change, and they recognize that over time, this behavior change impacts the landscape of the world. Over the course of the program, they see that they can design things (products, services, interactions, and policies), and these things cause the world to change.”
the quote is from this piece by Jon Kolko. he is interestingly the Vice President of Design at Blackboard, and Blackboard is the online course software I've been using to teach my writing class. my twenty students are analyzing space and the rhetoric of the built world around them. I am asking them to break apart the ways staircases and windows and furniture send certain kinds of messages. I want them to see that the way things are is not an accident, nor is it inescapable. the first step is paying attention.

reading Kolko's article made me feel a few millimeters better about my teaching. that failure and frustration are okay--that they are even crucial in the learning process--is something I always forget. or don't think about. I get too idealistic about the whole endeavor, too enamored of that Dead-Poets-Society-style magic, and then when almost nothing about the five hours a week I spend in a classroom every semester actually goes so smoothly or culminates in such exciting epiphany, teaching becomes very meh.

there are other articles and bits research and pedagogical theory I've latched on to with similar reaction. Robert Brooke's “Underlife and Writing Instruction” is one. the little summary comment-note I added to the top of my pdf copy includes the line "I found this very, very comforting."

teaching is hard. and it seems like we talk about it too much in extremes. that lesson you planned either falls on deaf ears or it lights up with fantastic sparks of insight. or maybe it's just that I selectively remember those extremes. class time is great or it's awful. we are either completely failing our students or we are doing all the right things for them. and our students are either complete slackers or overachieving superstars. these extreme stories are the most fun to tell, after all, whether to yourself or to your colleagues.

there are a million other stories.

learning doesn't necessarily happen on paper and it doesn't have anything to do with points for writing smooth transitions or points for drafting a logical thesis statement. it doesn't have much to do with the lesson plans you scribble in your notebook or the not-so-fabulous teaching evaluations you get.

I need to remember that getting things wrong and messing things up and wandering around on the wrong track are all useful learning activities. failures are probably more useful than "perfect teaching" or "perfect studenting" could ever be (not that either ideal is at all easy to imagine, from here). my frustration and faltering with this teaching gig... that's part of my own shift, too. don't forget. the failure is useful, for them and for you.

Wednesday, March 4

empirical epiphanies

why were we talking about shoe-hats in Postmodernism class the other week? can anyone remember?

I have been blogging perhaps too much about Postmodernism class. this week's meeting was our second very neat paper day. a prospective new grad student was visiting for the last little chunk of class, during which I stood in the window to read my short essay of the day. welcome to Purdue, prospective grad student.

but enough about Postmodernism for now.

Empirical Research, my other grad seminar this semester, is a very different class. it's much less up-my-alley, let's say. its readings are not quite so exciting or inventive as those in Postmodernism--or at least not as amelia-exciting, anyway. so I struggle, and I resist, and I ask no really what's the point? with a far more serious and dejected tone than I usually do.

I woke up the other morning, after a somewhat frustrating Empirical class meeting, with some not-really-new but not-really-familiar ideas congealing in my head. I imagine they had gradually been distilling themselves from all the many, many things Dr. Sullivan is trying to teach us this semester. oh we've been reading research report after research report, designing our own small-scale research studies, and talking endlessly about the strengths and weaknesses of this method, that paradigm, these analytical tools...

it's not fun... but it's important, right? I guess?

the thoughts in my head the other morning congealed around two different (opposite?) ways of wrangling with the overarching research goal of finding things out about the world.

1. look carefully and dedicatedly at as much stuff as you need to until you can figure out what it tells you about itself.

2. think of a specific thing you want to know. figure out what questions or experiments or tests you need to set up and what you need to look at in order to learn that thing.

I am much more happy in the first of these schemes. there seems to be less planning that way. more freedom. less fiddly things that could go all wrong.

but as I pondered both of these approaches, I found myself tripping over one of the threads between them. the matching meta-question underneath the opposite surfaces:

how do you define what exactly will count as the stuff you're looking at and what won't? and why?

my realization that these decisions are at the core of any kind of so-called 'good' research isn't all that huge. but it feels momentous in my little head.

I struggle and I resist the importance of methodology and research design, in part, I think, because I have for so long been taught that there is rarely a perfect or 'right' way of doing anything we do in the humanities. there is no proven solution, no near-flawless button. and so as long as we can justify whatever imperfect choice we make, all is well.

suitable justification, as you may suspect, means different things to different people. and this makes the whole process feel a little bit pretend. a performance, or sorts, meant for pleasing an audience. what we write up in our research report might come down to what sounds good, or what meets expectations, or what makes for decently manageable data.

so many of these questions about how to best explain the best ways of claiming to know anything about any piece of that world seem to go in circles. it's a circle of biases, chasing each others' tails.

but despite all the flaws and the ignorance and holes in every sort of research, we can't just give it up, can we?

we are thankfully too curious.

and please, let us hope my curiosity will get me through this not-quite-my-cup-of-tea research class in a useful manner.

Wednesday, October 8

the world we are creating

if there are things you love on the internet, save copies of them. this is advice that Dr. Sullivan is alway giving us with respect to our wandering research. if you even sort of think you might want to use it someday for an object lesson, class project, seminar paper, conference illustration, or article-fodder, download the thing. as endless and un-erasable as the internet seems most days, the stuff of it doesn't always stay there. you cannot trust the cloud.

(whether you can trust the integrity and/or longevity of your harddrive to any significantly greater extent is a separate though not unrelated question. all is temporary, and the scales of temporariness are complicated.)

if there are people you love on the internet, I don't know what to tell you. so far, there's no way to download people. that's probably a good thing.

early thismorning I saw people linking to a new post by Kathy Sierra. it is a long post, personal, a tad meandering, but it seems everso soul-questioningly, heart-wrenchingly important.

read it. go on. I've linked to it twice now, redundantly, asking you to read this long meandering story even if you have not been a Kathy Sierra fangirl since at least 2005, and even if you have no clue who this Andrew Auernheimer fellow (hm... he blogs on livejournal. how old-fashioned...) might think he is, and even if you, like me, find life much more effective without worrying very much about the hopeless-seeming, headache-inducing state of the universe.

Sierra's post might not be there very long. I have made a copy of it, in case the original disappears. it's also on Wired, for the moment. (if Wired and Dropbox disappear, who knows what we shall do).

two-thirds in, Sierra shifts into saying we. "This is the world we have created."

not only does that make us sound so implicated, so conspiratorially close to culpable... it also makes us sound so finished. so final. we've hit send. we've checked enough boxes. the world has been published. editing is over and this is the product we're stuck with.

not so. please, not so. I'd rather say "this is the world we are creating."

the we is still there. I don't see any ways of getting around that we, though parts of me are tempted to pick we apart and subdivide it into some sort of graph with axes like experience, influence, responsibility, investment, and such.

all the other words could stand to be picked at too. which exact this? creating how?

in one of those neat serendipitous internet moments, the following video was posted today. Mr. Rugnetta says a few things on cultural (re)production that answer that last question. the how is discourse. pens, not swords. writing and media, not sticks or stones or construction equipment. it's actions too, of course, but what we say about how we act, and how we storify things that happen = way incredibly powerful. Sierra's story similarly notes that stories with enough inertia and spin can permanently warp one's perspective. even the most disturbingly inaccurate stories, like the kind you might hear about scaly, murderous llamas, can stick in your head and tint everything you see. all the Pratchett you've ever read will say the same thing--narrativium is not to be trifled with.

I wonder sometimes if the stories we tell about the stories we tell carve ruts as deep or as damaging. those are thoughts for future blogposts, I think.

as long as I'm being redundant today, I'm going to include another video--yes, more of this silly Rugnetta fellow and his ponderings. it's relevant, I promise. and the followup comments/responses over here are also enlightening and chewy. (my brain has been particularly hung up over the 8:40 mark. it's a part of me that's been trained to meekly accept and swallow all things as somehow divinely-permitted-side-effects-of-this-fallen-mortal-experience-which-will-ultimately-all-work-together-for-my-everlasting-good that wants to say, "yeah, shrug off those death threats, everything will be fine." what does that mean? who does that make me? am I supposed to squash this attitude? or unravel it away? maybe all I can do is wait to see how I actual feel when or if death threats are ever made in my direction, and keep my mouth shut about the concept until then.)

anyway. this whole situation--trolls, women, internet, life--is more than a story. we can uses stories and conversations and videos and blogs to reach out for little parts of it, and build what we see into some sensible structure, with sections and headings and terms lined up for convenient deconstruction. but labels make me squirm, generally. what we mean by troll and or victim obviously isn't easy. it's not even always useful. the definitional blurriness between criticism/harassment is another thing that might deserve plenty of more discussion. my own experiences of such things aren't the same as anyone else's. that's why we need to tell the stories, after all. that's why we invented ways of sharing all the crazy insides of our heads.

maybe all this talking and thinking will help. somehow.

Thursday, September 18

foreshadowy snippets

next thursday I'll be more than halfway to Minneapolis. there is a conference. once there, I will present something (the something I didn't quite get around to blogging about in this post). I will hopefully meet some other fascinating scholars who share my geeky interest in copyright/authorship/ownership/remix/etc. I even have plans to sneak into blog-friend Gina's studio and say hello, if I can (did you know she's writing a book? it looks very lovely).

as seems usual at these times when I have so much going on and so many preparations to make in the run up to a small journey, my list (pile? collection? backlog?) of things I haven't yet blogged about but very much ought to is expanding beyond control.

I could make an exceedingly random photo essay using some of the photos currently saved in my blog-drafts file. that might be interesting.... but I think the photos deserve their own less-random accompanying text. forcing them into one crazy blogpost together is not what I want to do with them.

what I do want to do with them is...something else. maybe I don't know what that something else is yet, since presumably if I did, I would not have so many unfinished blog-drafts piling up. there are too many ideas for blogging. and I don't always remember all the ideas well enough or long enough to get back to them and make them fully intelligible to other humans. if I were better at remembering, and/or deciding, and/or writing in my sleep, this pile of drafts might be smaller and my blog might also be, on the whole, more interesting.

one of these old saved drafts (from mid-2011, says the blogger timestamp) has had (for who knows how long) nothing in it but the following quoted material on the subject of false memories. mid-2011, I should note, was a little while before Jonah Lehrer went and ruined his career by making up things and being lazy. he has, since that whole scandal two years ago, lost much of my respect and largely disappeared from the public eye. blogger and I kept this quote around anyway. today I've come back to it and now it is no longer languishing as a lonely little draft.

revisiting the quote and its link of reference, I was a little surprised to see that Wired has so far sustained not only this, but all the rest of Lehrer's old columns as well.

"A memory is only as real as the last time you remembered it," he writes. but that's not the beginning. the piece starts with a rambly story about drinking Coke at a football game. it isn't his story to tell, though. it's not his memory--it's totally fake. apparently "we can’t help but borrow many of our memories from elsewhere," and "This idea, simple as it seems, requires us to completely re-imagine our assumptions about memory. It reveals memory as a ceaseless process, not a repository of inert information."

processes. mm. I like thinking about things as processes. the never-ending kind are the most attractive, for some reason.

Lehrer goes on about memory and marketing. who knows why I saved this whole excerpt for my blog way back in mid-2011. today it still speaks to plenty of my own half-formed ideas on narrative power and cognitive malleability.
It’s the difference between a “Save” and the “Save As” function. Our memories are a “Save As”: They are files that get rewritten every time we remember them, which is why the more we remember something, the less accurate the memory becomes. And so that pretty picture of popcorn becomes a taste we definitely remember, and that alluring soda commercial becomes a scene from my own life. We steal our stories from everywhere. Marketers, it turns out, are just really good at giving us stories we want to steal.
stealing and inventing... honesty and accuracy... "borrowing" and "forgetting" original source material. hmmm. falsified memories, fabricated quotations? oh the foreshadowy connections we might want to draw between the words this talented science writer is using, the themes he is dancing with, and his eventual semi-tragic, very disappointing downfall.

in my drafts file, two additional words accompany the pasted set of quotes from Jonah Lehrer's old Wired article. those words are "graven images."

I have no clue what I was thinking when I added them to that tiny seed of a blogpost idea.

I have a few clues about some of my other standing drafts. some of them wouldn't be so hard to flesh out into something useful, if I'd just sit down and write.

there are photos of:
  • piecrust (filled with cheese, noodles, spinach)
  • a stack of textbooks from last fall (English 680: digital studio)
  • important Texas landmarks (the Alamo and the capitol building)
  • a stand of trees in the middle of Idaho
  • art and architecture from Chicago
  • a box of yarn (mostly shades of pink)
there are also scrambled snippety notes about desire and calculus, about teaching and failure, disciplinarity, technological shifts, and the Management of Digital Rights. I want to blog about secret codes and the meaning of The Period Store and informally conducted surveys. there is a draft containing only the words "decidedly analog," and someday I'll figure out what to write about that will fit that title.

Friday, September 12

un-rerun

these are my folders full of sketches. (I want to say folderfuls. like handfuls or bucketfuls or something. can we make folderfuls a thing? okay, cool.)
fat, overstuffed, manila folderfuls. I am pretty sure this is most of them. others might be scattered around various other notebooks or piles, but these here constitute the closest thing to a sketch archive that this disorganized amelia girl keeps. the sketches are mainly sorted according to the size and shape of the paper they were drawn on. it would of course make more sense to categorize the things by date or by theme, but I just have this feeling they'd take up too much space that way. they take up enough space already. 
plenty of these things have been digitized at this point. don't ask me which ones. don't ask me when.

there are too many. I have been blogging one every Sunday since 2009.

the digitized versions don't weigh anything... I don't think... (or do they? do stored gigabytes technically have any mass?)

but as I wondered how much the paper-and-ink collection might weigh, I realized that I had the tools with which to answer that wondering.

my little kitchen scale says the whole pile weighs eight pounds and almost twelve ounces. there are entire human newborn babies that don't weigh quite that much. and these are only most of my accumulated sketches. I wonder how many sheets of paper are really in this huge pile. I'm not going to count them though.

there is an almost-memory I keep thinking about, from somewhere in my almost-tween years, when I was a young girl scout. mum and I were visiting neighbors, hawking cookies. I noticed all the similarities in every doorstep conversation, every description of the caramel-nut-cluster Juliettes. I may have even commented, in a clueless, judgey, childlike way, on how silly it seemed for this articulate parent of mine to be so, so tiresomely repetitive.

this memory (half re-upholstered with inaccuracies after all this time, I'm sure) adds to the shame I feel about having eight pounds of sketches to choose from and yet redundantly posting at least a handful of them more than once. as if someone might have missed them the first time. as if I couldn't bear the thought of those particular sketches not being seen by as many eyes as possible. as if the internet is in need of even more multiples of even more images of mediocre quality. none of these as ifs are true. I am not worried about my silly sketches being missed or being lonely. I have no excuse at all for littering my dear blog with duplicates. as yet un-remedied proof of my carelessness is openly available here in exhibits 1A1B, 2A2B, 3A, and 3B. and there have been more cases; sometimes I do catch them and replace the repeats before too much time goes by. but who knows how many I have yet to notice.

tiresome repetition is all in the eyes and ears of the beholder though, really, which is a thing I recognize much more maturely now than I ever did as a not-quite-tween-year-old. if the doorsteps are new and the neighbors lucky enough to be unspoiled by your cookie-spiel, you probably don't need to worry, no matter how clueless your selectively-perceptive daughter might be.

the internet is not a series of separate doorsteps. this blog makes a very different and less forgiving context than a neighborhood, I think. reposting stuff--even if from bouts of inattentive blogpost scheduling, and even if my distracted, forgetful brain does give the stuff a new title--feels intolerably lazy. I might owe my tiny audience here an apology or two. or my tiny audience may not have noticed, since one random ink sketch per week most likely doesn't count as high-priority web content.

nevertheless: I am disappointed in my distracted, forgetful self. one day I'll automate the sunday scribble posts entirely, and then things like this won't keep happening.