"Ten feet, twenty feet, thirty feet south. Passage turns east and west. Which way do you go?" "We go South." Stupefied look and momentary pause. "Okay. Bump, bump, bump." -E. Gary Gygax to adventurers in Greyhawk Castle, circa 1972 You have now entered the realm of the LORD OF THE GREEN DRAGONS -- a "Classic Gaming" blog.
Sunday, January 31, 2010
DimeNovels
Friday, January 29, 2010
Black Festival Going to Press
I am proud and excited to offer our first Swords & Sorcery fiction in the form of my novella, "Black Festival."
My Barbarian Frank, Wolfar, dominates this tale of 20,000+ words along with his off-and-on companion the rogue, Thekela. Written in the style of Gardner Fox's and REH's Kyrik and Conan tales, I know that this will satisfy. This will soon be available from Noble Knight games (link above). We are only issuing 150 impressions and they will be signed and numbered by myself. Be looking for a *specific* release date in the next 2 weeks from myself and NKG.
If anyone has questions, feel free to ask away. Here's the prolog and back page matter...
Wednesday, January 27, 2010
Gary Con II, Honoring the Memory of The Father of Role-Playing Games
Greetings Seekers,
The Gary Con II Event catalogue is posted on the website (www.garycon.com/registration/2010_catalog.pdf). Check out the Distinguished Guests (including Robilar himself!) and the featured events. Everyone that pre-registers will be able to reserve 2 slots before the doors open. Featured events will fill up quickly- so don't delay.
For those that don't know, Gary Con II will be held 19-21 March at the Lodge at Geneva Ridge in beautiful Lake Geneva, WI. Go to the Gary Con website to pre-register (www.garycon.com). It is only $20 for all three days!
I look forward to seeing you all there, playing games and honoring the memory of The father of Role-Playing Games.
Luke Gygax
Tuesday, January 26, 2010
Jessica Amanda Salmonson
Another great author of both fantasy/horror-fiction and non-fiction, and a superb book that I am reading of hers--The Encyclopedia of Amazons--and well worth the time spent for inspiration regarding woman warriors, past to (near) present.
Also note her website here which is a treasure trove of information (including extensive essays) on fantasy, legend and the supernatural. Thanks Jessica (and all of her friends and associates)!
Sunday, January 24, 2010
From the Desk Top: The Pursuit of Good Game Design
Friday, January 22, 2010
Re: Creative Stirrings. What is that metallic ball that has a sponge-like substance within it?
The following is text from an article summarizing several accounts of Mystery Spheres Baffle Nasa:
A balanced and concentric ringed mystery spheroid
The riddle of the rotating spheres, that rotate completely, twice a year, on their own axis – "baffle NASA scientists"Man and rock. Stones, which are billions of years old and rotate on their axes, while in a vibration free environment, captured the attention of Mr. John Hund of Pietersburg fifteen years ago. Review previously published reports about Hund's journey to the Gestoptesfontein mine near Ottosdal in the Northern Province where he found a stone just like the one he read about and saw in the Klerksdorp museum.
While playing with the stone on a very flat surface at a restaurant one day, Hund realized it was very well balanced. He took it to the California Space Institute at the University of California to have tests done to determine just how well balanced it was. "It turned out that the balance is so fine, it exceeded the limit of their measuring technology and these are the guys who make gyrocompasses for NASA.
The stone is balanced to within one-hundred thousandths of an inch from absolute perfection," explains Hund. Nobody knows what these stones are. One NASA scientist told Hund that they do not have the technology to create anything as finely balanced as this. He said the only way that either nature or human technology could create something so finely balanced would be in zero gravity.
Here is an extract of Mr. Hund's letter:
The existence of the sphere came to my attetion ca 1977 while removing endangered rock engravings from the site where pyrophyllite or "wonderstone", as it is commonly known in the region, is mined on the farm Gestoptefontein (meaning plugged fountain) near the little village of Ottosdal about 110 km from Klerksdorp in South Africa's Northwest Province.
I was intrigued by the form of the spheres, grooves around the middle and the fact that they are as hard as steel, while the material (pyrophyllite) in which they are found, is as soft as limestone with a count of only 3 on the Moh scale.
As you probably know, pyrophyllite (Al2 Si4 O10 (OH)2) is a secondary mineral and the deposits were formed by a process of sedimentation. On Gestoptefontein volcanic activity was responsible for the forming of outcrops varying in height from about 10 to 100 meters. The smooth and relatively soft surface on the slopes were ideal for the prehistoric dwellers (San) to make their engravings of animal and abstract designs.
On Gestoptefontein these outcrops were "swan" into huge pieces by means of twisted steel cables running zig-zag on pulleys for several kilometers. These blocks were then cut by the same method into more manageable pieces of about 500 x 500 mm. Occasionally the "sawing cable" got stuck on one of the metal spheres embedded in the pyrophyllite.
They vary in size from " 30 – 50 mm in diameter and have perfectly concentric grooves round the center as if they were molded. Inside the hard "shell" some have a spongy substance, while in others it resembles charcoal.
When only partly embedded so that they can be seen on the surface, they are not all spheres, but some are also oblong in form.
According to Professor Andries Bisschoff of the University of Potchefstroom (retired some years ago) they are limonite concretions. Due to the relative scarcity of the spheres and the almost impossibility for outsiders to obtain samples from the mine, his conclusions have not been verified by other scientists.
It is very strange that the grooves are always and only round the center. Mr. Credo Mutwa, a notorious witch doctor from the city of Soweto was brought to the museum by a TV – team some years ago and he as well as some amateur archaeologists believed the spheres to be from outer space. It is also hard for me to believe their theory. The original sphere exhibited in this museum was stolen by a white sangoma (witch – doctor) - not Mr. Mutwa, for its supposedly magic qualities and was never retrieved.
Inquiries were made from all over the world about this phenomenon. Countries include Canada, Switzerland, Denmark, Germany, England, USA, Norway, France and Botswana. Institutions such as the University of South Florida, Miles Price and Associates, the Society for Physic Advancement (S.A), Kokkolan Kaupunchi (Finland), Esotera (Germany) Geologisches Institut der Universiteit Pleicherwall (Germany), the Department of Philosophy UICC (Chicago), Danfoss (Denmark), Illustreret Videnskab (Coppenhagen), Louisiana Geological Survey, Gale Research Company (Michigan) and Search and Research Institute of Florida also made inquiries.
I wrote NASA HQ, to confirm or deny this in 2000, and never received a reply. Mr. Hund's letter was removed from the Klerksdorp Museum page, afterwards, when I checked back some time later, and the page re-designed.
߃--¹¹
Psybertronist
Text from:
Mystery Spheres Baffle Nasa
References:
Off the Record. Ted Loman interviews Micheal Cremo
Forbidden Archeology Secret Discoveries of Early Man
Govardhan Hill Publishing
Closest Natural Mineral to Compare With
The Metamorphic Conjecture of Origin
Manganese Oxide Considerations in Metamorphic Conjecture
Pyrite Nodules Resemblance in Metamorphic Conjecture
Images: Gallery of Mystery
Thursday, January 21, 2010
"Welcome Back to the Creative Fold." Extracted from my In Progress Memoirs
Creative Stirrings
1) I have posted this link before, but cannot recommend enough the diversity of illustration and art contained at this blog.
2) The Journalizer's blog "Journalize This" raises numerous avenues of thought, expression and dare I say "concern" with her recent post here. Now what is that metallic ball that has a sponge-like substance within it? Imaginative, inquiring minds want to know... among other things.
3) RPG Theory Comprehensive Link. Some interesting articles here which lead to this quote by jrients at the FORGE: "Roleplaying reconnects us with our ancient need to sit in a circle and tell stories. More and more, our culture surrenders our storytelling to an elite who deliver stories to us via TV/movies. For most of humanity's history storytelling was an active endeavor, today it has become passive..."
Very good! I once commented during a video interview at GENCON that RP is a tribal event with the constant exchange of information, everyone gathered about the elder to hear not only stories, but to assimilate information that might not otherwise be gathered or retained. It was/is entertainment and learning at once, which is the way education should be, so I feel.
Back to meine Arbeit.
Wednesday, January 20, 2010
Boyd, Jenkinson and Ackerman: 3 Books on "Play"
Extracted from The Genius of Play
"The question, “Who am I in this game?” and “How must I be as my new self?” is a major preoccupation for most young players. Through imaginative play, and in particular through socio-dramatic play, children are able to express and explore their own viewpoints and feelings, and as Jane Hislam perceptively observes, they are also able to explore those feelings which are not necessarily their own. (Moyles, Hislam et al, 1994). In the magic of empathetic imitation, which is quite different from copying, children live imaginatively into the experience of “the other.” Then, guided by the inspirational spirit of play, the ability to “read” the thoughts and feelings of others begins to awaken and the journey towards emotional literacy begins.
This capacity, is absent in most children with autism. In his book, The Development of Play, David Cohen argues that although autistic children do play with objects, by moving them around and so on, they hardly ever engage in pretend or imaginative play. He suggests that this is because autistic children find it impossible to develop a theory of the other mind. Like adults with Asperger's syndrome, they might know what tears are, but not what they mean. Most autistic children are unable to perceive what another person might think or feel because, sadly, they are locked into their own worlds. (Cohen 1996:166). Tina Bruce gives an example of a child who begins to explore, through unsentimental imitation, the very different thoughts, feelings, and experiences of someone else.
“A new girl called Jo joined a nursery class. Jo had an artificial arm and two girls, Nadia and Jody were fascinated when she took it off at story time because she did not want to wear it all the time. That afternoon, the children played together and Nadia was Jo. Through her play, Nadia entered an alternative world to her own, in which she had no arms. She used all her knowledge of what arms are for and she came to know about Jo as she hadn't before.” (Bruce 1994: 117)
A society that is unable to live into the experience or feelings of “the other” is one which can be described as culturally autistic. It is my belief that through their own play, children can foster and develop the very qualities which will provide a powerful antidote to the “cultural autism” which threatens our society today."
Sally Jenkinson Publisher Link
Extracted from the Cornell Chronicle...
"Deep Play"
Diane Ackerman is serious about play
"It is exquisitely human to play; we relish and require it to feel whole. It is our refuge from ordinary life," she told a David L. Call Alumni Auditorium audience.
In her July 9 Summer Session lecture titled "Rapture, Ecstasy and Play," Ackerman, a Cornell alumna, poet, essayist and naturalist, enveloped the audience in her world by offering prose about love and personal anecdotes to explain her perspective on life's special moments, which she described as "deep play."
"The language of play has always fascinated me," said the author of A Natural History of the Senses and A Slender Thread: Rediscovering Hope at the Heart of Crisis.
According to Ackerman, "Every element of the human saga depends on play. Even language is a playing with words," she said. "We, as human beings, require a poetic version of life. All human beings of all ages and all cultures use the elemental poetry of everyday language."
Swimming with dolphins and communing with nature, she said, led her to the question, "What are we to make of dolphins and humans playing together?" The answer, she found, is that humans and animals alike understand play.
"Play is ingrained in the matrix of childhood and we take it for granted," Ackerman said. Though children rejoice in play, adults have a "deeper, transcendent form of play," she said.
The uncertainty and illusion of play can take place in countless venues, she suggested. "We can play anywhere that is set off from reality, whether it be a playground, a field, a church or a garage."
Ackerman explained there are many ways in which adults engage in deep play.
"Deep play doesn't have to do with an activity, like shallow play. It has to do with attitude or an extraordinarily intense state."
Furthermore, she said, "Deep play is an absence of mental noise -- liberating, soothing, and exciting. . . .We spend our lives in pursuit of those moments of feeling whole, or being in the moment of deep play."
The idea of deep play, Ackerman said, was originated by the philosopher/utilitarian Jeremy Bentham. However, she said, "he despised it and thought it was irrational." He felt that what could be lost far outweighed what could be gained.
Ancient people had their own forms of deep play, Ackerman said, and termed deep play to be rapture and ecstasy. "Rapture is being seized by force ... rape, ravage, usurp," she explained. "Ecstasy is a Greek word meaning a symbol of standing, or to stand, outside oneself. When you are experiencing ecstasy, you fly out of your mind and watch the known world dwindle in the distance."
Ackerman explained that one of the manifestations of deep play is love. "Love is a cult of two, full of mysticism, where you romp with your playmate and there is a feeling of ecstasy. When the couple breaks up, their secret world is shattered, leaving the partner disavowed. The illusion and the game are over."
Another form of deep play can come when one is in a moment of extreme danger, she explained. When Ackerman fell while mountain climbing and had to climb down with three broken ribs, she was in that state, she said. "I had to muzzle into life and drink from the source."
"Deep play means no analysis, no explanation, no promises, no goals, no worries. You are completely open to the drama of life that may unfold."
Diane Ackerman's Webpage
Buy at Amazon
Tuesday, January 19, 2010
Can Anyone Tell Me What This Is...?
I mean, is this an implant, or something akin to it? Its descriptive 'conclusion' is more in laymen's terms. This appears to be a mind altering device/or model for one, patented, and made or modeled in 1997?
Here's the link.
A Very Nice Net-Stop
Monday, January 18, 2010
The Continuing Battle Between Creativity and Conformity in Our Society: Observations and Links
Sunday, January 17, 2010
Tim Brown on Creativity Link
Saturday, January 16, 2010
Up on A Tree Stump #4: The Value of D&D's Early Creativity, Improvisation and Play
©2010. Robert J. Kuntz
{An edited first draft extracted from my combined essays}
…
There was an acute difference in game-rules being used in David Arneson's First Fantasy Campaign and in our corresponding Lake Geneva Campaign under the leadership of EGG and myself and their participants. As has been historically noted, each "Campaign" had different rules, those at first initiated by David and his players, then as revised and rewritten by EGG as we play tested the D&D game in its soon to be published form.
Though there is a distinction of how the adjudications evolved in each game group, there is a thread of similarity in both which ties them tightly together: they both relied on improvisational and creative play.
As there were no rules, but only notes and whatever existed in the minds-eye of each creator (or DM), spontaneous play WAS the course served.
The (role)-play tests evolved to reform the rules as published, and to this day folks may still believe that this was necessarily the form we adhered to during these play tests. To that I will say: yes and no. Partial rules were always being implemented and added as the play tests discovered a new set of challenges and areas as yet uncovered, and this lead to a furtherance of the rules as written by EGG to cover these circumstances, until, one might say that he, sitting back, finally said: "This is enough, this is the core of what we’ve experienced and what is needed for gamers to experience what we just played."
So, what we experienced during the play tests was the growing act of Being and Doing. The play test was a promotion of ideas that had various forms given to it by the acts themselves that varied inside our group conception of interchange. This of course continued to free us as the actors and designers within the play; and this, more importantly, allowed for a constant progression of creative and playful nuances to occur.
Let me pose a simplified example of what occurred many times in that manner. Imagine wanting to climb a wall and there are no rules for it, as there were none for accomplishing this in-game task then. Let’s take a look at how we may have handled that circumstance then during the course of play (the following is a recreation only):
R: 1) "I want to climb the wall." NOTE: The need is established here but not the instrument (the rule is not yet understood, and that is in turn understood on the surface by the player, as their PC has no such ability but assumes that he may be able to accomplish the feat notwithstanding). This may have been couched similarly: 2) "Can I climb the wall?" Both instances beg the DM's adjudication. The DM is the arbiter of this event as dictated by the inputs forthcoming in interchange...
G: 1) "How do you accomplish that?” NOTE: or 2) "Yes, you can try." This is the first input field. This establishes "yes" it is possible, but not HOW, as we have not as yet deduced that from the inputs.
R: 1) “Well, I look for jutting spots on the escarpment to cling to as I climb and I shed my armor. I climb slowly and use the hammer to lodge spikes into the wall to create perches. I proceed cautiously. Before ascending I tie the rope about the armor and attach its free end securely about my waist.”
G: “Okay. What's your Dexterity?”
R: “12.”
G: NOTE: This is where the DM makes adjustments (+1/-1 to the inputs). As the escarpment has been described as 80' high and straight up with some protrusions, we now have a base for ascertaining an on the fly ruling. Here the DM decides to use 2 six-sided dice to ascertain the difficulty range, though in different circumstances in the LG Campaign this choice was easily substituted for different types and numbers of dice to expand or contract the numerical ranges.
+0 for dex
-1 for length of climb (would have been higher if the PC had not noted that they were proceeding slowly and cautiously)
+0 for armor being shed. This may have been an extremely high minus if it had not been shed
Thus a +1 input on 2 six-sided dice.
G: “The base is 7 and you need an 8 or better on 2 six-sided dice.”
R: Rolls: “9.”
G: “You make it to the top of the cliff, but your armor is still below, which I imagine you pull up.”
R: “Yes.”
G: “That takes a minute--there you go. Well done. Give yourself 100 experience points for good planning.”
Note that this probability sequence, once used and re-used, became second nature with us. In this instancing exchanges occur quickly and deductions become normal in respect to inputs. This progresses matters for which there are no steadfast rules, or in turn belays the use of books and their referencing, expediting in all cases the action of the event and the participation of the players (both DM and PC) on a primary level. This creative improvising can be tracked from these first occurrences during play to their printed forms in the DMG’s many tables, but in my opinion, the latter provides an incomplete idea of how we in the LGC conducted such matters and to which EGG never totally adhered.
…The New D&D: The Lessening of the Play Experience
The built in safety net in the newest RPGs only exemplifies what is already known in that regard: Even if the rigidity of form is adopted, as in numerical expressions and tables and endless charts for myriad events or perceived game driven engagements, even if the players "feel" that there is fair and equitable treatment being proposed, in the end, the DM, however rigid and defined the system may be, can always call upon the fantastic if he or she is unfair or unyielding or selfish, breaking all barriers of pretense with but one summoned monster from the ether which demolishes said party of PCs anyway. Players may scream in the end about equality of CR levels or what not, but done is done. In retrospect OD&D assumed a standard of fairness of adjudication as its core principle in DMing the game. Thus I find that this sacrifice of play in the new D&D—and supposedly in answer to player demand or a perceived design need--has never held water with me; and it appears beneath the surface as a red herring implemented to justify new rules favoring a finite structure that in turn explode PC-dominant positions within the game.
In turn, this new RPG “safety net” creates and sustains a totally manufactured and assumptive way of imagining a player and thus their regulated environment, making sure that they are not over-wounded (disfavored) in the game. This of course does not present a realistic portrayal of any event driven fiction (role) and its backlash is the need driven participation of the player to succeed time and time again. When faced with challenges or loss, they can point back at “balance or fairness,” the very things that have in fact been worked out of the game play due to structuring it in this manner. In essence, the apparent reason for this conceptual deletion of value-driven accomplishment is due to marketing and grooming of the play environment to keep players, like in computer games, happy as larks with their perceived rewards and gains.
Now let's take a look at a different way of viewing this from the other end of the telescope.
Immersive play furthers creative thought. When a player substitutes intuition and creativity for game mechanics only, they are not immersing themselves in a growing experience through which they become better decision makers or strategists. This very lack summons a ground of clay that makes any stance for learning or achieving beyond a redundant and non-immersive pattern impossible. Such participants instead comfortably root to where and when they will choose to implement powers and repeatable set in stone strategies. They may reach for dice with the knowledge that they have achieved a numerically advantageous position as they have before them all of the inputs in print to arrive at that calculation, so they are assured in most respects of a positive outcome. This is like opening a door. It takes little thought or planning. It's like eating a bowl of noodles. Some may dangle, but the fork can rearrange them. It is in a word boring; but the consequences for those who limit play under such a premise is more than just boring, it's frightening.
If we attempted to construct a specific mechanic for each or any one of our real world actions and/or specify or attach relative times and other values for doing so based upon a multitude of raw and variable inputs, we would soon need a computer to arrive at such extrapolated deductions and also a wave of corresponding experience to make fair assessments in arriving at the derived principles. That is not possible as we are not the sum of human knowledge and worldly existence, so we must seek comparative improvisation to reach expansiveness in play rather than seeking models with built in limits that bar such creative extrapolation.
The further one closes off their mind to experience, the less they participate and in turn the less value they derive from such experiences. Only value-added achievements spur growth. EGG used to welcome players at conventions to test their metal in Greyhawk Castle, especially those who claimed to have higher-leveled and well-appointed PCs. These types who were never challenged to produce efforts equal to gains in their DM's campaign soon found, much to their consternation, that their flimsy "strategies" were nullified in a DM's game where real thinking was involved. This close-mindedness often, and unfortunately, always goes back to the DM, for it is he or she who sets the examples and difficulties for their players.
A closed, or oftentimes, routed mindset, allows very little expansion for abstract thinking. The more one sides with a finite approach as opposed to an open-ended play environment the more one will become reliant upon a structure that codifies itself within a box. This is fine with many game designs as all reach superimposed limits at some point, but when applied as a model on top of an RPG which in its conceptual range is based upon playing out broadly expanding fictional situations and forms, it is anathema and is in contradiction to the inherent honesty of design relating to the matter overall and on sundry understood levels.
Within an open model as OD&D presents, players and DMs can choose what they need and ignore or discard the rest. They may even change what they need from within the selections and even come back to those they did not think worthy at first to re-examine them. There is always a creative flow at work within the mutable parts. Attempt to do that with closed models and their static forms are always broken if not challenged as their entire event and statistical stream must be re-imagined and re-codified. Once an RPG loses a model of play oriented expansiveness it, in my estimation, becomes at best “role assumption,” as the PLAY in the most inclusive and creative use of the term is no longer considered important to its titular description.
Thus each game/rules form dictates the mode, the mode dictates the expression, and this as a combined cycle dictates the outcome. Within these there may be variances, such as what to add to any given sequence, but if these particles as a whole are on the front end designed in to perpetuate the ending cycle, then outcomes are assured no matter the available sources for input (re: as in a computer program). This is true with all devised systems. OD&D’s system was there to implement and to improvise as one experienced it. This remains its absolute strength to this day.
In summary one might break down the aspects of the D&D game in its initial stage, and then the D&D game in its current stage, thusly:
OD&D 1973 play test and forward: Play grows out of games and play-fiction. War games>miniature games>parlor games>make believe>story-telling. Rules mix with play but do not burden them. Play becomes the focus, to the point where EGG discards major rules as published to concentrate on his home-brew style that we both adopted in the play test version. In bringing the game to consumers this aspect is stressed more than once as a fundamental theory as there is no way to "formally" adjudicate every instance of play as play is seen as forever open-ended. Through AD&D 2nd edition this finds purchase and is on many levels adopted, spurring creative implementation of home-brew rules even in the face of TSR's attempted rules codifications for IP reasons.
3rd Edition onward to present: The game goes through drastic changes producing a new rules structure and eliminating in-house rulings. The play aspect is foreshortened, being replaced by skills and feats. The creative aspect of playing and thinking is routed into a statistical mode of balance siding with the players. The DM's use of rules improvisation is depleted as rules dependency becomes a reality due to overt, formal structuring. We no longer have open-ended play but what is now a semblance of a computerized flow-chart implemented on the table. Part miniatures game, part role-playing, but with no real extenuation of imaginative input as this is all deduced up front for the player and the DM. We now have a formula-based RPG. ADA has arrived.
Now....
I climb the wall.
Roll your dice...
I succeed.
OK, you're up. And with your feat of quantum carrying, you did so with your armor on.
Don’t I get experience for negotiating that very deadly obstacle? It says so here in the book.
Right. Is 500 enough?...
…
…RJK (Somewhere near Betelgeuse)
Thursday, January 14, 2010
Creative Play "IS" The "Thing": Boyd and Spolin
Viola Spolin was the advocate of Neva Boyd's Theory of Play. Below is a rare interview of her. Note that this site and the papers and research contained there is a great resource on Boyd's modern evolution of play as then founded at the Hull House, Chicago, Illinois. That this forward step then is now being challenged in our society today is not only a great leap backwards but threatens the very notion of intuitive growth in children, fore-ordaining them to prescriptions for the mind and limiting choice (sound familiar??) Boyd's and Spolin's tenants: Spontaneity, Heightened Awareness and Transformation. These are the very cornerstones of the open-ended OD&D mindset. Take a look at her interview:
From the Original Campaign: Citadel of the Fire Lord
Wednesday, January 13, 2010
C. J. Cutliffe Hyne
For those interested in lost continents, here's a good one from the author of The Lost Continent.
Lost Continent Wiki.
Reading: Part de ONE
Monday, January 11, 2010
Sunday, January 10, 2010
Stevenson's Fables
Well worth perusal, and do note that he penned a science-fiction story as well. The illustrations by Ethyl King Martyn are superb.