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Missing the Point

Who Really Stopped SOPA, and Why? – Forbes.

A good look at what happened with SOPA and PITA.

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Voting Advice

Cthulhu 2012

Why should Ron Paul be the greater  of two evils?

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Back in the Updates Again

Mysticism: Fortuneteller (Spiritual) | Dangerous Journeys.

Yep, after too long an hiatus I’m back to updating my Mythus 2e blog. This entry is a short look at the Fortune Teller Vocation, which I’ll be expanding a bit later.

Note that the Fortune Teller is not a poor man’s Diviner, despite the fact both Vocations have similar K/S Areas. The difference between the two is that the Diviner does his work for peoples, while the Fortune Teller works for people, as individuals.

Then there is the matter of clients, for the Diviner does his work mostly for the upper classes, and rulers. Fortune Tellers work mostly for the middle and lower class. Where the Diviner is better at, well, divining, the Fortune Teller is better at, you guessed it, fortune telling

Now it’s time for me to go back and type up the Soothsayer, a Vocation who deals in wisdom, divining, and mediumship. I’ll see you later.

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A Request for Bookshelves

If anybody in San Diego knows where I can find bookshelves for cheap, or free, please drop me a line.

My landlord said my old bookshelves had to go, because they had bedbugs. Couldn’t find any, but still they had to go, and now I’m in the market for replacements. Unfortunately, I don’t have the money. So if you know where I can get some used bookshelves gratis, it would be most appreciated.

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What is Paranormal?


Paranormal is a general term (coined ca. 1915–1920[1][2]) that designates experiences that lie outside “the range of normal experience or scientific explanation”[3] or that indicates phenomena understood to be outside of science’s current ability to explain or measure.

via Paranormal – Wikipedia, the free encyclopedia.

Thought I’d see about answering my own question, and it looks like I came across a good one at Wikipedia. So what would qualify as paranormal?

Extrasensory perception (ESP) for one, for it lies outside the range of normal experience or scientific explanation. In short, how it weeks, if it does work, is unknown. Indeed, we have yet to see a repeatable demonstration that it does work.

What is not paranormal?

Extra-terrestrial life.

Scientist have long accepted the possibility of extra-terrestrial life. Indeed, it’s considered very possible, given all the galaxies and stars out there, and lately the proliferation of exo planets we’ve been finding nearby.

The paranormal enters the picture when you consider alien encounter stories, which, when investigated, prove to be less than helpful and full of paranormal and even supernatural elements.

Now let us consider the sasquatch, or bigfoot.

Is the sasquatch a paranormal phenomenon? Ask yourself this; is the sasquatch outside the range of normal experience or scientific explanation?

No, it’s not. According to all I’ve seen, bigfoot is only a large primate native to North America. Sasquatch have been called paranormal, but that seems to be more an expression of frustration because we have yet to discover the animal.

Yes, evidence has been faked. Yes, people have worn costumes. But the fact that evidence has been faked, people have worn costumes, and other people have misidentified other subjects as sasquatch is no proof that the sasquatch is ipso facto fraudulent.

To put this simply, bigfoot is a mundane animal living a mundane life.

So why haven’t we discovered it if it exists?

I haven’t the foggiest idea. Maybe if we actually went out and looked for it, honestly looked for it, we’d find it. Or find evidence pointing to something else. But as long as certain parties are so certain that the sasquatch can’t exist people are going to be discouraged from looking.

Bigfoot supporters don’t help matters any when they refuse to let skeptics test the available evidence. At the same time, skeptics don’t help matters any when they refuse to treat the evidence honestly. Egos are involved, and when egos outweigh objective inquiry, objective inquiry suffers. (Consider creationists for an example of this.)

So from a question about what the paranormal is we come to my opinion on bigfoot, while the two may seem disconnected once you consider the two you’ll see that they are connected.

ESP? Paranormal.

Bigfoot? Normal.

That’s my take, yours?

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I Have to Ask

What, exactly, makes a subject  paranormal?

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Dr. Maloney Gets Slapped Down

Pro Bono Victory In A Junk-Science SLAPP Suit Against A Science Blogger | Popehat.

Dr. Maloney of Maine is a naturopath. Naturopathy is a crock and a load of crap. Which makes Maloney a quack. Ken, the author of the post, gives Maloney the what for in the course of explaining why Maloney’s actions against a blogger were wrong, not to mention stupid.

I just thought I’d let you know about it, and encourage you to pass word on through your site.

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Question

If homosexuals can get away with not getting married, why not heterosexuals?

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Observation

It is well we have such a long campaign season, give the dweebs more chances to knock themselves out of contention.

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A Recommendation

“When an experiment has been established, and possible variables have been taken into account, the organism will do what it damn well feels like.” Old biology adage.

Hamlet’s Hit Points.

While it’s marketed as an RPG product, it’s more a different way to view and assess creative works in literature, theater, or motion pictures. As a matter of fact, Mr. Laws’ technique is used to assess three dramatic works, two movies and a play. The three essays showing how to use the technique demonstrate its utility rather well, and Robin Laws (the author) also shows how to use it when creating a game, a setting, or an adventure

Were that all I would recommend the book. But Hamlet’s Hit Points (HHP) goes one step further and introduces a new trope. Well, at least it’s new to me. That is, story making.

An   RPG is not a story telling game, an RPG is a story making game. The players interact with an environment presented by a game moderator (GM), who takes on all the roles the players do not In play the events occur which later go to make up the story that arises from play.

In HHP Robin Laws introduces us to the concept of “beats”, moments in a narrative when  something happens that can change one or more characters or the direction of the story. The beat types are….

  • Procedural: regarding a character’s goal
  • Dramatic: Interactive.
  • Commentary: A remark upon the situation.
  • Anticipation: A waiting events
  • Gratification: Having a need met.
  • Bringdown: Failing to have a need met
  • Pipe: Information that has an impact later in the narrative.
  • Question: A puzzlement
  • Reveal: Information immediately applicable.

Then there are the arrows and their directions. You have procedural, dramatic, and free floating arrows, which each dealing with a character’s goals, changes (or transformation), and the last for situation that are confused or open ended. Whether an arrow points up, down, and laterally shows whether the event was positive, negative, or plain neutral from the person in question. In those cases where the beat is ambiguous for those involved is indicated by crossed arrows.

If all you’re interested is how to use the book in your adventure design, that starts in page 178. Guides to using the technique for scenario beats starts on page 180 and continues through to page 181. Robin really doesn’t have much to say, put in his analysis of the three dramatic works he does a pretty good jb of showing how to use beats  and arrows

It’s at this point where I’d like to show a few ideas as to how beats can be used in scenario design.

Now while a term like beats work well with stories and drama, it doesn’t quite fit RPGs and scenarios. So, instead, we’ll use the word, moment. At certain moments in game play there comes a time when an event occurs that could change the fortunes of the characters, depending on how the players handle it. The moment could be procedural—where the players attempt to make progress towards their goal, dramatic—where the players engage in interaction, or any of the other moments where the players can succeed or fail or simply continue. The experience can be positive, negative, or neutral, though too many positive or negative moments cn be detrimental to the experience (players can be turned off by too easy an adventure as too hard).

When using moments in scenario design it helps to start at the beginning. In this example we’ll start with the setting, a small mining town in the old west.

The town was established near a copper mine which has recently played out. The town has 30 families, a mayor, a sherrif, a dentist, a doctor, various shops, and a saloon. The sherrif has two deputes, and there is a gang of four cowboys who hang around town. Most recently the mayor has started ranching, in the hopes the cattle can replace the now dry mine.

The mayor also has a couple of mine watching the mine, and he’s not explaining why,

That’s the basic set-up, and the moments that could arise should be fairly evident to any one reading this.

In further background, the guards are watching something for the mayor, a kachina of the Corn Mother; in her aspect as the goddess of plenty and fertility. The mayor is convinced that Corn Mother will make his cattle prosper so long as she is properly propitiated.

Small problem, Corn Mother just wants to go home, and the longer it takes the mayor to realize this and eventuate her return, the worse the consequences for him.

The cowboys?

They were hired by a Pueblo band to recover Corn Mother and get her back home. Unfortunately they don’t seem to be making much progress and Corn Mother is losing patience. So she’s working on some young Pueblo men, who are on their way to the mining town and should be arriving a day or so after the player characters do. With this information it should be easy to set up additional moments, such as the discovery of the kachina, the arrival of the Peublos and the townsfolks’ reactions to them (“‘Pache comin, and they look pissed!”), and the multi-sided tussle over Corn Mother

By fleshing out other characters in the town and giving them goals and motivation create the potential  for other moments. For example, Corn Mother can call upon the kachina of Disease to afflict the mayor’s cattle with hoof and mouth disease. Or one of the boys in town could get lost in the mine, necessitating a rescue attempt which leads to a discovery or two

With this information it should be possible to establish the most likely moments to occur, plus a few less likely ones, all depending on what the players do.

Have fun with it.

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