Links & Accomplishments, 10/9/2016 to 10/15/2016

autumn fruit

Links

The Seven Sins of Memory, on Psychology Today. An older article, but still interesting. I think I stumbled across this from a Snopes article discussing the so-called “Mandela effect.”

Accomplishments

Writing
– Wrote blog post, “How to construct an orc shaman costume”

Reading
– Read The Sleep Revolution, by Arianna Huffington

Media

– Listened to Larpcast episodes 58-59, 64, 66, 73, 78

LARP
– Bid Cracks in the Orb for Intercon M
– Submitted 5G Silver game 4 PEL (this was last week, but I forgot to include it there)

Health
– (Tues) Zombies Run Week 1, workout 2
– (Weds) 1.4m walk
– (Thurs) 20 x jackknives
– (Fri) Zombies Run Week 1, workout 3

How to construct an orc shaman costume

Or: It’s Not Easy Been Green

Or: A work in progress

As I wrote about earlier, I recently had cause to create an orc shaman costume for an NPC role in Madrigal 3. When staffer Griff contacted me to request I play this role, this might have gone through my head:

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Original concept art for an shaman from the World of Warcraft boardgame. Maybe the game itself; I don’t recall and vanilla WoW was a long time ago.

Okay, okay, the orcs of Aerune are not Warcraft orcs. But let’s be real — there were gonna be some similarities. And I’d been wanting to make a costume like this for yeeeeears.

This is what I ended up with:

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(Better pictures as I improve the costume and take more)

Let’s break it down by piece.

Skirt

Most of my work went into this. I wanted something that looked like scraps of leather roughly hewn into a garment, and I had only a month to work, so I headed for my favorite place for fast and cheap costuming: Savers. I literally bought almost every piece of leather or pleather that seemed like it might work. This included:

  • a black pleather skirt with a faux snakeskin front panel
  • a grey pleather jacket, well-worn
  • a black suede skirt
  • a tan suedecloth skirt with interesting cutwork
  • a black leather jacket
  • a copper-and-blue leather-look vest

Not all of these made their way into the skirt. Mostly, what you see here is:

  • panels from the black suede skirt, decorated with strips cut from the cutwork suedecloth skirt,
  • the arms, and strips from the front of, the grey pleather jacket, some decorated with faux fur, and…
  • the snakeskin panel from the black pleather skirt, arranged over a suede panel and some faux fur to create an interesting centerpiece.

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The belt was one with an interesting tie detail I purchased from Target. The faux fur is actually stuff I had lying around from an old cosplay. I put slits in each of the panels near the top, and slid them onto the belt. Once the belt was on my waist, I arranged them where I wanted them, tying the tie portion of the belt over the centerpiece.

I tried to hot-glue the panels into place once I had them where I wanted them, but hot glue doesn’t work so well on leather (and my husband leaving it in the hot car for a few hours probably didn’t help). Oh well! It doesn’t provide full coverage, of course, but I wasn’t expecting it to do that — I still wear shorts underneath.

The top

… was entirely improvised, because my first choice plan didn’t come together.

See the original orc lady picture? And her boobtastic leather jerkin? (Jerkin, heh). I wanted to do something like that. Short on time, I tasked my husband with removing the arms from the black leather jacket, and adding grommets so it could lace up the front.

Well, the result was cleavage-baring. It, uh, also looked more like fetish wear than it did something a hard-working orc shaman might wear. (The color probably didn’t help — tan leather = tribal, but black leather = motorcycle gang or dominatrix). The only Earth Shock involved would be my boobs exploding out of it.

(Since this blog is mostly PG-13, you won’t be getting picture of that).

So, in a pinch I found a white T-tunic I had once made that wasn’t doing me any good any longer. I cut most of the length off it, and cut off the arms, until I had something that looked like a sleeveless shirt. No hemming, because orcs don’t need hemming. It still looked entirely too clean, though, so I soaked it in coffee for about 6 hours and then washed it, which left it a nice off-white. The olive cake makeup I was wearing added further grime to it, which is all to the good, as far as I’m concerned.

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The vest

… was actually a piece I made for the weekend-long game Once Upon a Time in Tombstone. You can see it on the Old West’s derpiest ranger here:

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I considered using the copper-blue vest, which fit better, and sure didn’t look like fetish wear, but it still looked too modern to my eyes.

The teeth

I used this tutorial on using moldable plastic to make orc teeth.

This was my first time working with moldable plastic beads (I opted for InstaMorph, which was available on Amazon Prime in large quantities), and I didn’t know what to expect, so let me say just a few words about it as a lesson.

Moldable plastic (with brand names like InstaMorph or Friendly Plastic) is sold in bags of hard beads. When you drop the beads in hot water (~170 degrees Fahrenheit), they get soft and clear, and become moldable. The material dries white, but you can paint or dye it just like hard plastic at that point.

There was a lot of trial and error in this part of the costume — good thing I got a larger bag than I actually needed! Part of the problem is, the tutorial doesn’t really tell you how much material to use, and I kept using way too much. Protip: if the material smooshes over your palate when you try to make the mold of your front teeth, you’re using too much.

After I made a base I liked, I made the teeth. And then tried to attach them.

This is where I learned that bogglingly, the heat gun I own has a lower setting than my hair dryer. Trying to warm up the base with my hair dryer, I succeeded in nothing more than a) blowing all the materials around my work table, b) ruining the base. So if you’re going to do this, I recommend investing in a real heat gun.

Eventually I got a pair of teeth that I was happy… ish with, and dyed them with coffee overnight. I say “happy-ish” because these were far from perfect. They cover my palate too much, so I talk with a serious lisp. (It’s hard to be threatening with a lisp). Also the teeth need to be angled farther out, so that they don’t rub up against my lip.

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Being green

Most of my green skin, as you can tell, is not paint. Thank god for that, because I did not want to spend all evening painting myself green.

Both my arms and legs are covered with opaque tights — these, in the “smeraldo” tone, which is a word I’d never heard before ordering these. It must be Italian for “orc-colored” 😉

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(I’m someone’s Jade Princess, I guess)

For the arms, I used this Weeping Angel costume tutorial to make gloves out of opaque tights. I never got around to affixing nails to them, which is fine, because I was only ever seen in half-light. I also used Fray-Check instead of nail polish for securing the cut edges, as that was easier to find in my house and, I find, works better.

I ordered some Mehron cake makeup in “olive” to paint my face and exposed skin. As you can see, it’s not a great match. Flat green may have just been better. Or I could get a different shade of tights, I suppose, but there’s a lot more work in making a new pair of gloves.

Accessories

The jewelry I wore came from my costume closet — a set of coral and blue beads, and an amulet-like piece.

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Sandals were, alas, just my dress sandals.

I collected a bunch of chicken bones to do the “bone-threaded-through-dress” look of the inspiration picture, but never got around to doing anything with them. They’re still in my fridge, though 😉

To-Do

As you can see, this costume could use a lot of improvements. Some of the things I hope to do to better it are:

  • Color match the paint and the tights/sleeves better
  • Adjust the sleeves to fit better (or make new ones — depends on how I decide to match colors)
  • Add details and accessories, i.e. chicken bones
  • Find better shoes
  • Make better-fitting teeth

I hope this was at least somewhat interesting/useful in its current state, however!

Links & Accomplishments, 10/2/16 to 10/8/16

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Me and some beautiful woodwork, on Saturday morning of Cafe Casablanca.

Links

How It Feels to Learn JavaScript in 2016. My friend Pickle shared this with me, wanting my take on it as a front-end developer. It’s all absolutely, infuriatingly true — but also completely unnecessary to be successful as a front-end dev. I guarantee you I don’t have to deal with almost any of this stuff at work; I guarantee you half the people on my team have no idea what any of this stuff is about. Out here in the real, unsexy world, we still all use Ajax and JQuery and OOP models. These are things that have stood the test of time — in technology terms, at least, which means they’re still only about toddler-aged.

Accomplishments

Writing
– Wrote a blog post, “Boss monster: anticipatory anxiety”

Media
– Listened to episode 85 of Happier with Gretchen Rubin
– Listened to back episodes of Larpcast: 68, 71, 72, 75-77

LARP
– Played in Cafe Casablanca in Rockford, IL

Health
– (Mon) 3k walk/run
– (Tues) 2.68k walk/run
– (Tues) Used my sun lamp
– (Thurs) Zombies Run Week 1, workout 1
– (Fri) 30m walk/run

Boss monster: anticipatory anxiety

I was listening to the newest episode of Happier with Gretchen Rubin this morning — in particular, episode 85, “Ever Been Annoyed by a Gift?” One of the topics they discussed is giving yourself something to look forward to on the calendar. To paraphrase Gretchen, if there’s nothing on your calendar to look forward to, maybe reconsider your life and your choices.

There is very little for me to look forward to on my calendar.

Honestly, the things I look forward to the most are activities that mostly involve me being lazy, like my monthly massage. Or plonking down on the couch with a stack of books on a rainy day and just reading — which I almost never do.

To what extent is this a product of my personality and my hobbies, though?

As I’ve mentioned before, I feel a lot of anticipatory don’t-wannas about basically everything I ultimately enjoy. There is a part of Lise that really enjoys going out in the woods in silly costumes and hitting people with foam swords — and I’m often energized for weeks afterward — but there is another part of Lise that is really, really attached to creature comforts. These parts of me are constantly at war.

So, last week, for example. I knew I had 5G coming up. I knew there were some costuming and other prep tasks I needed to take care of. I dreaded them. Even convincing myself to make my character’s death mitigation tokens — which literally involves writing on a ribbon with a silver pen, then hot-gluing the ends together to form a moebius strip — was torture.

(Also guess which genius FORGOT these tokens at home and had to make them out of paper, on the fly?)

But around lunchtime on Friday, when I was writing in Ianthe’s character journal while waiting for the glue gun to warm, I realized I was actually doing okay. In fact, I was annoyed that I hadn’t started earlier, so that I could have done more.

I wish I could bottle this feeling, so I could sell it to future Lise.

The weekend itself was invigorating. I slogged around in the drizzling rain and slept in a stuffy cabin and I still felt great. I kept being annoyed I hadn’t done more costuming stuff, though. I keep meaning to put more symbols on my garb, for example. (The equivalent of “put some gears on it” for the Arcane Circle, I guess). I keep meaning to order ink cartridges so I can use my cartridge pen for writing in my IC journal. I want to make earrings for Ianthe, and decorate curtains for her bed, and make a dress for the winter ball, and and and…

I’m pretty sure the feeling will fade in about two weeks. And the next event isn’t until December January.

Now I have to get ready for Cafe Casablanca, and it’s the same thing. Worse, in some ways, because the prep involves flying to Chicago, and all that entails. I want to do pin curls for the event itself, and I keep telling myself I need to practice them ahead of time. Can I ever convince myself to do this? Of course not. Hell, I didn’t even read my whole character sheet until yesterday.

I like these things. I almost never feel bad while actually doing them. Why is it so hard to get myself to anticipate them positively?

Links & Accomplishments – 9/25/16 to 10/1/16

Links

Alduin the World-Eater cake – I told Alison I wanted this for my birthday, only 10 times bigger and wearing a dingo costume. For free, of course.

Accomplishments

Media
– Watched S1E6 of Lovejoy, “To Sleep No More”
– listened to Hardcore History’s “King of Kings,” part 1

Social
– Apple-picking with Becky et al

Health
– (Mon, Tues) 2 x 20m Wii Fit strength training
– (Weds, Thurs) 2 x 1.4-mi walk
– (Tues, Thurs) Used my sun lamp x 2

LARP
– Made death mitigation tokens for Ianthe. And then promptly forgot them at home. *headdesk*
– Played in Fifth Gate Silverfire game 4

Rejection Log

56-day personal from Flash Fiction Online for “Remember to Die.” I did make it to the final round, however!

Accomplishments – 9/18/16 to 9/24/16

SePtEmBeR  ImPrEssIoN.. Cosmea....Feliz Quinta Flower !

I’m trying to get back to doing these, as a way to keep me accountable and sane through the shortest days of the year. No links for you now; maybe next week.

Writing
– Wrote ~200 words on Lioness
– Wrote one blog post: Madrigal is Magical

Reading
– Read The Gift of Fear, Gavin de Becker
– Read Ghost Talkers, Mary Robinette Kowal

Other Media
– Listened to episode 83 of Happier with Gretchen Rubin
– Listened to episode 11.38 of Writing Excuses
– Listened to episode 10 of Elder Lore
– Watched S1E5 of Lovejoy, “The Judas Pair”

Social
– Dinner and shopping with Jess
– Visited Mystic Aquarium with EB

Health
– (Sat) 5.3 mile walk with Matt
– (Thurs) 20 x jackknives
– (Tues) 1hr walk with Matt
– (Mon) 40m walk around mall

Front-end development/day job
– Figured out a gnarly JavaScript bug in Firefox/Windows involving the timing of custom events vs. default events
– Made a presentation about JS frameworks and Angular to the FED team

Madrigal is magical

Recently I NPCed for the first event of Madrigal 3, the third game in the popular Madrigal series — the boffer larp that gave us the even-more-popular Accelerant rules system.

Let’s be real — sometimes when you NPC, it’s kind of a drag, and you just do it for the CP. But this time? I had a legitimately amazing time. There were good fights, good RP, a fairly comfortable monster camp, and a chill, organized, and conscientious staff.

My motivation for joining the Madrigal perm NPC team was simple. With both Shadows of Amun and Cottington Woods ended, I needed a new source of CP — for Ianthe, my Fifth Gate Silverfire character, as well as my soon-to-be Shadowvale PC Melys. I knew a lot of awesome people who were involved with Madrigal, and it had a rock-solid reputation, so I thought it would be the best bet.

The Site

The game is held at Camp Woodstock, a YMCA camp in Woodstock, CT, in that section of central New England where all larps seem to take place. It’s not far, thus, from Camp Frank A. Day (where Cottington ran), Camp Eagle Pass (where Cottington and Shadows both had one-day events), and Ye Olde Commons (where 5G did its winter revel).

As far as camps go, it’s fairly typical — working bathrooms, water that sometimes smells sulfurous, some buildings winterized, some not, and of course no (or almost no) air-conditioning. What makes it unique is the building we use for Monster Camp, a large winterized (i.e. heated) building that sleeps 44, called “the Boathouse.” It’s rare for NPC housing and Monster Camp to share a space, but it’s also super-convenient — you can go back to your bunk whenever you need costuming. As if that weren’t nice enough, the Boathouse also has bathrooms right inside (so no trekking off to a separate bathhouse), a wraparound porch, and an amazing view of Black Pond.

If you’re bug-phobic, however, the Boathouse seems to be sited in the midst of a spider vs. wasp turf war. I mean, it’s nature… it kind of comes with the territory. But if that concerns you, I thought I would note it. On the upside, I didn’t find any ticks on me this weekend, despite being in the state that brought us Lyme disease.

The Staff

The staff is mostly folks I know from other larps — indeed, a good chunk of them are folks I play 5G Silverfire with. Best-known, perhaps, is the game owner Rob Ciccolini, the creator of the Accelerant system which has taken over live-combat larping in New England.

Overall, counting staff and NPCs, I think there were about 30 of us this side of Monster Camp. This number will be relevant!

Mostly I was impressed by how calm and collected the staff was. The most hectic I saw it was right before game on, but even then, it was a controlled chaos. (More on that under Logistics).

It was also good to see how invested the staff was in our having fun. I started to get a little worried when I caught Rob a few times asking NPCs (including me) if we “had enough to do.” At first my reaction was, “Oh god, I’m not doing enough, I’m slacking off, GUILT!” But then I realized, when he phrased it as, “Are you getting the kind of roles you want?” that he legitimately just wanted to make sure we we were having a good time. I really appreciated that.

Another thing I liked is that the staff weren’t pushy at all about asking us to go out on mods. It was very much left up to NPC choice if you wanted to go out on a role or not. Theoretically, this is always true, but in some games I’ve felt more pressure than others to jump on whatever role was offered to me. In this way it’s easy to push myself too far in a weekend. I felt a little guilty for missing a field fight by going to bed early-ish on Saturday night — especially given numbers — but I felt like I was encouraged to do what I needed to do for self-care.

It was also interesting to see the staff brainstorming how to help players who weren’t having fun, or who didn’t know quite what to do with themselves. Thanks to a somewhat loose schedule, we were able to react with agility to such things — I know at least one mod I went out on was designed specifically for a certain PC who was having a rough time, and I’m pretty sure Sunday’s field fight was adjusted to give reincarnated characters (i.e. characters who were the reincarnation of Mad2 characters) some idea of their powers and limitations.

The Players

HOLY SHIT GUYS THERE WERE ~180 PLAYERS.

For those of you who don’t have a sense of scale… that is huge. Like, both sides of 5G are capped at 75 players — the crossroads event might get us up to 150. Shadows probably never had more than 80 or so. I think there might have only been 40-50 Cottington PCs by the end. All of these are ginormous, of course, beside theater larps, which generally aren’t much larger than 20-30 players.

ONE HUNDRED AND EIGHTY.

To someone mitigate this vast disparity between PCs and NPCs, PCs were encouraged to take shifts NPCing. It wasn’t mandatory, but I think it was incentivized with CP or in-game currency. In any case, it was very very nice to every now and again have fresh-faced new NPCs popping up to help.

I saw many familiar faces PC side, too — several people from my 5G Silverfire team, folks I knew from Cottington Woods and Shadows, etc. I’m kind of surprised how few people I saw that I knew originally from theater-style larping, even among those who have made the jump to live combat. I’m guessing a lot of them are tied up with Crossover?

Funny little detail: there were something like 20 players — three team’s worth — from Virginia, who traveled all the way up here to play in this game. Apparently there’s a nice-sized Accelerant diaspora down there, thanks to people who played Mad1 and 2 and started Numina, and people who played Numina and started Ascendant. I met up with a group of them doing NPC shifts, and learned a lot about the culture of Accelerant in that area. It speaks to a point I heard raised at NELCO — that there are Galápagos Islands of Accelerant larps across the U.S., all experiencing this sort of divergent (sometimes convergent) evolution.

The Setting

Madrigal’s setting is a traditional fantasy world, called Aerune, with some unique details that make it really wondrous. Players come from one of thirteen countries, which vary in geography from canyon-scarred deserts to glaciers to impenetrable forest, and take inspiration from a wide range of historical cultures. In addition to that you choose one of ten races to play, many of which have sub-races. These cover ground between popular fantasy races like elves and orcs, to animated constructs, to the shoathri, a race of animal shape-changers. Also, though the game takes place a thousand years after the events of Mad2, some returning players have chosen to create connections to their Mad2 characters, via their character’s ancestry, or by being the reincarnated spirit of the original character, or even by just waking up a thousand years later.

Despite their origins, all players have one thing in common — they have all come to the “lost” city of Nocturne, whose ruins which have risen from the ground after being swallowed up years ago.

I happened to be bunking near Katie and Jerry, the two staffers who wrote plot for the lands of Blacktallow and Dremasque, so I learned the most about those cultures. Blacktallow has kind of a steampunk-y feel to it (to me, at least) — ostensibly it’s a place where chivalry is valued above all else. It also seems to have a lot of warring house political plot going on. (Jerry compared one of his Blacktallow NPCs to a particular GoT character — which was somewhat lost on me).

I found particularly interesting the Dremasque, a culture where the nobility is cursed to go mad due to having the bloodlines of a dead mad god. In addition to wearing motley as their sort of national color, they also wear masks, which are meant to be a reminder of their curse. The Dremasque have created professions based around dealing with an aristocracy that may someday become a danger to everyone around them — Joy Eaters, who are supposed to help cure Madness, and the Black Masque, who are a unique sort of assassin, tasked with killing nobles who are beyond help and have become a danger to others.

One of my favorite NPC roles was a Dremasque noble who had had an unfortunate experience in the woods and had temporarily lost Lucidity (their term for sanity). The staffer who wrote it, Jerry, told me it was kind of intended to suss out what the PCs who had chosen to be Black Masque wanted — did they want to be merciless killers who would off someone who was begging for their life, or were they more interested in compassion? Well, my NPC lived, so I think that speaks highly of the players who chose that path…

Some other interesting cultural tidbits are that the Tatterdemalion, a nomadic people, are famed candy-makers, and make medicinal candy, and that the Khoros, a vaguely Viking-inspired people, mark their prowess in battle by decorating a leather skirt.

For anyone who asked me: given the name, is there singing in Madrigal? Well, there definitely was singing, but I’m not sure how official it was! Apparently the Madrigals are pieces of music with great power within the world, although they only crop up officially in-game every so often.

Scheduling/logistics

As some of you know, I have a bit of a fascination with larp scheduling, so indulge me while I say a few words about that.

I realized that most of the games I’ve NPCed for in the past were games with set time-frames — both Cottington and Shadows, for example, were beholden to three-year arcs. Madrigal, which is an ongoing game with no set end, felt different, and definitely had less of a sense of urgency.

There was a schedule — but, as staffer JJ warned me beforehand, it was largely useless to me, as a non-staff NPC. It blocked the weekend in 1.5 hour blocks, but only indicated what buildings were in use and where staff members were going to be at those times. Big, all-town events were marked, but individual mods were left to the discretion of the staff in charge of that plot. Regular NPCs had no schedule; they were assumed to be available for whatever when they were sitting in the common room of the Boathouse. I was given one role to prepare for ahead of time, and then a couple of other roles were offered to me once certain plot writers learned that I was down for roleplay. For only one of those roles (the Dremasque noble) was I given a — short, but well-written — writeup.

On the whole, I felt like the game didn’t suffer from this loose schedule. That may be largely because, as I said, it’s an on-going game, and there’s no set destination we had to arrive at. It gave us the freedom to do things like ditch an entire field fight because we realized the PCs (and NPCs!) were too exhausted for it, or to change the game plan to help players have fun. It also allowed NPCs to rest when they needed to. I mean, I loved Shadows, but I’d be lying if I didn’t say that its strict (and mostly adhered-to!) NPC schedule sometimes made me feel like I didn’t have any downtime.

I also felt the large staff — and the delegation to that large staff — was a strength of the game
. I don’t think Madrigal has an official “don’t NPC plot that you write” rule like Shadows did, but it seemed like they generally obeyed this separation of concerns. (Which helps avoid the “staff/NPCs can’t bi-locate” problem of some games).

Since food is part of logistics, let me say a word about that, too. The meals handled by the actual Camp Woodstock cafeteria staff, which has its pluses and minuses — it’s more reliable, and doesn’t take players out of game to prepare food for others (a real problem at Shadows), but it also was pretty institutional in nature, and they straight-up ran out. By the time a friend arrived to dinner, for example , there was nothing left but salad and corn. As an NPC, Madrigal pays for only your Saturday evening meal, as well as all the snacks lying around Monster Camp. You can also purchase the breakfasts served at the cafeteria. Given my current diet, there wasn’t much I could eat of the breakfasts or snacks, either way, so I brought a lot of my own food — which worked out fine, as there was a fridge.

Stuff Wot I Did

“Finally, Lise gets to the interesting parts,” I can hear you saying 🙂

Over the course of the weekend, there were scheduled to be five field fights; we cut one of those when it became clear that the Saturday afternoon field fight had taken it out of everyone.

In three of the four field fights the opponents were hobgoblins — an enemy who had recently been raiding around Nocturne. I had to miss two of these for various reasons, but hopefully I more than made up for it the Saturday afternoon fight, which shall live in infamy.

Why was the Saturday afternoon fight so infamous?
Well, first you have to understand its purpose was partly pragmatic. The camp was hosting swimming lessons for locals from 4-5pm that day, and had requested we not be in the parts of the camp close to the water between 3:45 and 5:15 or so. We could, however, use the field between the barn and the administration building (affectionately called “the Cube” — Time Cube jokes were made).

An hour-long field fight is REALLY FREAKING LONG, so to make us all not die of heat prostration, staff had decided to split it into five waves. It ended up turning into fighting for ten minutes followed by resting for 5-10 minutes. During the rest, the NPCs would retreat into the Cube (which had A/C!) and rehydrate, which was framed as the hobgoblins retreating to their fortress and regrouping.

Still, even with rest breaks, it was a grueling fight for NPCs and PCs alike. That I held up fairly well is a testament to how I’ve become more fit — despite the heat and the climb uphill to respawn, I kept a high level of energy throughout.

During that fight, where I was cut down again and again and again by PCs — sometimes without even getting to attack — I decided that my new motto was, “if I can’t die gloriously, at least die hilariously.” Which, really, when you’re outnumbered six to one, is sometimes the best thing you can do.

Throughout the weekend, I also played an undead pirate in Sunday’s field fight, a Scaled One defending a treasure, an orc raiding through a portal, and a shadow with a crossbow. (Really, most of what I did was crunching).

One of my two face roles was the Dremasque noble I wrote about above. The more notable — the one I had been asked to prep in advance for — was an orc shaman who was making Poor Life Choices ™ that would affect the players in the year to come. When I was asked to do this role, little did anyone know that I had been wanting to make a Warcraft orc shaman costume for yeeeeeears, and this was just an excuse to channel my inner nerd.

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Chankra, in all her glory. I got to name her myself, and I named her after an old WoW character of mine. Of course.

I’ll write more about how I made the costume in another post, but suffice it to say, I had fun as her, and I look forward to kicking puppies and taking candy from babies in future events.

In Summary

Really, if anything should be clear from what I’ve just written, it’s why this game has garnered so many players. It has an experienced and caring staff, a good site, and a fascinating world to play around in. I’m kind of wishing I were a player, but I will be more than happy to continue being an NPC. I hope that if you were on the fence about this game, you’ll consider giving it a chance — on either side of Monster Camp!

I endorse these crowdfunding initiatives

Crowd

I’ve been more active lately in crowd-funding stuff I like. In the interest of spreading that love, here are some of the things I’ve contributed to that are still funding:

Enigmatic Escapes: Secret of the Study, an Escape Room. RPI grad and larp pal of mine Steve Kohler is trying to get the seed money to start an escape room business in Troy, NY. This one is down to about two days and they still need ~$400, so if you’re interested, definitely chip in now!

What Ho, World! – A roleplaying game of farce and elegance. You know I love all things Wodehousian, and this is right up my alley. It appears to be a storytelling card game, or a card-based RPG, in the absurd world that never was of the British upper classes in the 1920s and ’30s. I like that the various roles you can take on are not exclusively white and dudely, and the stretch goals, of course, entice me — the alternate settings, with awesome titles like “Wizards Aren’t Gentlemen” and “The Butler on the Threshold.” This one probably doesn’t need more support, but it is still so delightful to me…

And for one that’s not a Kickstarter…

Wondering WTF, WFC? Fund diversity scholarships!

Once again World Fantasy Convention has shit the bed, offering us such quality panel titles as “Spicy Oriental Zeppelins.” This initiative seeks to somewhat mitigate that awfulness — “support this campaign, and receive a snarky ribbon registering your support for moving SFF out of the past and into the future.” The funds raised benefit Con or Bust and SLF, two organizations that provide scholarships to PoC to attend SFF conventions.

“I don’t want to be a tree yet.” (Review of Uprooted by Naomi Novik)

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So, now that I’ve slept, I can elaborate a little more on what I loved about Uprooted, by Naomi Novik. (This was the book I was squeeing about all last night on FB, in case you missed it, or didn’t catch on). I’ll try to be minimally spoilery.

This book, first of all, is supremely good at using question marks as hooks to pull you through the story, from its very first pages — starting with why the Dragon chooses Agnieszka instead of Kasia. As we learn more about Agnieszka’s magic, we wonder about the nature of that instead. Then, as Agnieszka and the Dragon’s relationship develops, the unresolved tension between them is amazingly good at sparking interest, all the while we’re navigating the other mysteries and obstacles of the main plot.

(I spent a lot of time wanting there to be romance between them, and then feeling bad for wanting that, because clearly Strong Independent Witch Don’t Need No Man — especially not a surly wizard who locks young women up in towers for ten years at a time — but their relationship developed in a way that took no agency away from Agnieszka).

(I also wasn’t entirely sure the central romance wasn’t going to be between Agnieszka and Kasia, since they were so tender to each other throughout the whole book).

There are some incidental similarities with Leigh Bardugo’s Grisha books (immortal wizards, a sinister natural force dividing a country, fantasy!Slavic), so much so that I was half expecting a nasty twist halfway through the book. I also wasn’t entirely certain some major character wasn’t going to die and break my heart. While this book was heart-rending, and there was sacrifice, it still stayed mostly in the realm of bittersweet.

I loved the Wood as this looming source of malice that slowly takes on more and more importance throughout the story. At the beginning, Agnieszka is so caught up with the Choosing that she just incidentally mentions that oh, hey, the Wood kind of reaches out and devours people occasionally. She takes it for granted as part of the setting, and we do, too, until its malice becomes more personal, and it becomes the prepossessing antagonist of the book.

There were many points in reading this book that I was crying — not out of sadness, which books sometimes also wring out of me, but from so much beauty, so many deepy-felt vicarious emotions. The end in particular, in its hopefulness but also bittersweetness.

The themes are close to the surface, and heartfelt. It’s about the roots that a place leaves in us, for good or for ill — usually both, and how they are entangled. About how place has a memory. There are so many points in the story where the bad can’t be removed without taking the good with it — the corruption of the Wood can’t be cleansed without destroying something. The girls spending their ten years in the tower with the Dragon lose any hold the Wood might have on them, but they also lose any connection to a place they once called home. The epitome of this, for me, was how Agnieszka solves the final problem of the book, and how the Dragon’s sacrifice allows her to do that (vague to avoid spoilers).

The book is also about art. The wizards and witches of Polnya live greatly-lengthened lifespans, thanks to their magic, and it distances them from other people, even their own family. They observe life, they preserve life, without really drinking of it. Agnieszka tries to change this — in a sense, her sort of magic is all about life — but we get the sense she’s only partially successful; the people of the Valley are still wary of her, at the end. I think all artists resonate with this sort of half-life, this idea that their work will live longer and be better loved than they are — if they are lucky.

I also really love how Agnieszka and the Dragon’s magic complement each other, earth and water versus fire and air; organization and structure and replicatable results, beside instinct and feeling. Again, it feels like it’s talking about art to me — Agnieszka is completely exhausted by (and seemingly not very skilled at) magic until she learns how to do it in a way that makes sense to her. This feels to me like a comment on how each artist has to find their path, a way to speak their truth, which may look nothing like anyone else’s.

Also, did anyone notice — a subtle thing — how after the two of the did any working together, they seemed to be reading each other’s thoughts? Like Agnieszka would think something, and the Dragon would reply to her, with the thought unspoken? It’s never commented on, but it’s brilliantly done.

I… didn’t love the narrator for the audiobook, Julia Emelin. She has an Eastern European accent, which is actually great for the voice of Agnieszka, a character based loosely on Polish fairy tales, but her delivery is so inconsistent. Sometimes it’s just painfully wooden, lurching from one phrase to another. In particular I’d REALLY wish she’d voiced the Dragon better. (Maybe I was hoping for Lauren Fortgang’s sexy Darkling voice from the Grisha books. I ended up imagining the Dragon having a voice like the male lead from a high school romance anime. Which is not a terrible thing, since he’s basically the King of Tsundere). I ended up giving up on the audio around chapter 15, when I finished my commute home for the weekend — and then went and bought the ebook when the Hugo voter packet version abruptly stopped around the same point.

It was a good choice — I’m glad I ended up reading the smutty smutty bits rather than try to listen to Emelin narrate a sex scene.

And yeah, there’s… like two sexy scenes. So I didn’t mean to make it sound like this is some magical pornucopia, but they were emotionally moving as well as being hot, so they stuck in my head.

Overall, this is likely to be my Hugo novel pick!

I do love this new trend of fantasy that’s hopefulThe Goblin Emperor was, I felt, in much the same vein. Optimistic about humanity, but not short-sighted about its flaws. I would much rather have this than dudebros intriguing politically.

I went to sleep VERY LATE last night, and wished, hoped, prayed to my moon gnosis, Maya, that I could cast the same sort of illusions with words that are cast here. To make people feel as I have been made to feel. To make stories that matter.