A moofable feast.

Be brave enough to burn and you'll be brave enough to fly.

End of day.
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[info]alexandraerin
~2,500 words of fiction today.

Also did some editing/re-arranging of info in the AWW rules, but not in a way that substantially altered the word count.

I think the first AWW tests will happen very soon after I get back to Omaha. They might be kind of boring to anyone who's excited by the character building or story telling possibilities of the game, as they'll be geared towards testing the raw mechanics, especially in combat. So testers in the very first round will basically get two chapters of the rules and pre-generated characters with partial sheets. Got to make sure the nuts and bolts are sound first.

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Thursday, May 17th
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[info]alexandraerin
The Daily Report

Last night I had a dream that I got back to Omaha and was setting about putting things back in order there when I realized that I'd forgotten to tell my day job that I was leaving town for two months.

Of course, I don't have a "day job"... or rather, this is my day job. But in my dream, I was still doing data entry for a living and it was a serious chunk of my income that I was really depending on.

There were a lot of other anxiety-related things in the dream, including mix-ups involving missed calls on my flaky phone, but it was the job thing that really got to me after I woke up. Of course I had the confused moments of "Wait, do I still have that job?" since the version of my life in the dream had been so vivid, and then as awareness of reality returned I had the tremendous sense of appreciation that my life works the way it does.

State of the Me

Went to sleep at a reasonable hour last night. Slept okay.

Plans For Today

Got a chapter of Tales of MU to finish today. It's over 2,000 words, easily within striking distance. Following my new FIM cycle, I should be taking a stab at writing a flash story today.

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My phone is doing a weird thing.
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[info]alexandraerin
It's something that almost seems like a feature rather than a bug, if it would do it consistently and there were a place to turn the behavior off. Twice today while I had the phone in my hand and was doing something non-telephony with it, it popped up with a notification that I'd missed a call that happened just that moment. No ringing, no nothing. I didn't have my hand on the display or a button at the moment so it wasn't like I'd pressed something at just the right moment to send a call to voicemail or whatever.

After playing around a little, I've found that it consistently (so far) rings normally when the display is off, so I'm probably not in too much danger of completely missing calls in the normal course of things. When I've tried to reproduce the error myself, I get something slightly different: the call pops up on the screen, but the "mute" symbol flashes on and there's no ringtone. Again, this would almost seem like a feature if it had behaved this way before and if it didn't at least occasionally block the call completely. I don't necessarily need it to start playing music if I'm looking right at it.

This phone was pretty cheap for a smartphone to begin with... I got it to replace a phone I lost around the time I moved, and it's pretty well below my specifications/needs in every level (notably, the lack of a physical keyboard). It's been getting flakier and flakier on me, doing things like crashing when I try to take pictures and losing all my recent photos in the process.

I'd planned on switching carriers when my contract is up, so I'd really like to avoid getting a new phone before then... now I'm starting to look at the cost analysis of jumping ship early and taking advantage of new member deals at another carrier, and I'm thinking I'll probably do that shortly after I get back to Omaha.

I miss having a phone I can type on, and I'm at a point in my life when it's important that I'm reachable by phone.

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Question for pen&paper/tabletop gamers.
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[info]alexandraerin
If you’re playing (or running) a typical fantasy adventure focused roleplaying game, how important is the concept of experience/achievement levels to you? Do you like having a means of keeping score/measuring overall ability, or does it add nothing to the experience for you to know that your character is level 1 or level 11, as long as the game gives you ways to grow in power and ability?

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Wednesday, May 16th
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[info]alexandraerin
The Daily Report

Finished yesterday up ~1,500 words. I lost a lot of steam near the end of the day, probably relating to the fact that I didn't sleep well the night before. I think I might have been fighting a cold or something... I remember feeling unusually hot and sweaty during the night, and then I felt like it was hot and humid in here all day yesterday, when apparently it wasn't. I feel markedly better today.

That's kind of a combined report/state of me, but it's more about yesterday's state than anything else.

I came here thinking there wouldn't be much progress on A Wilder World while I was here, but circumstances keep leaving me with time and space to think about it, and I've actually made quite a bit of progress on some of the more elusive parts of the game design, like character progression after the game begins and things like that.

The State of the Me

Went to bed late last night but slept well after I did.

Plans For Today

Done a bit of writing. Need to go out and do some grocery shopping, will probably have time for more writing afterwards.

It's day 3 of the MU cycle. I'm refining my "500 word minimum every day" goal for MU to be a hard 500 word minimum, but a slightly softer minimum of 1000 words on days 3 and 4.

It's day 1 of the FIM cycle, which means I need to come up with at least one viable idea for the next ficlet to post. (I actually have a small backlog of unpublished FIM stories that I wrote while it was down, but one of them is thematically very similar to the last one that was posted before it came back up, and I also want to get this cycle established and give it momentum.)

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Tuesday, May 15th
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[info]alexandraerin
The Daily Report

I had a bit of a realization this morning, just before I got up... even though I've achieved my goal of not having my visit here interrupt the regular flow of decent quality, on-schedule Tales of MU updates, I've been feeling like I need to do more, like I should be getting in eight hour work days and having more two and three thousand word days than one thousand word days. (Sidenote: yesterday was a thousand word day. Never did an EOD report.)

But I didn't spend a couple hundred dollars crossing the country so I could do experiments in productivity. When I live in Hagerstown I'm going to need to be able to manage a regular workday, but this isn't practice for when I live here... for one thing, our living situation will be different when I do (I'll have more time and space to myself in the ordinary course of things) and for another my time with Jack won't be as rare or as expensive then.

This trip has been a model of productivity and discipline compared to my previous trips here, and that's all it needs to be. I don't need to figure out how to do everything here.

(And don't worry, I haven't been shutting Jack out or shutting myself up in another room for the past week and a half before I figured this out... we've been having plenty of fun. But I have felt slightly guilty about things like accompanying Jack on his errands during the day, as I did yesterday, and worrying about if I'll need to start closeting myself away more.)

State of the Me

After a few nights of decent sleep, last night was a poor sleep one. Woke up in the middle of the night as usual, but then never did quite get back to sleep until well after the sun was up.

Dreams From Last Night

Fairly harrowing one about the separation from my cat that these visits entail, though the details have now escaped me.

Plans For Today

I have Fantasy in Miniature back online and it is a date divisible by three, so I suppose I'll update it. I'm thinking, though, that in the long term I should ditch the calendar date basis for it and make it every 3 days, in much the same way I did with Tales of MU... in its case, that actually wouldn't be sacrificing anything because I wasn't adjusting the schedule to fit more updates in a month. Though I'm not sure how well I'd do juggling two "count the day" cycles. It might be easier to keep one by the calendar.

And of course I'm going to continue to observe the "do at least 500 words of Tales of MU" rule. Today is day 2 of the cycle

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Monday, May 14th
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[info]alexandraerin
The Daily Report

So, I finished a newsletter this past weekend but I haven't sent it yet. It feels a little empty. I thought I'd wait and see what happens today before I send it.

It's day 1 of my MU writing cycle. I started today ahead of the game on the next chapter of Tales of MU in terms of words, but I haven't found the heart of the next chapter yet. This is an important distinction... when I came up with the cycle, I defined day 2 as finding the right approach to start writing the chapter, but what I'm finding pretty frequently is that I can get a couple thousand words in and still not know what the chapter is about.

Sometimes I know what happens in it, but that's different. I mean, I've had a good deal of the description of the shopping that happened in chapter 87 for more than a week now, but if you read the story that got posted, that's not strictly what it's about.

Chapter 87 marks 32 days of on-time MU chapters. Yay!

The State of the Me

Slept okay. Had a slight tickle in my throat before going to bed last night. Woke up a bit sniffy.

Plans For Today

Even though I'm ahead on the numbers, I'm still going to do the minimum 500 words of Tales of MU, but in terms of practical efforts I'm mainly going to devote a few hours today to free writing, which I haven't done in a while.

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EOD, Sunday
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[info]alexandraerin
Today wasn't anything like a full workday, but I surprised myself and wrote 2,000 words in a couple of hours this morning, taking what would have been a very flat 2,000 word bridging chapter and giving it much more of a point, and leaving a decent holdover for the next chapter.

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The best things in fantasy are free.
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[info]alexandraerin
The idea of consequences for different outcomes to encounters beyond "You beat the monsters. You get money and experience" or "The monsters beat you. You died." is intrinsic to the design of A Wilder World at just about every level. With every encounter having some kind of consequence, the concept of risk vs. reward takes on real weight, which means that some attention has to be given to making the rewards meaningful. Money isn't the only (or even main) measure of success in AWW, but it's a natural one to include.

Like everything else that goes into the game, the money system in A Wilder World was designed with specific goals in mind, and those goals have more to do with the kind of story that I want the game to be best suited for than anything else.

I'm going to point to how the question of money is treated in Avatar: The Last Airbender, as it's the fantasy series I watched most recently. The gang didn't have steady income. When they were rewarded with money or given a gift it was a big deal. There were episodes where the tightness of their fortunes was significant, when they spent their last coin or whatever, and times they had to rely on foraging. Toph didn't necessarily carry any more money than they did, but she was rich. Her family's name carried enough weight that she could use it as a passport in many situations, and could have used it as a credit card if she'd been so inclined.

The adventure never stopped because they were broke, and the writers never gave a sense that they were tracking how many coins of what denomination were in Sokka's power purse.

You see this kind of thing in TV shows and other media quite a lot. There's more talk about finances than there is actual finances. It matters if a character has money or doesn't, but in some respects it's like having ammo for your guns in D&D Gamma World: you either have it or you don't. If you have it, you can carefully nurse what you have indefinitely, or blow your whole wad at once.

In fact, the D&D GW approach to ammunition would be a great way to handle money in a game where money is supposed to be an easy-come, easy-go kind of thing, where you find and lose great fortunes on a regular basis, Fafhrd and Gray Mouser style. Or Captain Jack Sparrow style, to use a more modern example. It's something I considered using for A Wilder World, but ultimately rejected... it would tie the system to too specific a type of story and character. Some people like accumulating money as a way of measuring their character's success. Some characters have a specific goal or ambition that requires money. And some characters have wealth and status as part of their character, in the same way that others have skill with a sword or intellectual acumen as part of theirs.

What I wanted was a system that gave a meaningful difference to a character being wealthy or poor in a similar way to the fact that some characters are strong and some aren't, some are magic and some aren't, and so on. I wanted a system where the party's rising and (usually temporarily) falling fortunes could be tracked. I wanted a system where being a successful band of treasure hunters/mercenaries/pirates/whatever could bring about convenience and comfort but doesn't lend itself to grinding your way to godhood through buying/crafting expensive magical gear.

The revised edition of TSR's Marvel Super Heroes roleplaying game (FASERIP!) replaced the money system used in the original with a statistic, Resources, that represented a character's purchasing power. If you needed to buy something or pay for something in the course of an adventure, you made a Resources roll in much the same way that you might roll against Strength to see if you could lift something or Endurance to see if you could withstand something. If the roll were a certain amount of mismatched in either direction, it would either be automatic (Tony Stark having dinner at a fancy restaurant) or impossible (Peter Parker buying a fancy restaurant).

I believe there was a rule that you could only make one major purchase at your Resources level per in-game week or something similar, to represent the using-up of ready money and its steady replacement via regular income. However it worked, it was pretty simple and abstract.

It was a pretty good way to handle it, really. I mean, if you wanted to contrast Peter Parker's finances to Tony Stark's in terms of how it impacts their respective superheroics, it's not really that useful or interesting to track the dollars and cents of their respective incomes, savings, and holdings.

This kind of model works really well for a superhero game, which has different default assumptions than a fantasy adventure game. Superhero usually means modern world, with the complexities of the modern economy and most everybody can be assumed to have a day job that is not necessarily always relevant to their "adventuring" career in an interesting way. Fantasy adventure means that the world of finance is a good deal more straightforward, and if you had a "day job" it's usually part of your back story from before you left your hometown to spend the rest of your life being a professional treasure-finder.

If Tony Stark or Peter Parker recovers a cache of jewels or specialized equipment from a den of thieves, it's evidence, whereas Bjorn Axehammerer and Glenfog Mistyglade would regard the equivalent in their world as spoils.

Still, if a fantasy adventure game is not trying to simulate all the little fiddly bits of reality, is it really worth it to count every copper coin? If there isn't a whole simulated economy to spend the coins in and if de-facto leveling up by purchasing or crafting newer and better magical equipment isn't part of the game, then money just becomes another way of keeping score. And if you define adventurers primarily as treasure hunters (and there's nothing wrong with that, as a character motivation or the raison d'etre for a group), then keeping score can be important.

So A Wilder World takes a middle of the road approach, between the TSR MSH game's stat-based money and the D&D-style coin counting.

The value of treasure that you find in the course of an adventure is counted, in a very simple and general fashion. The basic unit is 1 Tr, which stands for "Treasure" but also represents "a trifling sum of coins" or "an interesting trinket". Treasure can also be spent mid-adventure in various ways: tipping a beggar, spending a night at an inn to get a good night's rest and recovery instead of roughing it. A typical adventure will include a chance to spend treasure in the middle of it to get healed up a bit, and/or ways to spend it to bypass danger... in other words, spending the money you find along the way will usually be a way of arriving at the finale in better condition. Or to put it another way, the better you are at fighting and/or avoiding harm, the more money you can make it out of an adventure with.

The treasure that survives to the end of the adventure can also be spent on later adventures, but it can also be "cashed in" like experience points for a stat called Group Wealth. Group Wealth functions something like the Marvel Super Heroes stat described above. It's a measure of the party's social status and major purchasing power.

Bribing beggars to help improve (or worsen) their memories might cost you a point of Treasure; bribing the jailer of a repressive city-state into releasing your friends would call for a Wealth Check. Such Wealth Checks would also cost treasure, with the amount depending on how you roll... it's understood that this does not represent the absolute cost of the service being negotiated, but rather the immediate pinch on your pocket.

Both Wealth and large amounts of Treasure in reserve generate a stat called "Resources", which is like pocket money for future adventures. Resources refill themselves at the start of an ordinary adventure and can't be saved. Points of Resources can either be spent like Treasure in the course of an adventure, or used before it to purchase additional expendable items (like potions and scrolls) or equipment like additional weapons or ordinary mounts.

Yes, equipment that's not part of your character's abilities isn't just bought once... it costs the group Resources to maintain. The sword of your ancestors can be with you from the start of your character's adventuring career until the epic conclusion and beyond, but if you're just buying a sword somewhere it's assumed that it gets damaged and needs to be repaired or replaced from time to time. The Resource cost doesn't necessarily mean that you're buying a new sword every time you go out and face the world... it abstractly represents the fact that sometimes, you do.

Likewise, whether or not you use up a potion or scroll or amulet in the course of an adventure, you don't get anything extra for the next adventure. It's not that they all go bad or suffer breakage or whatever. Resources is not a concrete measurement of money but an abstract representation of your party's... well... resources.

If buying all your equipment again every time sounds convoluted, it's really not. You don't actually have to go through the rigmarole of giving things back and then buying them again. As long as the group's Resources don't decrease and you have no need of changing equipment out, you can just proceed from one adventure to the next with the same equipment lists.

I said above that you spend Treasure to "level up" your Group Wealth. There's also such a thing as Personal Wealth, which functions almost identically, except it belongs to an individual character. You get it the same way you get physical or mental strength: spending points from a pool during character creation and advancement. It has a caveat attached to it that it's more situationally useful than other things that go in the same slot: you're equally strong or smart whether you're in the middle of a city or a barren desert, but money matters less the further from civilization you are. The expected starting Wealth for most characters is 0.

The game's default rules assume that there is no problem with handling money as a group and that the group cares about money. Easy variant rules are included for the cases where either of those assumptions are wrong. The "no one cares about money" rule works a lot like the D&D Gamma World ammo rule mentioned above, and is sufficient for cases like Avatar: The Last Airbender, where the gang is not in the habit of chasing treasure, and cases like the aforementioned rogues who are not in the habit of keeping it.

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Friday, May 11th
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[info]alexandraerin
The Daily Report

I'm getting a bit of a late start today after staying up late last night. Not for insomnia reasons, just having too much fun. I've been back here for less than a week, and it already feels like much longer... that might sound like a bad thing, but it's more that it feels like I never left.

Not much work-related to report in this space yet. Next week I hope to have a better sleep schedule, which will give me more of a work day to work with. For now I really just have time for my primary obligations.

The State of the Me

Slept well again last night, albeit with a different start and end time.

Plans For Today

Tales of MU chapter is due I believe on Sunday, but this is going to be a socially busy weekend. Fortunately I have a lot of raw material to work with. I'm going to try to get out of today with a mostly finished chapter (nothing is ever really finished until I post it... who was it who said that writing is never completed, only abandoned?) and, depending on how that goes, very possibly a beginning for the next chapter.

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