Wow, it's been a while since my last post. I hope it was worth the wait, assuming anyone stops by to read this at all. Anyway, this is a bit of a continuation of the post I made over *cough* a year ago *cough* about Questioners and Answerers and is somewhat in that same vein. If I keep this up I'm going to wind up developing my own personality "typology" along the lines of Myers-Briggs and I will officially have become a pseudo-psychological hack.
While the earlier post was more about psycho-epistemological habits, this one is about how people handle their ambition differently. As before, I started theorizing about this because of some things I encountered that started me thinking. I've been playing Dungeons and Dragons Online in my spare time, a MMORPG. I'm going to apologize now for some of the video-game related arcana that follows--I'm hoping that knowing the jargon won't be necessary to following my point but it may make my examples a bit confusing. A lot of people in the game (particularly in the guild I joined) think of me as a "hardcore" player because I approach the game with a fair amount of ambition. There are a fair number of similarly "hardcore" players in the game so I've gotten to see a fair cross-section of, I suppose you could say, how people approach their ambitions when they have any.
Then, recently, one of the exclusively "hardcore" guilds (Legion, if it matters) issued a "challenge" to other guilds to be the first one to complete the new raid from the latest update on Epic difficulty instead of letting Legion do it first and learning how to do it off them. The reactions that I saw were generally along the lines of: Legion are jerks, and let's show them! My reaction: who cares? But I'm "hardcore" (meaning ambitious), and the Legion guild is "hardcore" (also meaning ambitious). So what's the difference?
The difference is between being a Dominator and a Perfecter. Now, I'd like to make a point here that a Dominator is not always or sometimes ever interested in dominating or defeating other people. There are plenty of Dominators out there who aren't interested in competing with people, which is a subjective standard anyway. And Perfecters can be extremely competitive if THEY have subjective standards. I am not one of these, which is why I'm making this point, because my examples are all going to come from my perspective and it may sound like this is what I'm stating. The difference I'm stating here isn't so much in *what* they do but in what they *care* about.
A Dominator is all about challenge. They want to tackle a hard problem and carry it off--not just carry it off, but pwn it, to use the internet vernacular. (I'm aware that my vernacular is out of date and marks me as a wannabe in the leet circles. I make no apologies because I don't friggin care.) They focus on the particulars of the problem and will often memorize some incredibly arcane stuff so that they can pwn it even more severely.
In games, Dominators are very often one-trick ponies (although in DDO at least, if you do your one trick well enough you can pretend to have a well-rounded character because you can often get away with not having to do anything else). They want to have The Biggest something. Anything. The most damage. The best AC. They don't necessarily care if it's bigger than somebody else's whatever-it-is as long as it's absolutely the most they can figure out how to get. In other areas than gaming these people are usually described as "greedy", in the sense that no amount is ever "enough" for them. If they can do more of something, they're going to pursue it, even if it means sharply limiting themselves in other areas. They are completely oriented on particular challenges and address each one as a separate and distinct unit.
To give a very specific example (because I've run across it several times and it drives me up the wall--that, and I think it's a very good example), because I play a rogue a lot in DDO, one of the things I do often is disarm traps. There's a very simple procedure involved in disarming a trap that relies on three different skills. One, you need Spot so you can notice that there's a trap in the general vicinity (you get a little pop-up warning), preferably *before* you walk into it. Two, you need Search so you can find the control box for the trap, and third, you need Disable Device so you can actually use the control box to disable the trap. Well, a lot of Dominators in the game REFUSE to put skill points into Spot, claiming that it's "useless". They just memorize the location of every trap box in the game. Or, excuse me, they don't actually do this, they claim that they do this, but much of the time (especially in the quests where the traps are semi-randomly placed) they don't manage to pull it off. There are many quests where I happen to know where the trap boxes are off the top of my head, but I'd never actually go out of my way to memorize this stuff because I'm much more interested in general solutions, not particular ones.
I'm a Perfecter. I don't care about going through these contortions to know The Solution to every single individual problem I ever run across. So, yeah, it may take me longer to solve particular problems than Dominators (after they have The Solution, that is). I'm interested in general solution algorithms. My focus is not on this challenge but on making sure I have the means to handle as many different challenges as I can come up with. When faced with a tradeoff between having The Biggest something-or-other and being absolutely pathetic somewhere else, I either find a way to do both of them (even if it's going to take a LOT of near-obsessive work), or just accept that I'm not going to have The Best something.
In my mind, Dominators have it easy--there's a reason being a perfectionist is not considered a positive trait. Our desire to do EVERYTHING WELL can make us so scattered that we don't do ANYTHING well ENOUGH. (Or, we get overloaded and burn ourselves out. It's not fun.) Our interest in a generalized algorithmic approach to problems means that some of us (me) aren't motivated to actually go FIX the PARTICULAR problem because we know it's going to involve some messy bits that our algorithm doesn't and can't account for. We may have a hard time settling because we often have unrealistic expectations for how much we ought to be able to accomplish. And we're not that interested in "challenges"--in fact, I at least PREFER things to be easy. It means my algorithm is working. Whereas a Dominator faced with a lack of challenge will quickly get bored and go look for something else to do.
Then again, Dominators have problems too. If their knowledge of particulars fails them, they may get utterly stuck on a problem--and their drive to surmount challenges can lead them to keep beating their head against a stone wall. From what I've seen, though, most Dominators don't have actual antipathy for the Perfecter approach the way many Perfecters have for the Dominator approach, so many are somewhat capable of taking a step back and attempting a general solution when their particular approach fails them--but not always.
So, to go back to the beginning here, I have zero interest in this Legion challenge, not even enough to say that they're jerks for issuing it. I find the entire business silly. My interest in the new raid would be to see whether MY algorithms work on it, so it doesn't matter WHEN I do it or even really whether I do it at all. I'll get to it when I get to it. But for Legion being First is a big deal because it means they're still pushing the envelope and getting every last bit of toothpaste out of that tube.
Edit: Ugh, that wasn't complete, because I didn't explain why I chose "perfecter" as the alternate to dominator. It's because since Dominator's charge out there and attack the problem until they get The Solution, perfecters (at least I do) are often willing to pick up a ready-made approach from a dominator and then fix it up--do the editing, as it were. So very often we're working with someone else's original ideas and efforts. Interesting, no?
Book reviews, art, gaming, Objectivism and thoughts on other topics as they occur.
About Me
Sep 29, 2010
Nov 3, 2009
Dragon Age: The Calling
My friend Chris got me this novel for my birthday, as I'm currently running a game in the Dragon Age setting so I was hoping to get more material by reading the novel. As with The Stolen Throne, it's not a hugely impressive novel. It's enjoyable, but really only as a prelude to the video game. In many ways, though, the problems are the opposite of those in The Stolen Throne, which had excellent characterization but mediocre dramatization.
The Calling starts off with an excellent plot hook. One of the Gray Wardens (warriors tasked with keeping a lid on the Darkspawn threat) has been captured by the enemy and taken deep underground. This particular Warden has knowledge that the enemy could use to launch an assault and potentially even destroy civilization entirely. The other Wardens decide that they must breach the underground realm of the Darkspawn and either rescue or kill the captive before he can reveal this knowledge. Sounds pretty ominous.
Yet, the novel stumbles almost immediately by the bizarre decision to include probably the least interesting character from The Stolen Throne in this mission, the generic good-natured "nice guy" Maric who was thrust all unprepared into leading the rebellion and later becoming the King of Ferelden. The rationale for including this fellow in the story is poor at best, and his presence as the spotlight character steals time and attention from the interactions of the new main characters. David Gaider's treatment of Maric in this novel virtually turns him into a Canon Sue--except that Maric is portrayed as "endearingly" incompetent except in the realm of getting people to like him. He was only tolerable as a character in The Stolen Throne with the cynical and harsh Loghain to balance him. In The Calling he is tedious. The multiple re-treads of his romance with Katriel in the first novel (especially since he finds a new elf chick to glom onto) inspire epic amounts of eye-rolling.
This is sad, because the story itself is quite interesting and raises a lot of questions about the setting. Are the Darkspawn directed by a conscious evil, or are they merely animals driven by inescapable instincts? What, exactly, are the motivations of the mysterious Architect and are they benevolent or horrific? What is the nature of the Old Gods and this strange relationship they have with the Darkspawn? Yet these questions and their impact are largely minimized by excessive attention to Maric's personal problems and a return to the "setting tour" in the form of basically unnecessary battles with a dragon and an abomination. A couple of editing missteps (you could make a drinking game from the number of times the words "a single bead of sweat" and "sickening crunch" appear in the novel) seal The Calling's position as a solid meh.
Rating: 2.0
The Calling starts off with an excellent plot hook. One of the Gray Wardens (warriors tasked with keeping a lid on the Darkspawn threat) has been captured by the enemy and taken deep underground. This particular Warden has knowledge that the enemy could use to launch an assault and potentially even destroy civilization entirely. The other Wardens decide that they must breach the underground realm of the Darkspawn and either rescue or kill the captive before he can reveal this knowledge. Sounds pretty ominous.
Yet, the novel stumbles almost immediately by the bizarre decision to include probably the least interesting character from The Stolen Throne in this mission, the generic good-natured "nice guy" Maric who was thrust all unprepared into leading the rebellion and later becoming the King of Ferelden. The rationale for including this fellow in the story is poor at best, and his presence as the spotlight character steals time and attention from the interactions of the new main characters. David Gaider's treatment of Maric in this novel virtually turns him into a Canon Sue--except that Maric is portrayed as "endearingly" incompetent except in the realm of getting people to like him. He was only tolerable as a character in The Stolen Throne with the cynical and harsh Loghain to balance him. In The Calling he is tedious. The multiple re-treads of his romance with Katriel in the first novel (especially since he finds a new elf chick to glom onto) inspire epic amounts of eye-rolling.
This is sad, because the story itself is quite interesting and raises a lot of questions about the setting. Are the Darkspawn directed by a conscious evil, or are they merely animals driven by inescapable instincts? What, exactly, are the motivations of the mysterious Architect and are they benevolent or horrific? What is the nature of the Old Gods and this strange relationship they have with the Darkspawn? Yet these questions and their impact are largely minimized by excessive attention to Maric's personal problems and a return to the "setting tour" in the form of basically unnecessary battles with a dragon and an abomination. A couple of editing missteps (you could make a drinking game from the number of times the words "a single bead of sweat" and "sickening crunch" appear in the novel) seal The Calling's position as a solid meh.
Rating: 2.0
Nov 2, 2009
Game Journal: Threat
I'm running a new game on Sundays for a (mostly) new gaming group, and I keep having these interesting thoughts about the way I run the game, so I decided to start recording them on my blog as they occur to me. I'll also be talking about computer games in addition to tabletop games.
These thoughts about making players feel threatened were sparked off by Shamus Young's excellent article on The Escapist about the Survival Horror genre. I often use horror elements in my games and I've been told they're quite effective. However, I have real difficulties inspiring a healthy level of dread when I want the players to do things like make extra preparations for combat or run away from a monster.
The reason for this is that I forget what actually inspires players to be nervous or careful, so I wind up rediscovering it all over again every time that I run. Fear in games runs contrary to what most people are used to seeing in, say, movies. In games--even tabletop games--people aren't really afraid that their character will be killed, no matter what they might say about it. The more you warn them that their character may die, the LESS frightened they will be about the prospect. I've found this out, to great annoyance, in circumstances when I put OBVIOUS death-traps in the party's path. Not only were they not frightened into caution, but they were so incautious that they set the trap off on themselves and almost killed the entire party.
I think there are a number of reasons for this. Some players have a tendency to mistake dithering for caution. If it takes a long time for them to come to a decision about what to do (as it did in the above trap situation) they seem to subconsciously assume that some sort of precautions have taken place and thus no harm will result. There is also a tendency for people to forget that they may roll poorly just at the wrong moment. Gaming is like gambling in many respects, in that you're almost always playing the odds and nearly all actions involve some element of risk. The players become inured to this risk over time because they usually do succeed and almost all the time, when they fail, the consequences are negligible. Your character's life usually doesn't depend on a single swing of the sword or damage roll, but you're doing exactly the same thing (rolling the dice), as when your character's life DOES depend on it.
Secondly, the characters exist in a world which is organized so they can succeed--and usually, succeed just via the expedient of not dying. If the GM wants to kill off the characters, there's nothing to stop them. The GM runs the entire universe. If they want to slap in an impossible monster or situation, they can. (Some GM's get a kick out of putting in tricks and letting the players kill their own characters, but this doesn't change the fact that they can't even get as far as the trick without the GM organizing the universe for their benefit.) In computer games, this phenomenon is even WORSE, because even if your character does die, you can just load the game.
So, if the threat of death doesn't inspire dread in a game, what does? The answer that I've seen, over and over, is uncertainty. A huge monster stumbling around in the open, no matter HOW big it is or how many vicious teeth and claws it has, does not inspire fear in itself. You may get a measure of fear if the players aren't sure that they can defeat this monster, which is why the tradition is to hide the creature's statistics. It's the uncertainty that generates nervousness and thus cautious behavior. Likewise a sudden sneak attack inspires no dread. You have to build suspense by first telegraphing some alarming event and then hiding the details. Don't have a big fanged monstrosity stomping around in the open and roaring. Hide it in mist and give the characters only the thought of "something large moving around". This is so effective that they'll continue to be nervous even after you've shone light in the corners and proven there's nothing there.
One video game that did this quite well was the original Gothic. The forests in that game were so nerve-wracking that I avoided them even when my character was quite high-level and could maul just about anything in the game. Why? Because they were built up in this way. In Gothic, the game was full of groups of creatures that, especially early on, could annihilate your character. This wasn't fear-inspiring in itself (it was more annoying, but also rewarding when you managed to clear them out). In the open, though, you could see them quite some distance away and avoid them easily because they didn't move around all that much. Heck, even if you did accidentally anger them, you still had a chance to get away because they'd go through a little "growling at the PC" ritual before they outright charged.
In the forest, however, you couldn't see the creatures. (Once you got past the first rank of trees, they pulled a graphical trick that made it very dark and hid objects even in the middle distance--you had to almost trip over things in order to see them.) Due to the forest noises and the eerie music that played, you often couldn't hear the faint rumble that preceded "I charge you, sir!". It was terribly scary to be in the forest for even a short period.
One last note: this doesn't mean you should just take the expedient of hiding everything in the game in order to make it scary. Pitch black games are not scary, they are annoying. They don't inspire the player to caution, they make them turn up the gamma. In order for this sort of thing to work, there has to be a transition from "I'm safe here, I can see things coming" to "where'd everybody go?" Likewise, in tabletop games, if you never tell the players what is going on, you'll just frustrate them and they'll begin randomly acting out in order to provoke some kind of reaction. All you want is a touch of built-up uncertainty at the moments when they have a strong reason to push forward, and they will shake in their boots.
These thoughts about making players feel threatened were sparked off by Shamus Young's excellent article on The Escapist about the Survival Horror genre. I often use horror elements in my games and I've been told they're quite effective. However, I have real difficulties inspiring a healthy level of dread when I want the players to do things like make extra preparations for combat or run away from a monster.
The reason for this is that I forget what actually inspires players to be nervous or careful, so I wind up rediscovering it all over again every time that I run. Fear in games runs contrary to what most people are used to seeing in, say, movies. In games--even tabletop games--people aren't really afraid that their character will be killed, no matter what they might say about it. The more you warn them that their character may die, the LESS frightened they will be about the prospect. I've found this out, to great annoyance, in circumstances when I put OBVIOUS death-traps in the party's path. Not only were they not frightened into caution, but they were so incautious that they set the trap off on themselves and almost killed the entire party.
I think there are a number of reasons for this. Some players have a tendency to mistake dithering for caution. If it takes a long time for them to come to a decision about what to do (as it did in the above trap situation) they seem to subconsciously assume that some sort of precautions have taken place and thus no harm will result. There is also a tendency for people to forget that they may roll poorly just at the wrong moment. Gaming is like gambling in many respects, in that you're almost always playing the odds and nearly all actions involve some element of risk. The players become inured to this risk over time because they usually do succeed and almost all the time, when they fail, the consequences are negligible. Your character's life usually doesn't depend on a single swing of the sword or damage roll, but you're doing exactly the same thing (rolling the dice), as when your character's life DOES depend on it.
Secondly, the characters exist in a world which is organized so they can succeed--and usually, succeed just via the expedient of not dying. If the GM wants to kill off the characters, there's nothing to stop them. The GM runs the entire universe. If they want to slap in an impossible monster or situation, they can. (Some GM's get a kick out of putting in tricks and letting the players kill their own characters, but this doesn't change the fact that they can't even get as far as the trick without the GM organizing the universe for their benefit.) In computer games, this phenomenon is even WORSE, because even if your character does die, you can just load the game.
So, if the threat of death doesn't inspire dread in a game, what does? The answer that I've seen, over and over, is uncertainty. A huge monster stumbling around in the open, no matter HOW big it is or how many vicious teeth and claws it has, does not inspire fear in itself. You may get a measure of fear if the players aren't sure that they can defeat this monster, which is why the tradition is to hide the creature's statistics. It's the uncertainty that generates nervousness and thus cautious behavior. Likewise a sudden sneak attack inspires no dread. You have to build suspense by first telegraphing some alarming event and then hiding the details. Don't have a big fanged monstrosity stomping around in the open and roaring. Hide it in mist and give the characters only the thought of "something large moving around". This is so effective that they'll continue to be nervous even after you've shone light in the corners and proven there's nothing there.
One video game that did this quite well was the original Gothic. The forests in that game were so nerve-wracking that I avoided them even when my character was quite high-level and could maul just about anything in the game. Why? Because they were built up in this way. In Gothic, the game was full of groups of creatures that, especially early on, could annihilate your character. This wasn't fear-inspiring in itself (it was more annoying, but also rewarding when you managed to clear them out). In the open, though, you could see them quite some distance away and avoid them easily because they didn't move around all that much. Heck, even if you did accidentally anger them, you still had a chance to get away because they'd go through a little "growling at the PC" ritual before they outright charged.
In the forest, however, you couldn't see the creatures. (Once you got past the first rank of trees, they pulled a graphical trick that made it very dark and hid objects even in the middle distance--you had to almost trip over things in order to see them.) Due to the forest noises and the eerie music that played, you often couldn't hear the faint rumble that preceded "I charge you, sir!". It was terribly scary to be in the forest for even a short period.
One last note: this doesn't mean you should just take the expedient of hiding everything in the game in order to make it scary. Pitch black games are not scary, they are annoying. They don't inspire the player to caution, they make them turn up the gamma. In order for this sort of thing to work, there has to be a transition from "I'm safe here, I can see things coming" to "where'd everybody go?" Likewise, in tabletop games, if you never tell the players what is going on, you'll just frustrate them and they'll begin randomly acting out in order to provoke some kind of reaction. All you want is a touch of built-up uncertainty at the moments when they have a strong reason to push forward, and they will shake in their boots.
Oct 30, 2009
Still Life of Apples and Onions
Oct 29, 2009
Experimenting with Paleo
While Adam was in Atlanta for training, I decided to try experimenting with the Paleo diet. For those who don't know, the idea behind the paleo diet is that you try to eat a diet more suited to human evolutionary development. It's high in saturated fats, protein, vegetables, and VERY low in carbohydrates. In particular, you avoid grain products and refined sugars as those are believed to have deleterious effects on most people--they cause inflammation and jack up your blood sugar and cholesterol in the form of triglycerides.
Well, I have to say that the experiment was pretty successful. Within the first day I noticed I was shedding retained water and the chronic swelling in my ankles and feet disappeared. My intestines seem much happier with this diet, as well. I ate some bread a couple of days ago and I was not at all pleased with the result. The stuff sits in my stomach like a lump of wood.
The paleo works well for controlling hunger pangs, too. I can easily go down to one meal a day without really noticing, especially if I wait until later in the day to eat. (I start looking around for snacks in the evening, so it's easier for me if I eat later.)
The really funny thing about this (to me) is that Adam is more into this diet than I am. Not *eating* it--he's not the diet type because he wants to be able to eat whatever he feels like eating. No, he's having a fun time making sure I stay on it, to the extend that when he wants to go out, he'll spend time poring over the menu to make sure there's something I can eat. This is quite a sea change for him because usually he's far from supportive whenever I try a diet program of some kind.
It really is pretty surprising how hard it is to find meals that don't involve some sort of bread/pasta/potatoes, though. Usually salads are my best bet, and they're not exactly high in saturated fat. So I expect to be cooking at home more in the future.
Well, I have to say that the experiment was pretty successful. Within the first day I noticed I was shedding retained water and the chronic swelling in my ankles and feet disappeared. My intestines seem much happier with this diet, as well. I ate some bread a couple of days ago and I was not at all pleased with the result. The stuff sits in my stomach like a lump of wood.
The paleo works well for controlling hunger pangs, too. I can easily go down to one meal a day without really noticing, especially if I wait until later in the day to eat. (I start looking around for snacks in the evening, so it's easier for me if I eat later.)
The really funny thing about this (to me) is that Adam is more into this diet than I am. Not *eating* it--he's not the diet type because he wants to be able to eat whatever he feels like eating. No, he's having a fun time making sure I stay on it, to the extend that when he wants to go out, he'll spend time poring over the menu to make sure there's something I can eat. This is quite a sea change for him because usually he's far from supportive whenever I try a diet program of some kind.
It really is pretty surprising how hard it is to find meals that don't involve some sort of bread/pasta/potatoes, though. Usually salads are my best bet, and they're not exactly high in saturated fat. So I expect to be cooking at home more in the future.
Oct 25, 2009
Acrylics on Illustration Board
Sep 28, 2009
Dragon Age Fancomic
Aug 29, 2009
District 9
This movie is very unusual in that Adam didn’t like it while I actually did. Usually, if there’s any movie-disliking going on, it’s me not liking the movie while Adam kind of does. I can understand his point—if you go into District 9 expecting to be entertained in the usual style of a summer action movie, you’re not going to get much out of it. If you’re looking for your standard tale of people overcoming their differences and prejudices, you’re going to find District 9 impenetrable. Because this is not a movie about aliens and humans or even something as straightforward as racism.
It’s a movie about South Africa. Or, rather, the underlying problems that make places like South Africa what they are. It would be equally applicable in any similar place.
What District 9 does is to take a story any American would find nearly as familiar as their own bed—strangers slapped together by circumstances and forced to work together to accomplish a common goal—and uses it as a platform to rip the lid off of Hell and show it to you in a way you can actually understand. They even tell you outright the purpose of the movie very early on. The alien space ship, they say, could have stopped in New York or Tokyo or Moscow or any other famous city, but it wound up in Johannesburg. And then the fun started.
Even the style of the movie, presenting the events as newscasts and documentary footage with interviews of various distant participants mimics the only way most Westerners ever get news about Africa. Through this mechanism and the revelation of actual events, it goes on to show just how distorted, random, and ineffectual that news coverage is. Everything in the movie follows this same scheme. The brutality and callousness of all the characters, without exclusion, delivers the impression of staring into a completely foreign world where solutions for problems are the vain dreaming of distant madmen. It’s never explained why the many parties behave as strangely as they do. Counter-productive behavior isn’t an aberration here. It’s the rule.
And at the end, while there are words of hope, they are more a conceit of dreamers than anything that can really be reached or grasped. A fog of questions that will never be answered descends, leaving only one impression.
Now what?
It’s a movie about South Africa. Or, rather, the underlying problems that make places like South Africa what they are. It would be equally applicable in any similar place.
What District 9 does is to take a story any American would find nearly as familiar as their own bed—strangers slapped together by circumstances and forced to work together to accomplish a common goal—and uses it as a platform to rip the lid off of Hell and show it to you in a way you can actually understand. They even tell you outright the purpose of the movie very early on. The alien space ship, they say, could have stopped in New York or Tokyo or Moscow or any other famous city, but it wound up in Johannesburg. And then the fun started.
Even the style of the movie, presenting the events as newscasts and documentary footage with interviews of various distant participants mimics the only way most Westerners ever get news about Africa. Through this mechanism and the revelation of actual events, it goes on to show just how distorted, random, and ineffectual that news coverage is. Everything in the movie follows this same scheme. The brutality and callousness of all the characters, without exclusion, delivers the impression of staring into a completely foreign world where solutions for problems are the vain dreaming of distant madmen. It’s never explained why the many parties behave as strangely as they do. Counter-productive behavior isn’t an aberration here. It’s the rule.
And at the end, while there are words of hope, they are more a conceit of dreamers than anything that can really be reached or grasped. A fog of questions that will never be answered descends, leaving only one impression.
Now what?
Aug 21, 2009
Fun With Housework
It's been an interesting week around here because apparently everything has decided to break or need attention at once.
1. The garbage disposal went kaput and clogged up the kitchen sink and the dishwasher. Yay.
2. The vent over the stove is now home to a sizable nest of bees. These are the most relaxed, blase bees I've ever encountered--they'll fly over and land on you like they're just saying hi, then wander off again--but that doesn't mean I want to share my living quarters with them. Adam has sprayed them three times. They don't seem impressed. If you listen closely, you can hear them giggling in there. "Those idiots!" they say. "They're using wasp and hornet killer! But we're bees! We're going to be in this vent FOREVER!!" They think they have a sweet gig going.
3. Also now inhabiting the kitchen are some disgusting black ants. Well, I mean, they're kind of cute for ants, but they are freakin' everywhere. Heck, they're not just in the kitchen. Perhaps they're using the bees for a taxi service to other parts of the house. I've put out ant baits, but apparently this just inspired them to come out in force so now they're REALLY REALLY freakin' everywhere. Joy.
4. The toilet in the hall bathroom is leaking and cannot be flushed unless you want this procedure to involve a mop. So we have to use the toilet in the master bathroom.
5. The SHOWER in the MASTER bathroom, conversely, does not leak. In fact, no water of any kind whatsoever comes out of it at all in any way. So we have to use the SHOWER in the HALL bathroom. This situation has led to a comical ablutionary procedure involving migrating from one bathroom to the other and back as many as three times depending on where you've left your personal toothbrush and whether or not you remember where you left your personal toothbrush. The Dance of the Bathrooms, I call it.
6. It's been storming sporadically all week, primarily whenever Adam seems inclined to go out and do yardwork. In fact, this has become so predictable that it seems Adam has turned into some sort of weird thunder god who wields a weed whacker instead of a lightning bolt. This finally let up today.
7. So, Adam decided to teach *me* how to use the lawnmower. Now, you have to understand that I am comically inept at every sort of yard work and the lawnmower turned out to be no exception. Heck, I couldn't even get the thing started at first. It turned out this wasn't my fault, as Adam gave me misleading instructions on how to start the thing and then stood back and sniggered when I followed them and the lawn mower would not start. He kept telling me to "pull it like you've got a pair!" while I yanked fruitlessly on the starter cord. I asked him, twice, "are you sure I don't need to prime it again?" "No, no." Finally, he got tired of watching me flail around and gave it a yank himself. Nothing. Yank, yank, yank. Nothing. So he sheepishly bends over and primes it again. Bam. Starts first pull. Punk.
8. After I mowed the front yard (leaving comical tufts of untouched grass here and there), Adam decides to tackle the back yard. Now, Adam hasn't mowed the back yard in some time. I'm not sure what we have going on in the back even qualifies as a "yard" any more. It's more like a jungle someone inexplicably fenced in. So he gets out the pith helmet and sends me on an expedition to cut down the more tree-like growths in the hopes that he won't completely annihilate the lawnmower within the first five minutes. I forage around for a while and pull out a full-grown tomato plant with five fist-sized tomatoes on it. No joke.
9. Finally, we're done and I hold the trash bag while Adam rakes up the grass. Only he seems to be having some sort of difficulty with the raking procedure because he has the hiccups and it's throwing him off.
So, yeah. Fun times.
1. The garbage disposal went kaput and clogged up the kitchen sink and the dishwasher. Yay.
2. The vent over the stove is now home to a sizable nest of bees. These are the most relaxed, blase bees I've ever encountered--they'll fly over and land on you like they're just saying hi, then wander off again--but that doesn't mean I want to share my living quarters with them. Adam has sprayed them three times. They don't seem impressed. If you listen closely, you can hear them giggling in there. "Those idiots!" they say. "They're using wasp and hornet killer! But we're bees! We're going to be in this vent FOREVER!!" They think they have a sweet gig going.
3. Also now inhabiting the kitchen are some disgusting black ants. Well, I mean, they're kind of cute for ants, but they are freakin' everywhere. Heck, they're not just in the kitchen. Perhaps they're using the bees for a taxi service to other parts of the house. I've put out ant baits, but apparently this just inspired them to come out in force so now they're REALLY REALLY freakin' everywhere. Joy.
4. The toilet in the hall bathroom is leaking and cannot be flushed unless you want this procedure to involve a mop. So we have to use the toilet in the master bathroom.
5. The SHOWER in the MASTER bathroom, conversely, does not leak. In fact, no water of any kind whatsoever comes out of it at all in any way. So we have to use the SHOWER in the HALL bathroom. This situation has led to a comical ablutionary procedure involving migrating from one bathroom to the other and back as many as three times depending on where you've left your personal toothbrush and whether or not you remember where you left your personal toothbrush. The Dance of the Bathrooms, I call it.
6. It's been storming sporadically all week, primarily whenever Adam seems inclined to go out and do yardwork. In fact, this has become so predictable that it seems Adam has turned into some sort of weird thunder god who wields a weed whacker instead of a lightning bolt. This finally let up today.
7. So, Adam decided to teach *me* how to use the lawnmower. Now, you have to understand that I am comically inept at every sort of yard work and the lawnmower turned out to be no exception. Heck, I couldn't even get the thing started at first. It turned out this wasn't my fault, as Adam gave me misleading instructions on how to start the thing and then stood back and sniggered when I followed them and the lawn mower would not start. He kept telling me to "pull it like you've got a pair!" while I yanked fruitlessly on the starter cord. I asked him, twice, "are you sure I don't need to prime it again?" "No, no." Finally, he got tired of watching me flail around and gave it a yank himself. Nothing. Yank, yank, yank. Nothing. So he sheepishly bends over and primes it again. Bam. Starts first pull. Punk.
8. After I mowed the front yard (leaving comical tufts of untouched grass here and there), Adam decides to tackle the back yard. Now, Adam hasn't mowed the back yard in some time. I'm not sure what we have going on in the back even qualifies as a "yard" any more. It's more like a jungle someone inexplicably fenced in. So he gets out the pith helmet and sends me on an expedition to cut down the more tree-like growths in the hopes that he won't completely annihilate the lawnmower within the first five minutes. I forage around for a while and pull out a full-grown tomato plant with five fist-sized tomatoes on it. No joke.
9. Finally, we're done and I hold the trash bag while Adam rakes up the grass. Only he seems to be having some sort of difficulty with the raking procedure because he has the hiccups and it's throwing him off.
So, yeah. Fun times.
Aug 17, 2009
Facts? What Facts?
I just overheard a television commercial telling people to get "the facts" about health care reform and claiming that no matter what the "scare mongers" say, "you and your doctor will always choose what is best for you".
Excuse me? My doctor and I can't choose what's best for me NOW, much less if this Obamacare nightmare gets off the ground. If I have chronic insomnia, can I get a prescription for GBH (the "date rape" drug)? No. Heck, why do I have to get a prescription in the first place?
The *real* fact is that your doctor and you are the people most excluded from making decisions about what is best for you, and the health care plans of the current administration are aimed exclusively at limiting your choices even further.
Excuse me? My doctor and I can't choose what's best for me NOW, much less if this Obamacare nightmare gets off the ground. If I have chronic insomnia, can I get a prescription for GBH (the "date rape" drug)? No. Heck, why do I have to get a prescription in the first place?
The *real* fact is that your doctor and you are the people most excluded from making decisions about what is best for you, and the health care plans of the current administration are aimed exclusively at limiting your choices even further.
Aug 13, 2009
G.I. Joe
Soooooo . . . it's not actually a bad movie. It's not great, but it's not bad, either. My biggest quibble is that I didn't like the actor they got to portray Duke (Channing Tatum, what a great name), and my main complaint was that his ears completely ruined the character for me. Yes, I'm aware that's extremely petty. Women can be shallow, too. But I had a major crush on Duke as a kid and I don't like seeing him re-imagined as a scarred charisma-less brick with two milimeters of hair and ears that make his head look like an upside-down soup bowl. This is about the worst thing they do with the source material, although I *swear* that I saw Brendan Frasier do a brief cameo as "Sergeant something-or-other" (I didn't catch the last part of the name, I thought it sounded like Slaughter, which would make him the Least Appropriate Sergeant Slaughter Ever Imagined) but he's not credited on the cast list. There are a LOT of very recognizable actors in this movie.
The rest of the movie is as campy as you might expect, but it's not awful because there's an underlying childlike glee about all the explosions, flashing lights, and ridiculous Secret Ultra-High Tech bases. Heck, even the throwaway particle scientist gets his own Ultra Cool High Tech Base even though it's only in the movie for 5 minutes. Now that's devotion to concept. They don't even work very hard at making you care about the characters. Periodically the movie remembers "oh, these people ought to have some motivations here, how do we . . . right, flashback!" and you'll get to see some snippet of a character's personal history unfold. But the movie itself seems to find these flashbacks boring and punctuates them with punching, kicking, and yet more of the beloved explosions. The scenes where you'd normally expect to hear excessive violin music of overwhelming pathos are usually drowned out by, you guessed it, explosions. It's GREAT. It's also ridiculous, particularly during the lengthy underwater aircraft battle (they really should have put that in a giant open-air cave and be done with it) that takes up maybe 1/5 of the movie.
Also, for those who are used to experiencing motion sickness in modern action flicks, don't worry. While they still did *some* photography via the "camera strapped to an excited dog" approach used in movies like The Bourne Supremacy and Batman Begins, it's much less awful and you can actually follow the action even when they're switching rapidly between three or more viewpoints. This is really helpful because otherwise the sheer quantity of action would be inducing epileptic seizures in entire audiences.
If you're looking for something intelligent, thought-provoking, or even emotionally engaging, see something else. But if you're just really in the mood to see Stuff Blowing Up, you could do worse than G.I. Joe.
The rest of the movie is as campy as you might expect, but it's not awful because there's an underlying childlike glee about all the explosions, flashing lights, and ridiculous Secret Ultra-High Tech bases. Heck, even the throwaway particle scientist gets his own Ultra Cool High Tech Base even though it's only in the movie for 5 minutes. Now that's devotion to concept. They don't even work very hard at making you care about the characters. Periodically the movie remembers "oh, these people ought to have some motivations here, how do we . . . right, flashback!" and you'll get to see some snippet of a character's personal history unfold. But the movie itself seems to find these flashbacks boring and punctuates them with punching, kicking, and yet more of the beloved explosions. The scenes where you'd normally expect to hear excessive violin music of overwhelming pathos are usually drowned out by, you guessed it, explosions. It's GREAT. It's also ridiculous, particularly during the lengthy underwater aircraft battle (they really should have put that in a giant open-air cave and be done with it) that takes up maybe 1/5 of the movie.
Also, for those who are used to experiencing motion sickness in modern action flicks, don't worry. While they still did *some* photography via the "camera strapped to an excited dog" approach used in movies like The Bourne Supremacy and Batman Begins, it's much less awful and you can actually follow the action even when they're switching rapidly between three or more viewpoints. This is really helpful because otherwise the sheer quantity of action would be inducing epileptic seizures in entire audiences.
If you're looking for something intelligent, thought-provoking, or even emotionally engaging, see something else. But if you're just really in the mood to see Stuff Blowing Up, you could do worse than G.I. Joe.
Aug 7, 2009
Clearly I'm Dangerous
I've decided to comply with the White House's request:
Dear White House:
I am reporting myself as a dangerous subversive in total opposition to any form of government health care "plan". I regularly express my opposition in print, in conversation, and in electronic media too numerous to mention. I contend that there should be a free market in health care as in any other good or service.
If this be treason, make the most of it.
Jennifer Snow
Aug 6, 2009
Aug 5, 2009
Anatomy: Foot
Aug 4, 2009
Aug 3, 2009
Anatomy: Pelvis
Aug 2, 2009
Clicking Away Your Soul
This video is pretty horrific. It's also somewhat inaccurate--in order to log in and reach the stage where you're faced with that privacy statement, you have to register to get the *dealer* information. But it's still pretty bad when the government is declaring that it *owns the system* while a person is logged in and can share any and all information on said system with anyone it likes.
Car dealerships would be bad enough, but most car loans go through banks and other financial institutions, and they are people who are quite likely to want to register on sites like these, making all of your personal information de jure property of the government.
Oh, I agree that this is likely just sloppy wording and won't ever amount to anything, but it's another sign of just how far over the hill into tyranny this country is. Tyrants and scam artists rely on a lot of the same tricks and the Big Lie is one of them. Think they won't enforce things like this given the chance? They will. People in power who think they're doing things "for your own good" have shown time and time again that they have NO scruples about doing WHATEVER they can do to "get the job done" as long as they can get away with it, and maybe not even then. Heck, the wayward cop who breaks the rules to get his man is as much a cultural icon as the debonair rogue or the cowboy.
Sure, we cheer for cops who find the rules tiresome when they're up against a murderer or rapist or someone genuinely evil. But honest citizens must remember that there are people out there who consider you *genuinely evil* if you are in favor of legal abortions or insist that you have a right to keep your hard-earned cash when someone else "needs" it. Those "tiresome" rules exist for a very good reason and a principled person understands that and accepts them as necessary. If you want a cultural icon, the scrupulous cop would be a MUCH better choice.
Glenn Beck's indulgence in scare-mongering masks a much bigger and scarier issue that could swallow us all whole.
Update: Here is a link that takes you to the privacy policy Beck quoted.
Anatomy: Torso

Here's the torso. I tried to do a bit more with the modeling this time around, although the drawing is actually really small so it looks pretty crude. I'm also displeased with the way the book shades the bones in the ribcage. The dark connective tissue holding the ribs to the sternum should actually be white. It's costal cartilage and literally looks like rubbery white plastic, much whiter than the ribs themselves which are thin and filled with dark bloody tissue.
Aug 1, 2009
Anatomy: Leg
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