Saturday Morning Musing

I really don’t like the hype train. I’m very patient when it comes to people and obligations. When it comes to things I get excited about or that don’t have a specific wait time, I absolutely suck at waiting. Which means I hate watching trailers for movies and video games because they get me super excited for something cool and then I have to wait four months or a year or, in Breath of the Wild’s case, three years. Last week, Nintendo announced the latest Super Smash Bros. game would come out on the Switch this year and all I can do now is wait and think about it. It probably won’t come out until the holiday shopping season, but a soft release date is not very helpful to me.

I’ve never really enjoyed the anticipation portion of anything. I like knowing when stuff is going to happen and then mostly ignoring it until it is time to do something about it. This can sometimes backfire on me, as it did with the Switch, because I missed my 12-hour window to pre-order one. I managed to get on by waiting in line for 12 hours and freezing my butt off, but my life would have been better if I’d just pre-ordered it. For the most part, though, I don’t actually lose anything by avoiding stuff until right before it comes out. I got movie tickets to see Star Wars just fine. I can just go into most book stores to grab books I want. Game stores never actually run out of games these days. Steam makes pretty much every game easily available since I don’t know if it is even possible to run out of digital copies… Heck, most “physical” games are just download codes concealed inside plastic rectangles these days.

There’s only so much planning you can do for stuff like that before it starts feeding into anxiety. I already have enough trouble properly allocating my mental energy without marketing companies doing everything they can to convince me to uselessly spend mental energy on substanceless hype. I really don’t need the encouragement since I’m already to get overly invest in pretty much anything. This means I can be susceptible to marketing because it feeds into behavior I’m already prone to, so I spend a good deal of effort to stay away from marketing geared toward my interests. Which unfortunately means I miss out on a lot of things I might enjoy until long after they’re out.

Thankfully, I’ve got plenty of friends who all advocates of the hype train, so I can ask them what is coming up and get all my gaming news without any of the hype beyond their excitement. Books are a little bit easier to follow on my own because there isn’t as much energy put into marketing them via excitement like there is for video games and movies. Most of the time, we just get news from conventions or author blogs, such as Patrick Rothfuss confirming that The Kingkiller Chronicles trilogy is actually just the beginning of the story. Which I am super excited about, because it means I was right to suspect that there was too much left unanswered at the end of Wise Man’s Fears to wrap up in one book. I love the series, so I am excited to hear there will be more books, but there is no urgency behind this. We don’t even have a release date for the book that was for-sure happening, Stone Doors, so information like this is close to news than marketing.

Honestly, even if I do miss out on things sometimes, I feel a lot better when my life isn’t full of a constant stream of advertisements, marketing promotions, and pitches for things that I probably want. It is a lot easier to focus on what I am doing and what I already have to enjoy when I’m not being bombarded by what I don’t have. Inner peace, and all that.

Intertia

Inertia rules my existence.
It wears the crown and bears the scepter,
Commanding me to march and obey.
I’m no conscientious objector.
I would gladly march like a toy soldier
To keep away depression’s specter.

So long as I am moving forward
I can pretend everything is fine.

If I take a break or push too hard
I will fall into a self-made mine
Where crystallized despair waits for me
Like an old god sitting in its shrine.

Do enough to be making progress
But not so much I will fall apart.
With fiery determination
And bone-deep weariness in my heart
I know I’ll someday find my balance
Even if I don’t know where to start.

Platformers Never Fall Flat

As you might have guessed from yesterday’s review, I’m a fan of platformers. When they’re well-made, they can be some of the most rewarding single-player games out there, in my opinion. They provide the opportunity to tell wonderful stories through the visuals and the interactions between characters in the game without getting bogged down by complex levels or difficult controls. For some platformers, the whole point of the game is the controls, telling a passive story as you move through levels expanding your ability to explore as you go. There’s so much variety out there that I can’t cover them all.

While most of my favorite games are not platformers, it is easy to say that it is my favorite genre of game. Ever since I played Math Blaster as a kid, I have enjoyed working my way through levels by solving simple puzzles and jumping from one bit of safe ground to another. The various Super Mario Bros games, most of the Game Boy games I enjoyed that aren’t Pokemon, tons of great indie games now, and so many easter eggs in bigger-budget games.

Platformers have been in the news a bit more than usual lately. With the advent of Super Mario Maker and games like Cuphead, platformers are getting a lot of attention as a result of their often higher-than-average difficulty. In a lot of games the difficulty is adjustable, making the enemies tougher or weaker, or by giving you more or less information for solving the puzzles. Platformers, though, don’t always have adjustable difficulty. Celeste, for example, did not. There are levels you can unlock, though, that are basically more difficult versions of each level.

For a lot of platformers, the difficulty is set by the precision with which you must control your character. There are Mario Maker levels that require you to pretty much get your timing and movement down to the pixel in order to succeed.  Cuphead is notorious for difficult fights due to the shifting nature of the boss battles, which require you to constantly stay on your toes. Celeste requires you to repeat the puzzles until you succeed, trying to navigate around barriers and use the various game rules and moves to figure out how to move through the stage. This includes adding in a few false-leads that require you to fully consider your actions before you take them. Even replaying levels doesn’t necessarily make them easier because knowing what you need to do doesn’t mean you’ll actually be able to do it. I ran into that a lot. I’d get 90% of the way through a screen, die, and then struggle to get past the 50% mark all over again.

I really enjoy platformers because of this. I get frustrated, sure, but it feels super rewarding to be able to zip through a screen by nailing every move perfectly. I’m not terribly discouraged by failure, so it is easy for me to sit there and attempt to pull of the same sequence of moves for five or more minutes if I encounter a particularly difficult puzzle. My main problem with most platformers is that they’re often on the computer and I don’t really enjoy playing them on the computer. Getting Celeste for the Switch instead of my PC was the best decision I made in the last month. Being able to pick it up for only five minutes and then being able to put it down without worrying about accidentally closing the game is invaluable. I own a bunch of PC platformers that I’d probably re-buy in an instant if they made a version for the Switch.

I’m no platformer god. I’m persistent and I learn by doing, which means I tend to think better by making split-second decisions without too much time to analyze. This gives me an advantage because that’s what platformers, especially ones based on momentum, need most of the time. Only a few times has Celeste given me the opportunity to look ahead so I can determine what I need to do and it is the only platformer I’ve ever played that lets me do that. I enjoy the challenge of momentum-based games, even if I often flub the ending of individual challenges because I continuously forget to watch where I land instead of the difficult bit I’ve just navigated. I’m pretty sure this habit of mine accounts for at least half of my deaths in Celeste.

Climbing the Mountain of my Heart

First and foremost, I want to thank one of my readers who contacted me, Ryan, for recommending Celeste. I would not have played it without your suggestion because it wasn’t even on my radar before that. I enjoy platformers, but I’m not very good at staying up-to-date on video game news. Trying to follow everything that’s happening is super stressful. Normally, I rely on my friends for that kind of information, but none of them are really into platformers, so thank you so much for recommending a game I have immensely enjoyed.

Like most indie platformers, the game is fairly simple in concept. The game follows a young woman, Madeline, as she attempts to climb Celeste mountain. The controls are basic, based around jumping, an air-dash, and climbing. The levels are often only as big as your screen and the simple move set means it is fairly easy to figure out how to move through them, but the game is still very challenging because the maneuvers require precise timing and execution. Timing your jumps, dashes, and climbs so you wind up being able to combine them all in a quick string that lets you finish by dashing to the final platform at the right moment, to avoid the floating spikes that are moving back and forth, becomes a real challenge. Dying only set you back to the start of the screen or the last mini checkpoint, but it can become the right kind of frustrating when you’ve died a couple dozen times on the one screen.

In addition to the air-dash, there are a number of level-unique gimmicks and a few game-wide ones that get introduced to add variety and further complication to your play. Platforms that fall or crumble a second after you land on them, bouncy clouds, little bubbles that throw you a certain distance in whatever direction you’re pushing, and even little feathers that turn you into a little orb of light dashing through the sky. Moving spikes, weird black round shapes with eyes, and moving platforms that catapult you in the direction they’re moving if you time your jumps well. All of it comes together to create a wonderful and challenging platformer that offers you a ton of variety.

To up the ante, there are various collectibles spread throughout the levels. Strawberries scattered throughout the level, little mini-game screens with “B-side” tapes on them, and crystal hearts in hidden rooms that will encourage you to leave no room or direction unexplored. The strawberries are just collectibles to incentivize exploration, but the B-sides and the crystal hearts add things to your game. Each level has a second, harder version you can unlock by finding the tapes while the last level, Level 8, is stuck behind a wall you can only unlock with four crystal hearts. Like most good collectibles in these kinds of games, you can enjoy the game without needing to gather them, but they add to the game if you take the time to find them all.

Thematically, this game is far more complex. Madeline is climbing the mountain because she feels like she needs to make a change in her life. As you learn throughout the game, Madeline suffers from some pretty bad depression and anxiety, resulting from something bad that happened to her (it is never specified, but the game hints that it may have to do with a past relationship). She has to learn how to deal with the problems that come up as a result of her mental health issues all while trying to cope with the mountain itself, which seems to be doing everything it can to make her journey more difficult. You can even see her slow growth throughout the game in the ways she interacts with and talks about the other people she encounters.

My favorite part, which hit super close to home, is an exchange between Madeline and Theo, a hiker she encounters throughout her climb who she just rescued from the materialization of her inner demons. They’re sitting around a campfire, talking about what happened and why it is happening. Eventually, Theo asks her a question (I’ve trimmed out non-relevant or spoiler-y bits of dialogue):

T: Why not take a vacation instead?
M: I guess I feel like I need to accomplish something.
T: It sounds like you have enough on your plate already.
M: I guess it is kind of extreme. But that’s how I am. I need something to challenge me. And I can’t just do something a little bit. It’s all of me, or nothing.

As someone whose main coping mechanism is “find projects to do” and who has often said that I find it much easier to commit 100% that hold back, I felt a little called-out by the game. Madeline even uses similar language to describe her depression.

I’m currently climbing my own mountain. Trying to update this blog every day for what’ll wind up being at least thirteen months, trying to work enough to pay of my loans quickly, trying to work out regularly, trying to work on my novel five days a week, and trying to maintain my relationships (romantic and platonic) by staying socially active. So far, I rarely ever accomplish all of those things, but I try every day and don’t give myself a hard time if I can only do one or two of those on any given day. I remember learning the lessons that Madeline learns in this game and this was an excellent reminder that I need to be careful or I’m only going to wind up making my life more difficult for myself.

I have to say, this game came at exactly the right time for me. I suggest you pick it up for its super fun platforming and then appreciate it for the wonderful story it tells in a form that doesn’t typically lend itself well to storytelling.

 

 

Coldheart and Iron: Part 8

READ FROM THE BEGINNING


I pushed open the door and took in the scene unfolding in the clear space between empty animal stalls. Standing in two groups, the nomads and laborers were yelling at each other. In between them was Camille and a few Wayfinders with guns trained on the floor. I could see Camille shouting to make herself heard over the hubbub as the rest of the Wayfinders caught between angry mobs uneasily thumbed their safeties. All the other Wayfinders were sitting near their guns and the nomad children were huddled in a corner away from all the commotion with the older woman sitting in front of them.

The scent of hamburgers and my extreme hunger set aside, I tossed my gear to the ground and hurried over to the two groups, waving my arms. As I jogged up, I locked eyes with Camille who grimaced and then fired her gun into the far barn door. As the sharp crack of her rifle faded, silence fell and the two groups became aware that I was shouting at them.

“What is going on here? I want you and you” I pointed to one person from each group, a woman from the nomads and the laborer who stood furthest forward, “to explain to me why you aren’t behaving like adults. While they’re doing that, I want everyone else at opposite sides of the barn. Hands kept clearly visible or I’ll send Wayfinders to find out why they aren’t.” I crossed my arms  and glared from one group to the other. “You couldn’t just sit and eat your dinner in peace?”

The two groups, shepherded by armed Wayfinders, retreated to opposite sides of the barn. A few people from each group shot bashful looks in my direction, but no one split off from their group. After a quick whispered conference, the laborers sent the man I’d pointed at over. He was the friend of the man who had been getting aggressive with Laura a few days ago.  He started to speak, but I held up my finger to silence him while I waited for a nomad to join us. When they finally sent the woman over a couple of minutes later, I pointed at the laborer. “Speak.”

“These idiots led the bandits to us. It is their fault our friends died.” He clenched his fists and his jaw for a moment, but relaxed them a moment later. “We just want them to accept responsibility for these needless deaths.” After a moment of silence, I pointed to the nomad woman who was positively bristling.

“My wife wouldn’t have died if it weren’t for these assholes! If they had any ability to defend themselves, none of the bandits would have gotten close enough to kick down the door and kill my family.” The woman’s voice broke and she clenched her fists. “If only they had been better, Elaine would still be…” She broke into tears and I braced myself to stop her from lunging at the laborer, but the tension drained out of her body and she covered her face.

The laborer turned to step toward the nomad, clearly uncomfortable but unwilling to back down. “If they had come to where we were instead of trying new windows, no one-”

“That’s quite enough.” I grabbed the laborer’s shoulder and pushed him back a couple of steps. “I know both of you lost people today, on top of what must have been an exhausting night and day. I’m not going to ask that you calm down or control yourselves, because grief is important and should not be denied. You should mourn however you see fit, just do it without blaming other people.”

I turned to the laborer. “You all signed waivers. You knew this could happen at any time and that some of you would probably die.” I waved my hand as he started to speak and then put it on his shoulder in an attempt to be somewhat comforting. “Yes, this was awful, but we’re not safe yet. Surviving until after the blizzard should be our focus for right now. We can rest and mourn once we have taken shelter for a few days.” I patted his shoulder and then turned to the nomad.

“Your group has lived outside of an enclave for years. You all knew the risks you took. I’m sorry about your wife and your friends, but the laborers are not to blame for their death. These things happen and we need to stay strong and work together if we’re going to prevent any more loss of life.”

While the laborer stared at the ground and the nomad wiper her tears away, I sighed. “I know how hard it can be to lose people. I’m a Wayfinder because I’ve got no one left to me but this family I’ve created. I’ve buried my own share of people. They were there and then they were gone. There’s no sense to it.” I paused to clear my throat and master the emotion roiling through me before quietly continuing. “I had to do it again today.”

I paused to clear my throat again, letting my feelings of loss and failure to protect my people and those we had taken under our protection wash over me for a moment before pushing them away again. “None of us is alone in our grief. If we want to get through this, we need to support each other. The blame for today’s death lies with the bandits and they’re all dead.”

The laborer shuffled his feet and, after a deep breath, looked up at me. “Thank you for your help, Wayfinder Marshall. I think we all would have died without your aid.” I nodded, and was about to express my condolences, but he cut me off as he stiffened his back and his eyes hardened into a glare. “The thing is, though, we all paid good money to be guided and protected. Sure, we signed a waiver. But we also had a contract!” He crossed his arms and clenched his jaw, but his glistening eyes betrayed the hurt and frustration he felt. “Bringing these people to our group violated that contract!” His voice lost a little bit of its steam and I could hear the hitch in his voice, even if he did his best to hide it. “And it brought the bandits down on us.”

“The person responsible for breaking the contract has been punished according to our rules.” I shifted my stance a little, trying to look a little more stern but still conciliatory. “We did everything we could to guarantee your safety. What’s done is done and I will not tell you who is responsible for that decision. If you have any problems, you come to me. If you try taking issue with any of my people, they will direct you to me.”

“Thank you, Captain, I will make sure to speak with you if anything else comes up.” The laborer nodded, arms still crossed and back rigid, but this time all traces of sadness were gone from his face “In the meantime, I’d like to discuss our refund.”

I hid my surprise and mounting frustration by going into business mode, all expression gone from my face and all emotion gone from my voice. “Your refund.” I arched an eyebrow at him and let a little disbelief and the tiniest trace of humor I didn’t feel seep into my voice.

“Yes.” The laborer cleared his throat. “Since someone in your organization violated our contract, we’d like our money back.”

“We can discuss this later. This is for the two of us to talk about alone, rather than in front of this woman.” I nodded to the nomad woman who was still sniffling. “Is there anything else I can do to help you, ma’am? Or are you and your group ready to retire for the night?”

She nodded and wiped her eyes one last time. “If you cannot guarantee our safety or give us space away from these poor marksmen, we’d prefer to break off on our own.”

I calmly took a deep breath before answering, trying to keep the anger I felt out of my voice. We spent valuable resources and lost people trying to save both of these groups and they were turning on us. “You can do that, if you like. You will have to leave everything we gave you behind, though. All of the weapons and gear we’ve recovered from the bandits, too. Everything you didn’t bring yourselves.”

“No.” She folded her arms across her chest, matching the laborer, and her face went from watery and sad to commanding in an instant. “We fought and died for those. We’re entitled to a one-third share of everything from the bandits.”

“Like hell you are!”  The laborer stepped forward again, dropping his arms and balling his fists. “If it wasn’t for you, we wouldn’t have been attacked. You’d all be dead if it wasn’t for us!”

She sniffed derisively. “And that’s why we get a share. You defended us, but you wouldn’t have gotten anything without us.”

I stepped in between then, pushing the laborer back as his face turned red and he raised a fist. Part of me wanted to laugh at the absurdity of it all, but the rest of me wanted to curl up and cry after eating as much as I could. I settled for remaining calm and neutral. “Stop it.” I turned to the woman. “Wayfinders have rights to all items looted as a result of action on their part. You’re using them because it’s worth our while to invest in you protecting yourselves. If you leave, you leave everything but what you brought. We’re guiding you for free and you are lucky we don’t just take everything you have of value in payment.

“And you!” I rounded on the laborer. The physical and emotional exhaustion I felt starting to wear away the calm facade I had been propping up. “Go back to your group and cool off. I’ll come find you after dinner and we can discuss the contract.  I can tell you now that it won’t change anything. You’re not getting your money back.The field decisions clause means any decision I make in the field will not violate the contract. The conditions outside of the enclave cannot be predicted beforehand.” I gestured for him to return to his group. “You should still have the paper copy you all signed. Read through while you wait. Let me know if you find any holes.”

I turned my back on the man, but shot a glance at Camille, who was watching from a dozen steps away. She nodded, letting me know he’d walked away. I turned my attention back to the nomad woman. “Is there anything else?”

She shook her head. “No. We’ll stick with your group, for now. I’m sure you can expect a poor net review when we get to an enclave.”

I laughed as she walked away, absurdity winning out. “The world doesn’t work like that anymore. The net may still exist, but Yelp sure as hell doesn’t.” I was still chuckling but getting close to tears when Camille walked up a minute later.

I nodded, surreptitiously wiping my eyes. “Thanks for keeping an eye on us. I didn’t think it would come to the point where you’d need to intervene, but everyone was a lot angrier than I expected.”

Camille shrugged. “It never hurts to be prepared.” Camille stood to attention and saluted. “I’m officially handing command back to you, sir. We’re back to people stuff and I’m ready for my first sleep in almost three days.”

“Thank you.” I saluted Camille. “Rest up. I have a feeling we’ll need to keep an eye on these two groups for a while yet.”

Camille grunted and walked off toward the Wayfinder campfire and her bedroll. “Yeah. Especially if we’re going to all be cooped up together for a week or more during that blizzard.” I sighed and followed her, trying to be more optimistic about the likely results of our next few weeks. All I could see in our future, though, was a bunch of fist-fights and more anger. Even though it would be ideal, there would be no way for us to have two separate shelters prepared and stocked in the few days we had left before the next blizzard.

 

Tabletop Highlight: Working with Your Players in D&D

I know I write about D&D a lot. I have a lot to say about it. Aside from general things like “video games” or “books,” I don’t think I’ve spent more of my leisure time on anything other than this campaign I’m running. I’m constantly running over details, thinking about what I think should come next, and trying to figure out what my players are going to want to see next. After the travesty that was the collapse of my first D&D campaign, way back in college (fun fact: it fell apart almost exactly 6 years ago), I take my players’ input, ideas, and desires much more seriously.

I did a good job, back then, of listening to what my players wanted and there were a lot more factors involved in the collapse of the campaign other than my DMing, but I know it certainly didn’t help things. Now, I listen, implement, and predict. I play mostly with people I know fairly well and I generally don’t get into “serious” story stuff until I know what everyone wants well enough to produce a story they want to star in. Before then, I keep it super generic, roll with whatever they respond well to, and do whatever I can to help them figure out where their characters are going.

My best example is a story I’ve referenced a few times now. How the Half-Elf (previously Halfling (previously Rilkan)) lost his body and why Raise Dead wouldn’t work on his Halfling corpse.

The campaign started simply. The players all made level 1 characters using my slightly-modified 3.5 rules and they were all acting as guards for a colony. Typical first-level stuff since this world sends colonies of mixed race out into the wilderness in order to expand the territory held by the federation and sent a large quantity of guards along because colonies had a bad habit of disappearing or falling to wilderness creatures. In exchange, the guards were given parcels of land, money to start a business in a new economy that was backed by the government, and any treasure they accumulated over the course of their duties.

They colony ran into the usual wilderness problems like kobolds, corpse-eating dogs, and zombies. It quickly became apparent that some force wanted the colony gone, so they players set out to discover what that force was. After a few horrible accidents that resulted in the death of a temporary character and the arrival of a permanent character for a new player, they settled in to figuring things out and protecting their colony.

I don’t know if you’ve ever played first level characters with new-ish players, but they often wind up changing their minds about the direction they want their characters to go in. Rather than scraping the character and making a new one, I usually let them make a few adjustments during the first half-dozen sessions. This time, the players got all the way through their first few levels before the Paladin and the Rogue told me they wanted to change-up their characters.

At this point, I had the basics of a story percolating and I instantly had an idea of how to work in their proposed changes AND give them a plot hook none of them would ever want to ignore. So the Rilkan’s subplot became a major plot and the necklace he inherited started becoming a bigger problem than he anticipated. Suffice it to say that, several failed Will Saves later, the demon inhabiting the necklace convinced him to free her of the last abjurations holding her in place and she then used her powers to displace his soul in his body.

After that, she trapped his soul, stunned the whole party (except the Paladin), and gave them to the rather old Black Dragon they were trying to trick. Bargains were struck, the Paladin learned that he couldn’t solo a Black Dragon, and the Black Dragon got to save on shackles because the Paladin had one fewer hands.

Eventually, they were rescued by the demon’s holy opposite. A “minor” deity saw their plight and a few other things that the players might not know about. Being concerned with Justice, he offered them assistance so long as they swore to do as he commanded–hunt down the escape demon and contain or destroy her. Needless to say, the party immediately agreed. Even the Rogue’s soul agreed. In exchange, they all got a measure of the deity’s power to bust them out of prison, the paladin got a divine-magic replacement arm that let him bypass some of the requires for a good prestige class, and the Rogue got stuck in the body of a recently-deceased Halfling that had similar, but slightly different training.

All-in-all, the party got exactly what they wanted, I got a plot hook to carry them along, and the Rogue’s player got to deal with the fact that a Raise Dead spell wouldn’t fix him because it’d call the body’s original soul back. Reincarnate was the only way to bring him back to life that time. Now, though, the new body is his and Raise Dead will work again. Only, it is a Half-Elf and they kinda suck in 3.5, unless you’re specifically picking it for character reasons.

I like to work with my players when I can. The rules are plain enough that adjusting or tweaking things is fine with me, so long as my players are doing it because it helps them create the story they want to tell. If all they want is bigger numbers well… Those are fun, but their place is in a different campaign. I am even adapting a fun prestige class for one of my players because it is super awesome for his character’s arc AND it plays into the story I’m telling so while I might as well have scripted it. A lot of the time, the players are your partners in telling the story, so hearing them out can’t go wrong. They’re just as invested as you are, especially if they’ve been your players for two years, now.

The Nose Knows

Martin “The Nose” Samson could feel something was wrong. He trusted that feeling with his life, because it hadn’t been wrong yet.
He was at home, alone, eating breakfast. A normal Sunday. Afterwards, he was going to do the dishes and read because he had nothing going on until that evening, when he would join his friends for their usual movie night.
After finishing his cereal, he walked around his apartment, looking for anything that would explain his foreboding. Gas wasn’t leaking, doors weren’t mysteriously open, nothing was out of place, and there was no around his house.
Mystified, he returned to his routine. He cleaned up, read, and was making lunch before he heard something that startled him. Something was scratching at his front door. Martin didn’t have any pets. He liked to be alone at home, which included avoiding animals. He preferred plants
Martin walked over to his front window and peered out at his porch. There was a woman standing in front of his door, picking at something. He watched her for a moment, but she kept scratching, occasionally stopping to flick bits of something into his front garden.
Unable to squash his curiosity, Martin went to the door and opened it. “What are you doing?”
After a moment of surprise, she shrugged apologetically. “Sorry, I sneezed when I came to your door and I’m trying to clean off the mess I made.” She held out a hand. “Anyway, I am here to let you know that I’m your new neighbor across the street.”
Martin shook her hand. “Nice to meet you.” As he let go of her hand, he realized it was the one she’d been using to pick at the door and the trepidatious feeling vanished.

Saturday Morning Musing

Rejection is hard. Few people enjoy it. I spent all of last weekend resting because of it. I did my first submission of 2018 and got a form email rejecting my submissions, so I decided to spend my weekend reading, gaming, and resting.

Rejection is something I’m still not used to facing. It has become familiar, but I don’t know that it will ever become something I am used to. I’ve faced it numerous times, as a writer and in other parts of my life. I didn’t exactly spend the four years between my relationships not asking women out. I didn’t just quietly hate my old job and the way things worked at my old company. I’m an action-oriented person. I do things. I ask people out, take risks, and try to affect change when I think it needs to happen. I submit at least one creative piece a month, and used to apply to any conference I thought was relevant in college. I have seen a lot of rejection and I’ve gotten good at processing it.

I was actually planning to not submit anything this year. I’ve got a lot on my plate with daily blog update, trying to figure out how twitter works (I think I’ve gotten the first couple steps down, but tips are always welcome!), and trying to get back into the swing of working on my books. There isn’t much time in there for me after you factor in my job, self-care like sleep and working out, and dating. But I guess I’m back to it? There’s no reason not to submit if I’ve got a contest or magazine and something appropriate sitting in the wings. Except, you know, rejection.

These days, rejection is a lot like a bee sting. It is painful and uncomfortable, but hardly fatal (I’m not allergic, so the analogy works for me) and the pain will diminish as time passes. Before long, all you remember is that you were stung. That’s what these rejections were. Painful and not something I wanted four of at once, but I handled it fine and I’m alright now. Honestly, the most frustrating part, and the only thing with any emotional bite left to it, is the lack of feedback.

Feedback is super useful when getting rejected because it means the reader like your stuff enough to make suggestions, even if it wasn’t what they were looking for. I don’t remember where I read it, but someone wrote that the process of getting published follows a pattern. First, you get form rejections. Then, once you have improved your craft, you start getting rejections with feedback. After that, you start getting a few small acceptances mixed into the rejections with feedback.

I know the above process is hardly something I can count on and not even an unlikely expectation, but it still sucks to not have gained anything from the stress and work of preparing something for submission and submitting. As annoyed as I felt, I felt even worse for my friend who had written an entire short story to submit and gotten a form rejection. I just took some poems, wrestled with my doubts, cleaned them up, and sent them off. Took about five or so hours, all told. My alpha reader spent several days working on this story, getting feedback, and turning it into something I honestly thought was a perfect fit.

While I didn’t enjoy it, I am thankful for this rejection. It forced me to slow down and take a break. I keep myself running at a high level of stress to maintain my focus, but I have a tendency to not let go of my tension when I need a break. I hold onto it and ruin my ability to enjoy whatever rest I’m allowing myself. Thanks to the rejection, I’m spending more time on taking care of myself and prioritizing doing things to recharge. I had someone contact me via my blog to recommend a game and I started playing that last weekend. I’m loving the game so far and enjoying having something super rewarding and engaging to invest my time in. I’m planning to review it for next week’s review day, so hang tight and you’ll get to read about a game that wound up being thematically appropriate to me and my life right when I started playing it.

The rejection sucked. The rest was good. Today, I feel more ready for the future than I’ve felt in well over a year. I am doing new things every week, constantly expanding my capabilities, and improving myself. I’m just over two months into 2018 and I really feel like this is going to be my year. I don’t know what it will bring, but I’m ready for it.

Dreams

My dreams are a dark unknown abyss
That always deny me restful bliss
As I try to sleep and only miss
Each and every attempt to end this
String of nights forever gone amiss.

My dreams often lose their frightful sheen
When they are so few and far between
I forget the horror I have seen
And eagerly await the next scene
Of whatever story I am keen
To introduce into my routine.

My dreams aren’t sweet, ephemeral things
Tied to secret hopes by hidden strings
But scaly monsters replete with wings
Moving in silence so loud it rings.

My dreams have no blood and guts and gore,
They have something even worse in store
As I toil through my nightly chore
Of knocking on the dark, horrid doors
Of my mind to find what it fears more
Than any monster to wash ashore.

Gotta Catch ‘Em All

I’ve been playing a lot of Pokemon X lately. I’ve finally gotten past the place where I stopped last time, even after falling into the same hole of earning tons of money and XP fighting in the Battle Chateau because I’m a completionist and would rather spend two hours walking in circles to find the last Pokemon than move on and breed it from the evolved form I already caught. The problem is, there’s no real “complete” moment with the battle Chateau, so you can level up Pokemon endless or make sure that your wallet is always sitting comfortably above one million Pokedollars.

The other thing I’ve encountered, since I’m actively working on catching all of the Pokemon these days, is just how many Pokemon there are in this game. I’ve caught or evolved over two hundred so far and I’ve only just gotten the fourth gym badge. If I never caught another Pokemon and just evolved the ones I’ve already caught, I’m certain I’d break three hundred. Every route I enter, and even some of the cities, has new Pokemon to catch and there are few overlaps. Thankfully, I’m an old hand at walking in circles and can afford to just throw Ultra Balls at everything because I just go to the Battle Chateau every day so I can achieve my dream of eventually earning a billion Pokedollars. Specifically, having a billion Pokedollars at once, if that is even possible. If not, if the money counter doesn’t run that high, I will settle for having had a total of one billion Pokedollars. I’ve been tracking my expenses so far and I’m a little over two million right now. Only nine hundred and ninety-eight million to go!

I did the same thing with all of my Pokemon Moon play-throughs, and am currently doing the same thing with my Pokemon Ultra Sun play-through. There’s a lot more overlap in Sun and Moon, though there is also variation in what Pokemon can be found on a route depending on which patch of grass you’re in. If I didn’t use a location guide to find out which Pokemon are available where, I’d have missed a few dozen, for sure. That being said, I prefer Sun and Moon’s methods to X and Y’s. I don’t feel trapped on routes as much since I know I’ll be able to find the Pokemon on other routes, much of the time. The biggest downside trying to catch them all in Sun and Moon is that you never get the customary National ‘Dex.

The National ‘Dex was introduced by that name in the third generation of Pokemon games, Ruby and Sapphire. In Gold, Silver, and Crystal, it was referred to as the “Old Pokedex Mode” but it was essentially the same thing. Ultimately, it is an organization of the Pokedex to include all known Pokemon, listing the Pokemon by oldest to newest. It has been a staple part of the core Pokemon games and they completely abandoned it in Sun and Moon. I was devastated! I was looking forward to compiling all of my Pokemon in these new games only to find out that I could, but I’d have no way to actually track them in-game aside from portioning out PC boxes and figuring out where to place Pokemon that way. Which is why I spent the $5 for the Pokebank because you can do the same thing there, but it is a lot easier since it directly interfaces with most of the games. Only one transfer required and you can access it from any of the modern games.

The National ‘Dex available in the Pokebank is likely to be the only National Pokedex available going forward. Since it will be able to interface with all future games and will help solve the problem of cross-generation trading that was such trouble from the very beginning, I can’t see it going away any time soon. Since it is essentially cloud storage for Pokemon, we’d need some kind of big jump in technology for it to be worth changing the system to use something new.

While it isn’t as fun to use the Pokebank to check my National ‘Dex, I can see the value. Nintendo and the developers of Pokemon can just upgrade the one app and the Pokemon in the cloud can be made available to any device people use to access it. Portability, safety in the face of lost systems or games, and ease of access. I just wish there was some character who would give me things for completing it like there was in all of the games leading up to Sun and Moon. I want my ultimately meaningless recognition and prize, dammit!