The Weight of Sleep Deprivation

As of writing this, it has been about three months since I’ve felt well-rested. July of this year, coming off a vacation, started roughly since I was struggling to get my sleep schedule under control and, in a preview of the what would wind up being the entire month of September (and an unknown amount of October), had just returned from a vacation that was nice but not terribly restful since I kept having back pain due to the mattress I was sleeping on. The stress from that first week of July just picked up from there due to work deadlines and the amount of heavy labor I had to do to meet those deadline at my job. Plus, the back pain I had over my vacation faded a bit, but never entirely went away before it start slowly growing worse and worse until August started and I realized I needed to replace my mattress. It peaked two weeks later when I woke up with such severe lower back pain that I was afraid I’d permanently damaged my spine, prompting me to go out immediately in search of a new mattress. While I was able to reduce the severity of the pain I was dealing with by putting my futon mattress on top of my old, bad mattress, it didn’t really do much more than allow me to not feel like I was breaking my back by going to bed. Then, after an exhausting month of never enough sleep, I settled down for my first night on my new mattress and then started my birthday after barely six hours of sleep due to incredible and debilitating back pain. Since then, I’ve struggled to get even an average of five hours of sleep a night thanks to similar (but not the same) back pain that has shifted around my back over the entire month of September. Now, as October starts, my only hope for relief is the physical therapy appointment I have set up the day before this post goes up.

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Wrapping Up Dragon Age 2

As you might have guessed while reading yesterday’s post, I’ve finished Dragon Age 2. I had a decent time with it. I genuinely enjoyed the storytelling within it, working my way through the tragedies that befell the Hawke family, and it felt fun to shift Hawke’s personality a bit as more and more stuff happened to them. I went from an aggressive, confident Hawke in Act One to a somewhat aggressive but mostly confident and diplomatic Hawk in Act Two and then an aggressive and quick to strike Hawke in Act 3, all reflecting what had been going on in their life over the total of seven years that the game covers. After all, Hawke learned the lesson that sometimes you need to strike first and ask questions never when someone rouses your suspicions. It’s not like you can see your mother turned into some unholy abomination and perversion of the magic you value so much in your own life without learning that maybe some people just don’t need to be alive anymore. The only time I really felt like the game failed me–or at least fell short of allowing me to take the actions I wanted to as part of roleplaying my character–was at the start of Act 3 when Meredith implies that Hawke’s mother’s death was Hawke’s fault. If I could have pointed out that she was explicitly charged with handling rogue mages or just, you know, struck her down for suggesting Hawke was at fault for what happened to Hawke’s mother, I’d have been much happier. Other than that, I felt like the game did a pretty good job of letting me direct my Hawke freely while still steering the game toward the tragic. I mean, I was definitely leaning into it most of the time, so take my satisfaction with a grain of salt, but I still think the game did a pretty good job of allowing for player choice within a much more contained narrative than we’ve seen in in Dragon Age: Origins or Dragon Age: Inquisition.

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Dragon Age 2: Legacy Doesn’t Pass The Test Of Time

I realized over the weekend that I was about to start the final mission in Dragon Age 2 and immediately stopped what I was doing so I could do the final narrative DLC first. It was a close call, that, but it wouldn’t have been too bad since I am still compulsively quick saving every few minutes, so I could have easily gone back to do the DLC if I’d accidentally pushed past the point of no return in the main game. All of which feels like an appropriately hurried start to Dragon Age 2: Legacy since it’s a bit of an odd duck of a DLC. Not only was it the hardest thing I’ve done in Dragon Age 2, but it felt somehow both much more direct (mechanically) than most of Dragon Age 2 and much less direct (informationally) than the rest of the game. I know I’m not as clear on all the details since my sleep-deprived brain has been letting go of some of the short-term memory stuff that isn’t super important, but it really feels strange that the entire premise of this DLC was that my character’s father was press-ganged into maintaining a bunch of magical barriers for the Grey Wardens and that now she was needed by a couple factions because of her blood-relation to the guy who made the barriers. The primary faction was a group of darkspawn-tainted people who all wanted my character’s blood in order to disable those barriers so the guy trapped within them could be set free and my character chased them down into the prison such that she got trapped as well, all of which meant that this guy, Corypheus (the main villain of Dragon Age: Inquisition), had to get let free so I could leave as well. There’s no relevance to any other plot, no attachment to the broader world, nothing but some guys attacked me, Hawke, the Champion of Kirkwall, so I had to go on a little vacation to hunt them down and murder them, thereby unleashing an ancient horror on the world that was so great that it spawned an entire video game.

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Introducing New Tension Into The Magical Millennium

After months of slowly building (which is the unfortunate reality of running a game for a group that meets every other week), I finally introduced the first piece of narrative tension in my D&D campaign, The Magical Millennium. I built some tables, set up some ideas, hinted at what is to come, rolled some dice, and stayed true to the design sentiment that my players and I agreed on for this campaign. Now, finally, after months of slice-of-life roleplaying with some intermittent bits of modern-fantasy and danger being packed in around that, I’ve finally introduced the first bit of high fantasy tension. What began as a simple job to help (and protect, if need be) an herbalist pick herbs in the area north of the city–close but not too close to the massive barrier that sealed off the hellmouth that threatened to plunge this area into death and chaos back at the start of the titular Magical Millennium–turned into a quick hike back to safety when the barrier cracked and a moment of intense danger when something came blasting out of that barrier to land in front of the party. Casual herb collection and a nice hike through the woods as the group failed to address the inter-party tension was all but forgotten as the booming crack of the barrier flooded the area with infernal energy and the woman they were helping directed them all to follow her down a faster path back to the parking lot. Once they reached safety, after ploughing their way through a Hook Horror (half-dead from being blasted out of hell but more than capable of killing any of them but the barbarian in a single turn), they were debriefed by the emergency response groups, sent home, and eventually collected back up for the planned lock-in that had added “make sure the young adventurers don’t do anything stupid” to its program for the evening. All in all, it was a great session and while I think I could have run it better if I’d been better rested, I’m happy with how it turned out.

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Farewell, Sweet Cohost

Today, the day this blog post is going up, is the last blog post I will be sharing before Cohost goes read-only. I’m sure I’ll have at least a little more to say over there that will be unique to Cohost and written the day-of, but I wanted to carve out a little space on my blog to say a final farewell. After all, as I’ve said in the past (just two weeks ago, actually, though the experience of that time felt much longer than the calendar says it was), Cohost was my new home on the internet and I will sorely miss it. There really aren’t a lot of places on the internet that aren’t focused on the numbers. Even this place has a numerical metric that I can’t help but constantly look at… It was a place to just exist without any kind of ambition or motive. I could go there, read posts, occasionally comment, learn something new, and find something that piqued my interest. I don’t know if I’m ever going to push myself to invest in a website as much as I tried to push myself to invest in Cohost (something that started tapering off over the past year due to work stress and then seeing the writing on the wall with the mid-Spring funding scare that presaged Cohost’s eventual shuttering), but I think I’m done looking for a “home” on the internet. I will probably still look for community, of course, but I think it is time to acknowledge that the current state of the internet is incredibly toxic to most people’s well-being and perhaps mine in particular. Cohost wasn’t perfect, of course, but it was a much nicer place to be than any other website I’ve visited regularly and miles beyond any other social media site. I’ll keep my blog going, of course, since I’m too stubborn to ever given up something valuable that isn’t also harmful to me, but I think I’m going to try to make some spare time and save a little energy for finding a way to make a social home offline.

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The Dangers Of Prescriptive Language In Self-Help Texts

After a long summer break from class, I have once again returned to my “management interested course” and I am just as underwhelmed by it as usual. I’m still going to participate in it and put in an honest, good-faith effort since I want to one day do some kind of management stuff, but it is difficult not to look at the course I’m taking and the classes I’ve sit through with the jaded eye of someone who has watched management make mistake after mistake once the person who’d historically held the reigns passed away. Most of those mistakes were largely harmless and the rest are eased by the number of competent people involved who are able to negate–or at least reduce–any potential harm that might be done. Plus, they’re infrequent enough that the company I work for is still doing great. It’s really not a bad place to work most of the time, even as miserable as I can sometimes get when the stress piles on and I’m struggling to continue working at all, but it is undeniable that there is a huge amount of survivorship bias clouding the judgment of large swathes of the upper administration here, almost all of which becomes nakedly visible during these courses as one VP after another presents something they’re supposedly an expert in. That said, there are a few who clearly know what they’re talking about and while I might take issue with their presentations for other reasons, there’s no denying that the person presenting the current bastardization of the “7 habits of highly effective people” self-help/philosophy course knows his stuff.

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Trying (And Failing) To Rewatch Dexter

One of the results I’ve noticed from my decade and a half of therapy is that there are things that bother me now that didn’t bother me in the past. As far as I can tell, it’s a result of me being more in-tune with my own emotions and removing the callouses that had formed around my trauma so I could actually process it and properly heal. All of which means that certain actions in video games bother me more than they used to. Or that certain TV shows I once found fascinating at best and interesting at worst are more than I can stomach without some amount of emotional fortitude (which I am still running short on these days). Which is why I started and then quickly stopped rewatching Dexter when I ran out of stuff to watch on a really depressed day. Turns out watching a show all about a guy who ties down, tortures, and then murders people is too much for me to handle without feeling anxious and bad. Who would have thought that casually exposing myself to one of my own trauma triggers would be mentally distressing? What a surprise.

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Authorial Intent Versus Player Interpretation In Unicorn Overlord’s Support Conversations

Now that I’ve finally cleared Paper Mario: The Thousand-Year Door, I’ve returned to playing through Unicorn Overlord in whatever spare gaming hours I’ve got that aren’t dedicated to playing through the Dragon Age franchise (which have been a lot, lately, since I’ve been too tired to engage with Dragon Age). In fact, I just cleared one of the two major plot beats introduced after the initial setup–forming the rebellion that would make up the core of the game and rescuing the childhood friend who got kidnapped the instant they got off the boat in one of the most infuriating cases of “don’t just stand there, jackass. Do something!” I’ve ever seen–and unlocked a massive slew of support conversations that I’d been sitting on since I realized I could just spend the ample money I earned in the game to increase everyone’s support levels. While the plot doesn’t reflect the writing chops brought to bear on giving voice to the characters, it’s impossible to deny that this game knew what it wanted to provide and provided it: excellent character writing (and voice acting!). As I worked through this bevy of unlocked conversations, I was reminded anew of how much I enjoyed the incredibly unique depictions of each character via their writing and the interesting mix of subtext and text sprinkled into the conversations between all of them. I’m fond of saying that the writer can only bring half of the work to any storytelling and it is up to the reader to provide the other half, but that’s not exactly true. Readers can bring much more, overwhelming the writer’s work, and writers can work in such a way that leaves the reader with little room to interpret. Unicorn Overlord has a bunch of interesting examples of both explicit and implicit information, as some character relationships are defined in fairly clear terms, some are left ambiguous enough for the reader to interpret, and some give so little information that it is almost entirely on the reader to see more than what is shown.

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Running Through The Dragon Age 2 DLC: Felicia Day’s Big Trip

You know, I’d heard at one point in my life that Felicia Day was somehow associated with the Dragon Age franchise. I’d never looked up how or why, since it made sense that she would be based on what I knew of her career up to that point, but I found the answers to those questions recently when I decided to launch myself into the first of two narrative DLCs for Dragon Age 2. All of the story-based DLCs for DA2 are in-game narrative asides rather than entirely separate campaigns like most of the DLC had been in Dragon Age: Origins, so I’d planned on waiting until I felt confident in my builds during the latter part of Act Two or early Act Three before I tried any of them out. So, with having reached Act 3 a couple weekends ago, I decided to spend a Sunday evening playing through one of the DLCs and was surprised to see Felicia Day’s Dragon-Age-ified face staring back at me from my monitor. It was unmistakably her from the very beginning and entirely surprising that they essentially stuck her face onto a character in the game. I know that’s a bit more common in modern video games, what with motion-capture technology and all, but I was surprised to see it from a game from the very early teens. I haven’t really looked up most of the other characters and their voice actors to see if any of them look similar, but I’d be kind of surprised if they did. It really wasn’t that common of a thing back in the day and, frankly, I found it rather distracting the entire time I spent playing the DLC since I’ve watched Felicia Day in a lot of other things and seeing her in rough animation was unsettling.

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