I’ve been trying to figure out how I want to lay everything out at my new apartment. It’s a bit difficult, unfortunately, since I’m not certain where everything might eveb fit. I never saw the exact unit I’m renting (I saw a similar model in a different building) and I have no idea which of the various internet jacks into the apartment will be the one that is active as far as my ISP is concerned. Also, my couch is huge. It can be broken up into smaller pieces, sure, but it’s always a bit weird to use when it is. Most of my stuff fits together in rooms in pretty specific ways, and I’d want to try to keep things that are currently near each other together in the new apartment. I think I have an idea, based on what I’ve seen, that will get it all to fit and I’ve got a lot of really fun ideas on how to lay things out in interesting ways. All of which might be moot since the location of the internet port is going to really dictate where my computer goes and, if I want to improve on my current streaming setup, where my entertainment center will go. I’ll have some ability to work around awkward or difficult origin points for my internet setup, but only to a degree since fifty-foot cables can only do so much for spreading out devices.
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I Think I Managed To Visit House On The Rock Incorrectly
I recently went to House on the Rock for the first time in my life. As someone who has lived in Wisconsin for almost thirteen years now, I have to admit that a trip to one of Wisconsin’s most famous tourist attractions was long overdue. To be honest, I’m not sure why it took me this long. It’s not like it would be difficult to convince people to go with me or that I was uncertain about whether or not I’d enjoy the trip. I just sort of never went. Like how I never went to a local branch of a coffeeshop chain I’ve long enjoyed since settling in one place after college. I don’t have a good reason, I just never went. I never felt like going during a time when I had the opportunity to go and I never felt the inclination so strongly that I made an opportunity to go, despite visiting a state park near House on the Rock many times.
Having now gone, I can say that it was pretty much like I expected. The descriptions in Neil Gaiman’s American Gods always made me think the space had more of a “warehouse” feel to it than the sort of carefully arranged collection of oddities that actually occupies the space. It was exactly as much of a trip as the book made it seem, though. Sure, there wasn’t a conflict of gods happening throughout it, but it definitely felt like the place a bunch of modern gods would show up in. What made up for that loss was actually the context the foundation tried to provide at the visitor center near the start of the walk-through.
I don’t remember many of the specifics from the various informational placards, but a few things leapt out at me and the general sense I got from said placards informed the way I saw the rest of the collection. Despite the clear eccentricity of the collection being a selling point, the descriptions of the collector, Alex Jordan, seem to have been sanitized in order to avoid offense to the more conservative leaning folks of the world. Even though Jordan clearly lived a non-traditional life, so much of the truth seems to have been scrubbed away in order to make the origin of this collection “more palatable.” Given that it has been decades since Jordan passed away and so much of his life was clearly sanitized, I can only wonder what else inside the displays has been changed so as to be “suitable” for all audiences. Which feels ridiculous given the number of artistic presentations that include topless or nude women. Somehow all that was fine, but admitting that Jordan had a romantic partner who he never married but still lived with was unacceptable. They had to call her his “companion and friend.” Hogwash.
Because I had already seen so much clear sanitization of the history of the man who built the collection, I couldn’t help but wander through the aging, slowly decaying collections and wonder what else has been altered to be more palatable. Every open space that seemed like it should have held something was a place for my imagination to fill in a blank and the strangeness of the collection that remains set a very high bar for how weird or strange something must have been to warrant removal. Sure, it’s possible that parts of the collection have merely broken and been removed rather than left to collect dust like so many of the music machines, but it’s difficult to trust that nothing beyond the history of the man was sanitized.
I’m not saying it wasn’t a nearly incomprehensible experience. It was, and still is, difficult to determine if I enjoyed it or merely survived it, but I had this thought in the back of my mind that maybe there was something missing. That maybe things had been pushed in a “safer” direction, despite the clear disregard for safety in the collections at large. I mean, I was pretty much blinded by a bunch of lights and mirrors in one section of the walk-through, forced to rely on the voices of my friends to guide me through it as I shut my eyes against the vertigo-inducing sight of all that lights stretched out by the mixture of astigmatism and faint blurriness in my dominant eye (a result of my on-going eye problems that only comes up when looking at specific types of lights that aren’t terribly common and every single LED anything ever) and none of the music machines had any sort of notice about how loud or quiet they’d be.
I don’t have much to say about the collections. I feel like I’m not yet in a place to share my thoughts in that regard (I need to go through there another time or two to figure those out), but it definitely left an impression that maybe this sort of thing was way more unique before the internet. Half the sites I used to visit before social media turned the internet into like five websites had a similar feeling to walking through House on the Rock, and most of them didn’t sanitize the history of the person who created/curated the odd collections. I guess I left there with a lot to think about, but mostly in regards to the way even the eccentric are sanitized for general consumption rather than about how strange the experience was.
Broken Down
He roamed through the empty halls of his house, wondering when it all fell apart. There was little for him to do at this point, other than wait for it all to end. His life had ended when he’d come face to face with the truth. It took all he had to not dwell on it, revisiting his actions and decisions endlessly, wondering if he could have changed things if he had paid more attention.
He drifted down the stairs and looked at the ruins of his one immaculate yard. There were weeds there now, and a slowly rusting car that seemed to belong here more than he did.
He thought about ending it, but he didn’t know how. There was no reason to struggle, anymore. No reason to try. There was nothing left for him and, eventually, there would be nothing left of him. He was doomed to just slowly fade away until nothing was left of who he once was.
He moved to the kitchen and watched a mouse scuttle across the dirty floor, and could not bring himself to care. He watched it stop for a moment to rub its face with its paws and look about before it disappeared into the wall near his cabinets. Somewhere, a bird cawed. It sounded heavy and dark, like his mood.
He looked outside at the forest beyond his yard and remembered the power he had felt as he walked through that door the first time. And the fear he had felt as he walked through it the last time. His life had been over at that point, he just hadn’t known it yet. The bombshell had already been dropped and it had been seconds from going off.
Dying had been easy. Being a ghost, however, was not.
Tabletop Highlight: House Rules and Homebrew for D&D 3.5
I’ll admit that I’m probably a little biased when it comes to which D&D version is the best. Almost all of my playing and running has been in 3.5 or the common mix of 3.5 and Pathfinder because the 3.5 set of rules is expansive. An expansive set of rules means it is relatively easy to find rules for something that can be nudged to fit what you want to add. Additionally, the patterns created by the existing rules make it easy to extrapolate how the system should apply to something without rules or how to change existing rules without breaking the game. As a DM who loves to tell a good story, these two things make 3.5 easily the most appealing rule set out there.
While I do all of my high-level planning and preparation ahead of time, there is a lot of small stuff that comes up during sessions I can never be prepared for. Particular shopkeepers, NPCs the players want to talk to, city layouts, the state of the black market, and so many other things my players will randomly and inconsistently want to know. In addition to that sort of thing, no amount of preparation is going to prepare me for what I need to have prepared when the players decide to take a path I hadn’t foreseen or do something that requires rules that either do not exist or that need to be modified so they’ve actually got a fair chance to fail or succeed.
For instance, I like to give my players options when they spectacularly fail certain types of rolls. A common house rule is that a string of critical fails on attack rolls can instantly kill the player’s character. I like the idea of this house rule, but a lot of players will get upset if they accidentally kill themselves like this because it feels just so stupid and random. If they died because of a choice they made, at least they feel like they earned it. So, instead of just killing them outright, I give them the choice of taking the death or taking something entirely random that could possibly be worse but would allow them a chance to survive. This way, they feel like they still have control of their character and, should they die as a result of the something else.
The only problem is that I have to make up whatever is about to happen without any preparation. A new monster, some interesting application of the rules, or even an entirely new encounter or dungeon. All of this stuff is the sort of thing I typically prepare beforehand because making it up is difficult. Without the expansive 3.5 rule set and all of the online resources people have created for the 3.5 rule set, it would be impossible. Since I know how the basic rules are applied across the entire system and can find a bunch of different templates, abilities, and creature types, I can find a way to meld all of it together into whatever new creature or situation I want to introduce to my players.
This sort of new rule or new creature is called either “homebrew” or a “house rule.” Homebrew is anything made up by someone other than an official D&D source. A house rule is anything that a DM indicates is a rule that applies only to the particular campaign they’re running, though it may show up in multiple campaigns. Homebrew often involves house rules and most house rules are homebrew. A house rule that isn’t a homebrew rule is usually used to exclude something. For instance. I almost always ban the Tome of Battle because it creates these ridiculously over-powered characters. The only time I’ve used it was to create a tough fight for my players by giving a recurring character levels in a class from it and the one character nearly took out an entire group of six players of the same level. That’s too much power. Most of my house rules are exclusions, since a by-product of the expansive 3.5 rule set is stuff that is over-powered as a result of one-off campaign modules that introduce new rules and I have players who like to visit forums to find the best way to make their characters O-P.
My favorite house rule adds two homebrew systems to the game, called Individual Magic Effects and Character Legacies. The IME rule is taken directly from the webcomic that inspired it, giving characters a particular visual-only effect whenever they use magic or that affects the way their magic items work. Character legacies are a bit more complicated, but can give the player characters bonuses or penalties to their character depending on what the legacy means. Got a player obsessed with glory and hunting? He or She gains bonuses when they prove their prowess and bring back trophies, but gain penalties when their quarry bests them or they fail to find it at all. The bonuses and penalties can change depending on what the character hunts and how the player decides the character will act. An egotistical hunter might have charisma penalties for dealing with some people but a bigger bonus for dealing with most people while a more friendly hunter might have bonuses when it comes to bartering or doing hunt preparation.
Neither one of them has much impact on the game in the long-run since the bonuses for legacies are relatively small, compared to what magic items and feats can give players and IMEs are only visual effect (which only help or hinder in very specific situations). They just encourage my players to try to play their character more consistently and to stick to their role-playing when they might otherwise abandon it in favor of being more effective in a given situation. This is my favorite type of homebrew. Adding major rule changes or entire classes is hard to balance. If you ever want to see some ridiculous, over-powered stuff that puts the Tome of Battle to shame, you should check out some of the custom classes people have made and posted to places like the D&D Wiki.
Like a lot of storytelling, deciding how and when to modify the rules for an established game takes a lot of practice and it is easy to accidentally break something even if you’re very careful. If you keep to a guiding principle such as “everyone should be having fun,” then you should be fine. The rules don’t really matter if everyone is having a good time and feeling like they have power in the world.