Thursday, May 23, 2019

Protospiel Milwaukee 2019 Recap

Support me on Patreon!

So, it's been over a month now since Protospiel Milwaukee.  I usually get these out the next week, but this spring has been super busy (both my older sons were in a performance of The Wizard of Oz that took up a ton of everyone's time in April).  As usual, I had a great time and played some great games.  There were a number of friends that couldn't make it, which was bittersweet.  I missed seeing them, but on the other hand it meant I got to meet a bunch of other great designers and play their games.

In all, I played 10 games (well, one was just a brainstorming session) by 12 different designers.  I had 4 of my games played: Beard Snacks twice, 8 Seconds twice, Race to the Moons once, and MiniSkull Quests for part of a game.  I played other designers' games for about 12.75 hours and had my games played for about 5.5 hours (plus rules and feedback on both sides).

Here's a recap of the weekend up in Milwaukee.  As usual, I'll include the designer, who I played with, and also three ratings, from 1-5.  The first is how close to finished I felt the game was.  A 1 means it was a super early prototype and a 5 means it was very close to publication ready.  The second is how fun the game was in its current state.  A 1 means it needs a lot of work and wasn't really playable or much fun at all.  A 5 means I had a great time playing and would love to play again.  Finally, the third number is the potential the game has of becoming a really great game.  A 1 means I wasn't a huge fan of the game (luckily there weren't any of those) and a 5 means I thought the game was pretty awesome.

So a rating of 2-2-5 would mean that it was a pretty early prototype, wasn't a whole lot of fun yet, but had quite a bit of potential to be a pretty good game.

Friday, April 5, 2019

Title: Beard Snacks
By: George Jaros
Played with: JT Smith, Maxine Ekl, Keegan Whitia
Game Time: 1 hr

Beard Snacks is one of my newest games and it's been playing great so far.  This game played very well, again in just about an hour.  Feedback was overall pretty good.  All mechanics work great; there's just a bit of a mismatch between the theme and depth - the theme suggests a lighter game than it is, even though it's not very complex.  Talk quickly turned to who might be interested in publishing a game like this.  That made me feel great since this is only the second Protospiel the game has been played at!





-----

Title: Roll Player Adventures
By: Keith Matejka
Played with: Rob Huber
Game Time: 1:15 hrs
Prototype Rating: 3-5-5

This is a game that I've been super excited about and was thrilled to be able to play a prototype.  We only played the intro adventure/story.  Keith was mainly testing out how easy it was for new players to learn the game through the tutorial, which adds information and mechanics as you go.  Even in a very basic adventure the story was interesting and fun.  We could really see how a larger adventure would offer a TON of options for different story arcs, ways to develop characters, and plenty of choices.  One of the cooler mechanics was how you can use various items at different locations to find out what they do, even combining two items together to see what happens when you use both at the same time.  The dice mechanic for resolving encounters felt thematic in a Roll Player way, too (encounters had some similarities to how bombs are disabled in FUSE).  I really can't wait for this one to be finished.  It's going to be a HUGE hit!  There's still lots of story to write, but the fact that the game uses everything from Roll Player in some way, even letting you use characters created in Roll Player for your adventures, is really, really awesome.


-----

Title: Mechanations
By: Brennan Aldridge
Brainstormed with: Brennan Aldridge, Rob Huber, Andrew Nerger
Game Time: 1 hr
Prototype Rating: 3-n/a-5

This was just a brainstorming session to talk about some of the changes to the game in the months since I played it at Protospiel Chicago and some ways to do scoring so that some scoring is secret and hidden, but some is public and earned incrementally throughout the game.  I really like where this game is headed and can't wait for the chance to actually play it again.

-----

Title: Afternova
By: Andrew Nerger and Jeff Chin
Played with: Andrew Nerger, Brennan Aldridge, Maxine Ekl, Rob Huber
Game Time: 1 hr
Prototype Rating: 3-2-3

Afternova is a game being designed by the same team that designed Crypt (one of my favorite games of this year so far).  Unfortunately this one didn't quite work for me.  Fortunately the version I played was a new variant that they were testing out.  The game is about collecting resources from various planets.  You'll bid on mercenaries that will help you with upcoming jobs, then have to complete those jobs by cooperating with other players at the table.  There were some interesting mechanics, but I didn't feel that they worked particularly well together.  Hopefully later updates resolved some of the issues (they're still working on the game - I've seen updates on Facebook).
  


-----

Title: Dogs v. Cats (or Dogs & Cats or Dogs or Cats)
By: Maxine Ekl
Played with: Maxine Ekl, Rob Huber, Brennan Aldridge, Andrew Nerger
Game Time: 1 hr
Prototype Rating: 3-3-5

I played this first at Protospiel Milwaukee and loved it there.  It's a very unique type of trick-taking game where there are multiple tricks open at the same time.  It's a pretty novel mechanic that I really like.  However this version of the game added a bit too much and just served to complicate things.  I liked it better when it was simpler.  The good thing is, I played it later in the weekend again with the complicated animal rescue mechanic removed and it played much better.  Note: this isn't a picture of the game I played since I forgot to take a picture, but at least it looks like I played one game with Stephen Dast over the weekend!


-----

Title: Icelandic Salesman
By: Randy Ekl
Played with: Randy Ekl, Rod Currie, Andrew Nerger
Game Time: 1:30 hrs
Prototype Rating: 3-3-3

Icelandic Salesman was a pick-up and deliver game about buying and selling goods in Iceland while trying to avoid bad weather.  Each round more and more of the roadways between the towns would get snow and eventually ice, preventing movement.  The game was interesting, though not exceptionally groundbreaking.  The mechanic for adding snow to the routes was a bit fiddly, but we talked about some really great solutions.  I'm curious to see how this game continues to grow and evolve.


-----

Title: In the Loop
By: Rattlebox Games (Rob Huber and Brendan Riley)
Played with: Rob Huber, Brendan Riley, Andrew Nerger
Game Time: 1:15 hrs
Prototype Rating: 3-2-3

In the Loop is loosely thematically about Chicago's el-trains (the elevated train system that runs throughout Chicago's downtown).  It's a puzzly tile drafting game where you score points by drafting tiles that allow you to connect tracks matched by color.  The game didn't really do much for me though.  I felt the drafting aspects of the game (sometimes you have the option of swapping out tiles, sometimes you don't, etc.) were unnecessarily complicated, while the luck of being able to draft tiles that actually fit into the patterns emerging on the board made the game more about luck than strategy or puzzle solving.  I like the idea of this game, but it seems very far along in its development process so I think it would take a major reworking to iron out the flaws.  I loved the theme though!


-----
Saturday, April 6, 2019
-----

Saturday morning has kind of become my time to run a playtest of Race to the Moons since it's a longer game.  So while I was waiting for enough people to play I took some photos of some of the other games that were out and about.  I don't have names or details (unless they were captured in the pictures), but there were some really interesting looking games.  I only wish I had time to play them all!















-----

Title: Race to the Moons
By: George Jaros
Played with: Stan Kordonskiy, Jason Brooks, Howard Beatty
Game Time: 2:20 hrs

The first time I played Race to the Moons at a Protospiel it took 3.5 hours.  Ideally I'd love it if the game was 20-25 minutes per player, so I've been working on streamlining the game and making it play faster for almost three years now.  I'm happy to say that this play was the smoothest at a Protospiel so far.  I was testing out a number of changes that had been suggested by my local game group and they were all pretty much positive.  But the game still dragged a bit and was missing some of the spark that I knew it could have.  We talked for quite a while after the game about ways it could be streamlined even further with the fun bits enhanced (and some ways to take out some thorny parts).  The good news is that I finally finished making all the changes I wanted to implement last week and playtested it.  The changes discussed at Protospiel Milwaukee made the last play the fastest and most streamlined yet!  That's why I LOVE Protospiel!










-----

Title: Legacies
By: Jason Brooks
Played with: Jeff Benson, Alex Hinners
Game Time: 3 hrs
Prototype Rating: 4-4-5

Legacies is quite the monster of a game.  It's a game (not a legacy game though) that spans three hundred years.  The idea is that each player is a character that wants to leave a legacy.  Over the course of three centuries (rounds) players will use a series of successors to work on building their character's fame, money, and more through investing, creating heirlooms, and building relationships.  Mechanically and thematically the game is great.  I did feel that there was a mismatch between some of the mechanical and thematic aspects though.  For example, you gained money by having your own heirlooms, but fame by having other characters' heirlooms.  Thematically I felt it should be the other way around (I want my own items to become famous, but I can earn money by having other famous people's stuff).  Overall though I loved the game and think it has a bright future.  I can really see this having an incredible aesthetic presentation that will look amazing on the table.




-----

Title: 8 Seconds
By: George Jaros
Played with: Nyles Breecher, Andrew Nerger, Jeff Chin, Jason Brooks, Keith Matejka
Game Time: 1 hr

I thought 8 Seconds was a finished game last year.  Then I played it at Protospiel Chicago and got a great idea after some discussion.  That only changed the game for the better, but I thought it was done again.  And again I was wrong!  Feedback I got from this playtest was that the game felt slow for the theme, the Golden Buckles were just more of the same and didn't really add anything to the game, and rolling poorly was boring.  We talked about a few options for how to change some of that, but didn't really come up with any great solutions.  But it really got me thinking about the game.  In the 5 weeks since I've tried a few changes to the Golden Buckles.  I've added cattle brand symbols to the bulls and tried adding a set collection aspect to them.  That didn't work out the way I had hoped, because I made the Golden Buckles a bit too difficult to acquire.  Now I have a new, simpler way to gain Golden Buckles, while still using the set collection aspect of the cattle brands (I'll hopefully test that out next week).  I also thought of a way to have rolling clowns actually help you out in the game (you'll earn some money for helping out the clowns, plus learn some tricks that can help you on future turns).  However the biggest change is a new speed variant that I've been working on!  It removes the betting element, but players play simultaneously, rolling dice frantically trying to ride as many bulls as they can in 8 minutes.  It's been working out wonderfully!  I don't want it to replace the main game, but it does add a way to play that people have been asking for for a long time!

-----

Title: Junkyard Robots
By: Nyles Breecher
Played with: Andrew Nerger, Jeff Chin, Jason Brooks
Game Time: 45 minutes
Prototype Rating: 3-5-4

This game about building robots and drafting dice was a lot of fun.  It needed a bit of balancing, but drafting, rolling, and distributing handfuls of d20 dice was a ton of fun.  Most of what needed to be changed here was some balancing with the robot abilities and costs and some graphic design on the board to make the die values that correspond with different actions easier to read.  I had a lot of fun with this one and can't wait to see how it grows.



-----
Sunday, April 7, 2019
-----

This is Jordan Sorenson's Bella Notte.  I didn't get a chance to play, but
watched the feedback after a play.  The game has incredible
table presence and everyone really seemed to love it.  I hope
I get a chance to play it someday!
-----

Title: Unnamed Game (Chingles?)
By: Patrick Rauland
Played with: Patrick Rauland, Jordan Sorenson
Game Time: 45 minutes
Prototype Rating: 1-5-5

This was a super early prototype that Patrick was actually tweaking and making components for on the fly.  We actually played this twice, once with the initial rules and then again after coming up with the idea for having both public and private goals.  There is still a lot that needs to be worked out about the ultimate goal and how scoring works, but the mechanics worked great!  It's designed to feel like a fantasy themed pub game, where each player is a different race with their own coins that they use as markers on the grid.  By taking different actions players will manipulate their pieces on the board (and sometimes their opponent's pieces) in an attempt to match certain patterns.  It's similar to Task-Kalar if you're familiar with that, kind of like a simplified mashup of Tash-Kalar and CoinAge, two games that I really like.  Be sure to keep your eye on this one!



-----

Title: Beard Snacks w/ Beard Bling expansion
By: George Jaros
Played with: Courtney Falk, Patrick Rauland, Jordan Sorenson
Game Time: 1:15 hrs - incomplete

I tried out Beard Snacks with the Beard Bling expansion I had been wanting to test.  This was the first time I played with the expansion components.  Overall the base game played well again, but the expansion content didn't really add enough.  We liked the hidden goal cards, especially the ones that provided longer term guidance, not so much the ones that were short term end game goals.  The beard enders seemed like they'd just prolong the game too much.  And the Beard Bling was fun, but didn't fee like it added much.  Rather it added more fluff to the deck, making it harder to get your food for having snacks and meals.  There were a few action cards that we really liked though, so I think I'm going to put those into the game with maybe 1-2 more of each type of food card.  Then I'll move the bling to the non-morsel space cards and use those as the Beard Bling set collection element.





-----

Title: Dogs or Cats (or Dogs v. Cats or Dogs & Cats)
By: Maxine Ekl
Played with: Frank Dillon, Heather Newton, Rod Currie, Justin Williams
Game Time: 45 minutes
Prototype Rating: 3-5-5

This is the same game I played earlier in the weekend and it got a ton better in just a few days!  I enjoyed this play immensely, even more than when I played at Protospiel Madison.  The clunky animal rescue mechanic was gone, play was streamlined a bit, and some fun wild cards (the 1s in each suit) really changed things up a bit and added to the player interaction.  The name keeps changing, as does exactly how the scoring works, but I think the gameplay is very solid right now and there are several very workable ways for scoring the game.  This is really going to be a hit someday!

-----

Title: Tower of Babel
By: Eric Jome
Played with: Maxine Ekl, Randy Ekl, Dusty Oakley
Game Time: 30 minutes
Prototype Rating: 1-4-4

This game didn't exist on Friday.  One of the cool things about Protospiel is that The Game Crafter usually provides a table full of sample bits and blank cards and tokens.  These 1x1x2 purple blocks were some of the components that were piled on the table this time.  One of the other cool things about Protospiel is that games are not only refined, but sometimes invented completely over the weekend.  Such was the case with Tower of Babel.  I saw Eric Jome playing with these blocks most of Friday and Saturday.  By Sunday he had come up with a cooperative dexterity game (which is especially funny since he usually hates both cooperative games and dexterity games).  But Tower of Babel plays quickly, has interesting decisions, and was quite fun!  Players take turns adding a block to the tower (no two blocks can line up perfectly) and then, optionally, adding a meeple to the tower (or removing or moving a meeple).  The game ends after the last block is placed and then each meeple scores points for how many units above the table it is.  We had a lot of fun and I was sad that I had to leave for home after only two plays. 


-----

So that's it for Protospiel Milwaukee 2019!  As usual, I played a ton of really fun games, met some awesome people, hung out with some old friends, and had a blast.  Also, as usual, I didn't play all the games I wanted to, didn't get to meet everyone I wanted to, and didn't get to hang out with all my old friends.  But it was still a blast, and there's always the next one!  I can't wait to see everyone at Protospiel Chicago in September!

(Not pictured: A partial play of MiniSkull Quests on Saturday night with Andrew Nerger, Jeffery Chin, and Nyles Breecher and a game of 8 Seconds on Sunday with Heather and Will Newton.)



Did you like this recap?  Show your support: Support me on Patreon! Also, click the heart at Board Game Links , like GJJ Games on Facebook , or follow on Twitter .  And be sure to check out my games on  Tabletop Generation.



Movie Reviews: Captain Marvel, Green Book, Juliet, Naked, Colette, Fantastic Beasts: The Crimes Of Grindelwald, Aquaman, Ralph Breaks The Internet, Mary Poppins Returns, Like Father

See all of my movie reviews.

Captain Marvel - It's not the toxic male mob intent on trashing this movie because it features strong women characters (some of color, no less) that gets me. It's the well-meaning but clueless regular men (and women) who don't get that a female superhero movie doesn't have to a) be exactly like a male superhero movie or b) feature a woman who has to listen to, love, or get saved or supported by a man.

"Vers" is a Kree, a humanoid with a past that she remembers in glimpses in her dreams. She is fighting as an elite Kree warrior against the "terrorist" shape-shifting Krulls, and told by her mentor and the world's AI that they gave her her special powers (shooting energy blasts from her hands and other things, that other Krees don't have) and will take it away if she can't control it. During a mission she is kidnapped by Krulls and crash lands in 1990s Earth, where she discovers many secrets about the past and the war she is fighting. Eventually she turns into Captain Marvel; this is late in the movie but not a big spoiler.

The naysayers who say that Brie Larson doesn't exhibit enough emotion didn't watch the movie. Okay, maybe she doesn't play CM as a vulnerable helpless naif, or make us feel her struggles too much, but she exhibits fear, doubt, confusion, happiness, joy, anger, and everything in between. She's just freakin' strong and powerful, she's generally in control, and she's angry. Captain Marvel has nothing to prove after being lied to and finally regurgitating the lies. She spent six years in a civilization that treats men and women equally and she doesn't know anything about being a second class citizen. She is a powerhouse and a warrior. And so, in a more human way, is her female friend Lashana Lynch, a pilot who skillfully flies a rescue mission and shoots down enemy ships.

The naysayers who claim that CM doesn't learn or grow also didn't watch the movie. Okay, the turning points were sometimes a tad rushed, but it's a Marvel movie; for crying out loud. Compared to other Marvel movies, this was Shakespeare. Everything about her confusion, her gradual uncovering of the truth, and her turning points are well presented in the movie and make sense. (How she got her powers - and lived - doesn't make sense, but then neither do any of the other Marvel superhero origin stories.)

One way to analyze if the movie works is to ask if the movie would still be good if the sexes were swapped. The answer is hell yes. But it's far better to have women as the lead characters, because so few movies like this do. It's high time that girls had some uncompromising, independent, unsexualized, strong role models.

Everyone involved in this movie did a great job. It has the most real character development and character relations I've seen in a Marvel movie since Iron Man. Within the context of Marvel, the plot flows seamlessly into the rest of the MCU (without the hanging threads that Wonder Woman left in the DCU, for example). CM is a real superhero, like Superman. A fun watch. Ben Mandelsohn also bring fun to most scenes he is in as one of the Skrulls.

Green Book - Based on a true story of a low-class Italian bouncer who drives a black, fancy piano virtuoso across the deep south in 1962. Mahershala Ali plays the somewhat ridiculous Doctor Donald Shirley who is invited as guest of honor in places where he is typically not allowed to sleep or eat. Viggo Mortensen is nearly unrecognizable as his driver, who starts off as a crude racist but ends up ... well, you'll have to see.

The story is okay, the acting and everything else is good. The movie creates a relatively safe space to encounter racism, with only a little violence and general racism. It's more a road movie and a culture class of refined vs uncouth. I don't know that the movie deserved an Oscar for best picture, but it was solid enough, if a tad predictable in some places.

The ending scene is unbelievable as Hollywood movies tend to be.

Juliet, Naked - A very good romantic comedy. Duncan (Chris O'Dowd) is a fanatic blogger who obsessively tracks information about one musician, Tucker Crowe (Ethan Hawke), who disappeared many years ago. Duncan is more interested in his hobby than his girlfriend, Annie (Rose Byrne), who ends up in contact with Tucker behind Duncan's back.

Like in many romantic comedies, it's hard to figure out how the girl ended up with the guy in the first place. Not that Duncan is horrible, but he's not a great match for Annie. The scenery is a small pretty, port town in England crossed with some scenes in London hospitals and studios. The movie is mostly laid back.

It's sweet and calm, with an original screenplay that goes in a familiar rom-com direction with some original, unexpected confrontations along the way. Well worth a watch.

Colette - Keira Knightley plays the eponymous writer in a now-familiar story of a woman writing under her man's name, who takes the credit, until she has had enough of that, thank you.

Keira is a firehouse in some movies (Pirates of the Caribbean, Begin Again) and out of place in others (Pride and Prejudice, The Imitation Game). Here she is closer to the latter, unfortunately, unable to give the role the kind of gravitas that would make a more interesting picture. Her character is too straightforward. The plot is too straightforward. Colette's lesbian encounters were not scandalous at the time, because no one knew about them, and they are not scandalous to us today, so that part of the plot doesn't really add much substance to the movie.

It's not bad, and it doesn't drag, but it wasn't very memorable.

Fantastic Beasts: The Crimes of Grindelwald - Actually a good movie. The critics somewhat miss the mark here. They didn't like that this was an interim chapter of a movie that sets up the next one(s). In this regard, it's something like HP 5 or 6, but without the tournament or shock ending. Basically, if there had been a shock ending, the critics would have been mollified. The problem is that we're not invested in the characters, so that kind of an ending wasn't really possible.

Queenie, Jacob, Newt, and Tina, as well as a host of other characters, all congregate in Paris (and some other places) to chase after the smarmy Grindelwald, who is assembling an army to attack muggles, and the reborn Credence who has some kind of part to play. Dumbledore is also involved in some short scenes that don't give us much information.

They abandoned sense regarding Queenie's character and reduced her to a plot point "good witch turns bad" using the flimsiest of plot elements: they shoehorned Jacob back into the movie as another plot element. That part was kind of a mess, which I bet JKR could have done much better in book form than it ended up being on screen. As for Newt and Tina, yeah, it's a little hard to figure out why Newt is the hero handing this mission, instead of a pack of competent, trained aurors, but whatever. I also give "whatevers" to a few of the other random plot elements.

It's still pretty fun, pretty magical, mostly makes sense, is well-paced, has some clever and thrilling moments, and takes its time doing world-building ...something which other directors could learn from (*cough* new Star Wars *cough* all comic book movies *cough*). I'm not saying I'm going to run out and see it again in the theater, but I'll happily watch it again when I re-watch the whole FBaWTFT series.

Aquaman - Actually ... meh. Lots of men with irrelevant supporting women. That's par for the course, mostly, but the men are not interesting. They yell, pose, and fight. The spectacle and effects are pretty and overwhelming sometimes, but it all comes to a lot of posing and fighting, and nothing interesting in the way of plot or characters.

Queen of Atlantis runs away, or gets washed away, and meets a human who runs a lighthouse. They have a baby, Aquaman, who grows up (in too-little screen time) who goes to claim his crown in the sea. To do this he has to find a magic trident, while being pursued by a human in a magic suit who is upset that Aquaman didn't save his criminal father from dying, as well as the current lord of Atlantis who wants to kill all the humans for dumping garbage in the ocean.

On the one hand, it's nice when the bad guys have reasonable motivations (taken too far). On the other hand, do we really want to be rooting FOR dumping in the ocean? Or oppression of black people around the world (Black Panther)? Or overpopulation (Avengers Infinity War)?

Visually beautiful, frenetic, and kind of insane is the best that can be said about it. It's like Thor underwater, with a laser light show. Not on my list of great comic movies.

Ralph Breaks the Internet - Ralph and Princess Vanellope are video game characters, as you know from the last outing of this franchise. They get sucked into the Internet, and try to find a (real world physical) component to fix Vanellope's arcade game (and then the money to buy the component), and then they get into fights and races with hot gaming chicks and computer viruses.

It mostly makes sense if you don't think about any of it too hard (take one small aspect of a real world concept, pretend that it makes sense for a video game character to deal with or manifest, repeat ad nauseum). It's entertaining. It tries hard to have relatable characters, but they are just flat pixels on which to give a few life lessons and say jokes. The room full of hip Disney princesses was fun, but I couldn't help feeling that even this scene could have been better. Actually, just following a bunch of updated, feminist Disney princesses, free from the constraints of their movie plots, would make a great movie.

It tries hard, but ultimately it's just okay.

Mary Poppins Returns - Emily Blunt makes a nice Mary Poppins. She lacks (deliberately) some of the warmth and sentimentality that Julie Andrews had in the original, but makes up for it with a no-nonsense strictness and charm that gives her a more otherworldly, appealing magical quality. Lin-Manuel Miranda is good as the sidekick with an accent almost as bad as Van Dyke's was.

In this story, The Banks children are grown up with children of their own. They are facing financial problems that will cause them to have to leave their house. If only that lost bank deed with the proper signature would turn up to save the day. In the meantime, where is light-heartedness and fun to be found any more?

It's hard to judge this kind of thing as an adult with grown children. The original Mary Poppins was not one of my favorites: I loved the songs, but the movie was mysterious and dragged on on occasion (what the heck was that whole plot about women's votes? (I asked as a child)). This movie was at least as good, with inventive animated sequences and songs that pay homage to the original without duplicating it or being too "modern". On the other hand, maybe modern songs would have been a better idea for modern kids, like in The Greatest Showman?

I liked it.

Like Father - Kristen Bell and Kelsey Grammer play their charming selves in this so-so romantic comedy without the romance; is there a genre for parent-child relationship movies?

Rachel (Kristen) is an overworking always-on-the-phone bride who is left at the altar by her fiance for bringing her phone with her to the altar. Her estranged father (Kelsey) who left when she was five showed up to the wedding and then again a few nights later. They get drunk and end up on the cruise she was supposed to have gone on with her ex-fiance. They fight, they try to bond, they fight, they bond.

It's all predictable, down to the expected karaoke scene, the just-when-it-looks-like-everything-is-going-well-they-fight fight, and the last minute change of heart. Kristen and Kelsey carry the movie with their talents, and the usual assortment of nice location shots and the not-too-odd irrelevant cruise guests along for backdrop. No surprises makes it a little dull, but there is nothing very wrong with the movie and there are some laughs.

Tuesday, April 2, 2019

Game 322: Nemesis (1981)

Hey, it was a bare-bones era.
      
Nemesis
United States
SuperSoft (developer and publisher)
Released in 1981 for CP/M
Date Started: 24 March 2019
Date Ended: 24 March 2019
Total Hours: 4
Difficulty: Moderate (3/5)
Final Rating: (to come later)
Ranking at time of posting: (to come later)

In 1977, the innovative first-person dungeon crawler Oubliette appeared on the PLATO mainframe system at the University of Illinois at Urbana-Champaign. Two students, aspiring programmers, became convinced of its commercial potential. Taking various elements from the game, they reprogrammed it for the microcomputer and released their version in 1981, offering no credit or acknowledgement to the Oubliette authors. The game was a smash hit and launched a dynasty of sequels and imitators, influencing the genre down to the present day.

The last sentence makes it clear that the above paragraph was about Wizardry, but take it out and you also have a description of Nemesis, one of a very small number of RPGs released for the CP/M operating system. The CP/M was a popular OS for Intel 8086 and 8088 computers in the 1970s, and based on most accounts, it would have been the OS of choice for the new IBM-PC if some issues hadn't arisen over a non-disclosure agreement, leaving the door open for Microsoft to sell IBM on PC-DOS, which ironically took some of its elements from CP/M. If things had gone another way, Nemesis might have been one of the first RPGs for a booming OS rather than one that died the same year.
         
A mix of D&D, Tolkien, and Donaldson in the race list was an early clue.
        
Like Wizardry, Nemesis isn't an exact copy, and has plenty of its own innovations, so we shouldn't go too far in making accusations of plagiarism and such. In fact, in making their adaptation, the authors--Michael A. Pagels and Michael Q. Hiller--changed enough of the elements (in particular getting rid of the 3-D interface) that I might not have noticed the association. What tipped me off was the use of "ur-vile" (from Stephen Donaldson's Thomas Covenant series) as a character class. I knew I'd seen that before, searched my blog, and came up with my entry on Oubliette. From there, I noticed that the list of races for the two games were exactly the same, in the same order, excepting the replacement of "Eldar Elf" with "Grey Elf." Then I got hold of the game manual and noted that the address for SuperSoft was a post office box in Champaign.

Getting the game running was no picnic. The only reliable CP/M emulator that I could find (Simeon Cran's MicroFast) was for DOS, which put me in the weird position of running an emulator within an emulator. The game then requires you to create a configuration file for the terminal you're using before you can run it. It has configurations programmed for numerous terminals, but none of them seemed to overlap with the various options offered by MicroFast. Actually, one did--the D.E.C. VT-52--but I overlooked it for a while, wasted a lot of time trying to define my own terminal type, and nearly gave up before I figured it out.

Nemesis is necessarily dumbed-down from Oubliette. Microcomputers of 1981 had nothing like the resources of the PLATO mainframe. Oubliette's explorable "town" level with numerous shops, inns, and so forth was (like in Wizardry) turned into a menu town. Instead of a party, a single character adventures alone. Combat is rendered considerably easier as a consequence.

But the basic rules, logistics, and statistics come directly from Oubliette, which itself drew heavily from Dungeons & Dragons and a few other sources. Character creation has you choose first from 15 races: human, elf, dwarf, half-dwarf, half-elf, hobbit, orc, uruk-hai, ogre (misspelled "orge"), pixie, goblin, hobgoblin, kobold, ur-vile, and grey elf. The game then randomly rolls for your strength, intelligence, wisdom, charisma, constitution, dexterity, gold, and (weirdly enough) sex. The rolls are modified by your race choice. You also choose an alignment from lawful, neutral, or chaotic, which was also used by Oubliette but goes back to original D&D.
       
Choosing a class after rolling attributes.
      
You can re-roll as many times as you want before accepting the character, at which point you choose from a list of available classes, with those that don't meet your minimum attributes filtered out. There are 15 classes, and they again match Oubliette's list in names and order, except for the substitution of "rogue" for thief and "featheror" for courtesan. Nemesis's full list is cleric, demondim, featheror, hirebrand, mage, minstrel, ninja, paladin, raver, peasant, ranger, rogue, sage, samurai, and valkyrie. After a few false starts with boilerplate characters (e.g., an ogre hirebrand), I decided to aim for a "minstrel" because it amused me to think of a blackfaced adventurer pratfalling his way through a dungeon while belting a tune about his mammy down in Alabamy.

The menu town has an armory for buying and selling weapons and armor, a hospital, an inn, and Archives. Hospitals and inns both let you restore hit points. Hospitals cost money but heal you a lot faster (in game days) than inns, which has implications for your longevity. The Archives is where you go to pay money to have unknown items identified. New characters have no equipment, but they also have so little gold that you usually can't buy anything. Even a "pointed stick" costs over 100 gold pieces. So you enter the dungeon and take a chance with your hands.
        
Visiting the store. I have no idea why I'd need a hanky, brick, or beenie.

Visiting the hospital after a rough dungeon trip.
          
Gameplay consists mostly of wandering the 21 x 23 dungeon levels, picking up equipment as you find it, and killing monsters as they attack you. The items you find almost immediately outclass what's available in the store, so you mostly use gold for healing and identifying items in the archives. You want to stay near the entrance until you gain a few levels and extra hit points; although combat is relatively easy on Level 1, the game still features permadeath, and you can always get unlucky.

The dungeon is rendered in roguelike fashion, with ASCII characters representing the walls and doors, rather than in the 3D graphical fashion of Oubliette. It's possible that the developers were exposed to Rogue but equally possible that they came up with the idea independently. In addition to stairs, players can encounter chutes and pits to lower levels, teleporters, anti-magic rooms, anti-cleric rooms, "melee rooms" (every square has a combat), and special treasure rooms. You maneuver with the URLD keys.
        
Making my way through the dungeon. The character is a flashing underscore, so don't ask me to find it on this static shot.
         
Combat is drawn largely unchanged from Oubliette. When you encounter an enemy party, you're taken to a separate screen where you can see your own statistics and inventory and the enemy groups that you face. Your options are only (F)ight, (C)leric spell, (M)age spell, and (U)se a special item. There is no fleeing or parrying. Even worse, the point of most of the character classes is nullified, as the authors failed to adapt any of their special abilities. Courtesans/"featherors" and minstrels can no longer charm enemies; rogues and ninjas can't hide; clerics cannot dispel undead; paladins cannot lay on hands. There is a suggestion that some of these abilities were intended for a sequel.
        
I believe the primary party I'm fighting is orcs, but I caught this in the process of refreshing the screen. Two mediums (priestly classes) have joined the battle.
        
Other monsters may appear to join a battle in progress. As you kill them, you see your experience and gold increase. Leveling happens when you leave the dungeon, and it's accompanied by increases in maximum health and spell points.

Nemesis offers 55 different monster types, and all of them appear in Oubliette with a few exceptions, and those exceptions are all simple substitutions. For instance, Oubliette's giant spider and giant ant become "huge spider" and "large ant" in Nemesis. Oubliette has a lot more monsters than Nemesis; those that didn't make the cut tend to be the higher-level monsters like dragons, medusas, and advanced spellcasters, and I suspect that the Nemesis authors didn't know how, or didn't have the space, to program those enemies' special attacks.
            
The game's town. Oubliette had stores, hospitals, and inns, but I think the Archives are original to this game.
         
There is some overlap in the games' spells, but on the other hand, the 13 mage spells and 11 cleric spells offered by Nemesis are common enough that they could have come from anywhere. Nemesis doesn't require you to know a spell code name to cast its spells. They are separated into travel spells ("Light," "Protect," "Levitate") and combat spells ("Damage," "Sleep," "Fireball"), and each depletes a number of magic points from the character's pool.

There's no main quest or winning condition in Nemesis. The manual encourages you to set your own goals, such as a certain experience level or treasure level. Survival isn't very hard if you can live past Level 0 and if you play conservatively, for instance returning to the surface when you've lost half your health. The game earns only a 12 in my GIMLET, with no element rising above a 2. It is particularly hurt by the lack of any backstory, NPCs, or quests (all 0).
          
Ironically, one of the monster types that the game did not adapt from Oubliette was dragons.
        
The manual indicates that Nemesis II was already under development when Nemesis shipped. The creators intended to bring multi-user capabilities to the sequel. Players were invited to join the "Nemesis User Group," which met at Hiller's residence, to test the new adventure. Alas, it was never finished.

Pagels, Hiller, and SuperSoft issued at least two other products: a multi-player science fiction game called StarJump and a dungeon level and character editor called Nemesis Dungeon Master. The latter came with the edition of Nemesis that I downloaded, but it must have been a late addition because the manual doesn't mention it at all.
           
The Nemesis Dungeon Master character editor.
        
On a Google Group about a year ago, Pagels indicated that he and Hiller "had a great time writing this game, and it helped pay for grad school." Neither continued in the gaming industry. I reached out to both for comments but didn't get a response.

If we ever get hold of OrbQuest (1981), we may have a challenger, but until then, I'm willing to call Nemesis the best CRPG issued for the CP/M operating system. I'm glad we had a chance to check it out.


DE: Time To Try Out Some Wyches

This is the type of girl you bring home to mom.

For tonight's game, I'm going to introduce a unit of Wyches to support my Kabal.  I've bounced and forth on which Cult I would like to get into my game, and I think I settled upon the Cult of Strife.  Yes, this was a big change to what I was thinking before (Red Grief) but this is primarily because I want to justify taking a CC unit in a predominately shooty army.

My general philosophy with army building is this:  The more you detract from the focus of your army (in my case, it's shooting), the less effective your army will be overall.  I will be covering this topic more in-depth in Friday's post, but for now, let's talk about why I'm going to take the Cult of Strife.

First, the list:
1998 // 7 CP

Black Heart Battalion +3 CP

HQ:
Archon, Djin Blade, Blaster, PGL = 96
Warlord Trait: Labyrinthine Cunning

Archon, Huskblade, Blaster, PGL = 96
Raider, Dark Lance = 85

TROOP:
10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85
199

10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85
199

10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85
199

10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85
199

HEAVY:
Ravager, 3x Dinsintegrators = 125
Ravager, 3x Dinsintegrators = 125
Ravager, 3x Dinsintegrators = 125

+++

Black Heart Air Wing +1 CP

FLYER:
Razorwing, 2x Dinsintegrators = 135
Razorwing, 2x Dinsintegrators = 135
Razorwing, 2x Dinsintegrators = 135

+++

Strife Patrol +0 CP

HQ:
Succubus, Adrenalight, Whip = 54
Warlord Trait: Blood Dancer

TROOP:
9x Wyches, Grave Lotus, Agonizer/BP, Shardnet = 91

The rest of the army should be pretty explanatory since it's pretty much the same old same old.  Where this is really different is that I'm spending 243 points for a CC component in the army that is delivered using a Raider.  For the delivery of Wyches, I want to try both:  Footslogging an epic ton of 20 girls up the table and see what happens to them, or just have them ride in a Raider that can hopefully protect them from harmful fire.  For tonight's game, I want to try the Raider because that's what I know.  Don't worry though, I absolutely plan on trying a 20-girl footslog and just run them up the board like cats on fire (or laced with drugs).

Cunning and Blood Dancer.  Why not, let's try it.

I'm also going to commit 2 CPs to take an extra Warlord trait for Blood Dancer and take an extra Artifact.  The reason why I'm doing this is to keep Cunning in play so I can hopefully get a refund for this upfront expenditure on precious resources.  I'm also crazy about Blood Dancer on Strife because that Warlord trait is INSANE with the Triptch Whip.  The whip is basically a +3 attack Agonizer that when you factor in Strife's +1 attack bonus and Adrenalight's +1, you have a 9 attack Succubus that hits on 2s, re-roll 1s, and Blood Dancer (Cult specific Warlord trait) allows you to count each 6 to Hit as 3 hits instead of 1.  I'll let you do the math for this because this makes her one of the most destructive single-wound infantry blenders in the game.  Is it worth the 2 CP?  Probably not.  Does she still die like a bitch if she fails her 4++ and subsequent 6+++?  Of course.  However, I'm feeling extra greedy tonight and I also want to keep Writ of the Living Muse for extra lels.  Otherwise, I might try keeping 6 KP so I have 2 for sure uses of Agents of Vect and just keep the Warlord trait and not the artifact (Living Muse).

Oh, and Shardnets.  Shardnets got a huge improvement because as long as you have this in the unit, your opponent only rolls D3 to get away while you roll D6.  Get dunked on son.  The more I type, the more inclined I am to take a giant unit of Wyches and just say F it.  For now, I'm going to buy a Black Heart Raider for my Archons that I'll end up lending to the ladies to use since transports (like Raiders and Venoms) are not cult specific.  That means anyone can use them and they still retain their bonus (like the 6+++).  This also means you might be able to pull off some potentially crazy combinations in the future (like Flayed Skull lending a +3" movement Raider for the Wyches!) but that's another story for another time.

Let me know what you think:  Should I go big and walk the Wyches?  Are Raiders still the best delivery mechanism?  Yes, I'm very aware of WWPs as an option as well.

Monday, April 1, 2019

Fickle Store Owner

As a store owner, what really drives me nuts more than anything else, are comments like, "That's ok, I'll just buy it on Amazon," or "Amazon is out, so I'm here." These comments make me a little sick to my stomach and they're the worst thing ever.

Oh wait, that's not it.

As a store owner, what really drives me nuts more than anything else, is not knowing. When I accidentally order an expansion for a game I've never carried and it becomes a best seller. When a $25 map pack for a $50 D&D book outsells the book. When I can't figure out if Amazon is eating a quarter or a half or three quarters of a market segment, or whether it's actually Amazon racing to the bottom, or my friends who own game stores. When a long time customer simply disappears. When a group simply stops playing a game. When nobody comes.

Yeah, that's what drives me nuts more than anything.

Or...

Maybe what really drives me nuts is the apathy that develops over time because caring is so painful. Seeking the unknowable is an act of faith, and you can throw yourself off that cliff of faith or you can live in an agnostic world of gray. Deciding not to care is psychologically protecting yourself from heartbreak. It's building a retaining wall against the slow erosion of peace of mind. It's going through the rituals of retail never sure if They will come.

No, it's definitely the first one.

Friday, March 29, 2019

12 Highest Paying URL Shortener to Earn Money Online

  1. Short.pe: Short.pe is one of the most trusted sites from our top 30 highest paying URL shorteners.It pays on time.intrusting thing is that same visitor can click on your shorten link multiple times.You can earn by sign up and shorten your long URL.You just have to paste that URL to somewhere.
    You can paste it into your website, blog, or social media networking sites.They offer $5 for every 1000 views.You can also earn 20% referral commission from this site.Their minimum payout amount is only $1.You can withdraw from Paypal, Payza, and Payoneer.
    • The payout for 1000 views-$5
    • Minimum payout-$1
    • Referral commission-20% for lifetime
    • Payment methods-Paypal, Payza, and Payoneer
    • Payment time-on daily basis

  2. BIT-URL: It is a new URL shortener website.Its CPM rate is good.You can sign up for free and shorten your URL and that shortener URL can be paste on your websites, blogs or social media networking sites.bit-url.com pays $8.10 for 1000 views.
    You can withdraw your amount when it reaches $3.bit-url.com offers 20% commission for your referral link.Payment methods are PayPal, Payza, Payeer, and Flexy etc.
    • The payout for 1000 views-$8.10
    • Minimum payout-$3
    • Referral commission-20%
    • Payment methods- Paypal, Payza, and Payeer
    • Payment time-daily

  3. Short.am: Short.am provides a big opportunity for earning money by shortening links. It is a rapidly growing URL Shortening Service. You simply need to sign up and start shrinking links. You can share the shortened links across the web, on your webpage, Twitter, Facebook, and more. Short.am provides detailed statistics and easy-to-use API.
    It even provides add-ons and plugins so that you can monetize your WordPress site. The minimum payout is $5 before you will be paid. It pays users via PayPal or Payoneer. It has the best market payout rates, offering unparalleled revenue. Short.am also run a referral program wherein you can earn 20% extra commission for life.
  4. Clk.sh: Clk.sh is a newly launched trusted link shortener network, it is a sister site of shrinkearn.com. I like ClkSh because it accepts multiple views from same visitors. If any one searching for Top and best url shortener service then i recommend this url shortener to our users. Clk.sh accepts advertisers and publishers from all over the world. It offers an opportunity to all its publishers to earn money and advertisers will get their targeted audience for cheapest rate. While writing ClkSh was offering up to $8 per 1000 visits and its minimum cpm rate is $1.4. Like Shrinkearn, Shorte.st url shorteners Clk.sh also offers some best features to all its users, including Good customer support, multiple views counting, decent cpm rates, good referral rate, multiple tools, quick payments etc. ClkSh offers 30% referral commission to its publishers. It uses 6 payment methods to all its users.
    • Payout for 1000 Views: Upto $8
    • Minimum Withdrawal: $5
    • Referral Commission: 30%
    • Payment Methods: PayPal, Payza, Skrill etc.
    • Payment Time: Daily

  5. Linkbucks: Linkbucks is another best and one of the most popular sites for shortening URLs and earning money. It boasts of high Google Page Rank as well as very high Alexa rankings. Linkbucks is paying $0.5 to $7 per 1000 views, and it depends on country to country.
    The minimum payout is $10, and payment method is PayPal. It also provides the opportunity of referral earnings wherein you can earn 20% commission for a lifetime. Linkbucks runs advertising programs as well.
    • The payout for 1000 views-$3-9
    • Minimum payout-$10
    • Referral commission-20%
    • Payment options-PayPal,Payza,and Payoneer
    • Payment-on the daily basis

  6. Cut-win: Cut-win is a new URL shortener website.It is paying at the time and you can trust it.You just have to sign up for an account and then you can shorten your URL and put that URL anywhere.You can paste it into your site, blog or even social media networking sites.It pays high CPM rate.
    You can earn $10 for 1000 views.You can earn 22% commission through the referral system.The most important thing is that you can withdraw your amount when it reaches $1.
    • The payout for 1000 views-$10
    • Minimum payout-$1
    • Referral commission-22%
    • Payment methods-PayPal, Payza, Bitcoin, Skrill, Western Union and Moneygram etc.
    • Payment time-daily

  7. Wi.cr: Wi.cr is also one of the 30 highest paying URL sites.You can earn through shortening links.When someone will click on your link.You will be paid.They offer $7 for 1000 views.Minimum payout is $5.
    You can earn through its referral program.When someone will open the account through your link you will get 10% commission.Payment option is PayPal.
    • Payout for 1000 views-$7
    • Minimum payout-$5
    • Referral commission-10%
    • Payout method-Paypal
    • Payout time-daily

  8. Adf.ly: Adf.ly is the oldest and one of the most trusted URL Shortener Service for making money by shrinking your links. Adf.ly provides you an opportunity to earn up to $5 per 1000 views. However, the earnings depend upon the demographics of users who go on to click the shortened link by Adf.ly.
    It offers a very comprehensive reporting system for tracking the performance of your each shortened URL. The minimum payout is kept low, and it is $5. It pays on 10th of every month. You can receive your earnings via PayPal, Payza, or AlertPay. Adf.ly also runs a referral program wherein you can earn a flat 20% commission for each referral for a lifetime.
  9. Linkrex.net: Linkrex.net is one of the new URL shortener sites.You can trust it.It is paying and is a legit site.It offers high CPM rate.You can earn money by sing up to linkrex and shorten your URL link and paste it anywhere.You can paste it in your website or blog.You can paste it into social media networking sites like facebook, twitter or google plus etc.
    You will be paid whenever anyone will click on that shorten a link.You can earn more than $15 for 1000 views.You can withdraw your amount when it reaches $5.Another way of earning from this site is to refer other people.You can earn 25% as a referral commission.
    • The payout for 1000 views-$14
    • Minimum payout-$5
    • Referral commission-25%
    • Payment Options-Paypal,Bitcoin,Skrill and Paytm,etc
    • Payment time-daily

  10. LINK.TL: LINK.TL is one of the best and highest URL shortener website.It pays up to $16 for every 1000 views.You just have to sign up for free.You can earn by shortening your long URL into short and you can paste that URL into your website, blogs or social media networking sites, like facebook, twitter, and google plus etc.
    One of the best thing about this site is its referral system.They offer 10% referral commission.You can withdraw your amount when it reaches $5.
    • Payout for 1000 views-$16
    • Minimum payout-$5
    • Referral commission-10%
    • Payout methods-Paypal, Payza, and Skrill
    • Payment time-daily basis

  11. CPMlink: CPMlink is one of the most legit URL shortener sites.You can sign up for free.It works like other shortener sites.You just have to shorten your link and paste that link into the internet.When someone will click on your link.
    You will get some amount of that click.It pays around $5 for every 1000 views.They offer 10% commission as the referral program.You can withdraw your amount when it reaches $5.The payment is then sent to your PayPal, Payza or Skrill account daily after requesting it.
    • The payout for 1000 views-$5
    • Minimum payout-$5
    • Referral commission-10%
    • Payment methods-Paypal, Payza, and Skrill
    • Payment time-daily

  12. Ouo.io: Ouo.io is one of the fastest growing URL Shortener Service. Its pretty domain name is helpful in generating more clicks than other URL Shortener Services, and so you get a good opportunity for earning more money out of your shortened link. Ouo.io comes with several advanced features as well as customization options.
    With Ouo.io you can earn up to $8 per 1000 views. It also counts multiple views from same IP or person. With Ouo.io is becomes easy to earn money using its URL Shortener Service. The minimum payout is $5. Your earnings are automatically credited to your PayPal or Payoneer account on 1st or 15th of the month.
    • Payout for every 1000 views-$5
    • Minimum payout-$5
    • Referral commission-20%
    • Payout time-1st and 15th date of the month
    • Payout options-PayPal and Payza

WCC2 HACK ON ANDROID! UNLIMITED COINS!

WCC2 HACK ON ANDROID!



Every Thing Unlocked! Unlimited Coins! One Of The Best Cricket Games For Android Devices. Try This Method And You'll Enjoy Alot!

DOWNLOAD APK⬅️


DOWNLOAD OBB⬅️


Steps: 

1.Download The Above 2 Files.
2.Open Es File Explorer And Install The APK File.
3.Extract The Zip OBB File To Internal storage>Android>OBB.
4.Open The Installed APK And You'll Enjoy!!

Ben 10 Game On Android || Download Now

Hello Friends That is My Blog And I am Showing How To Download Ben10 Ultimate Alien Game On Android With Highly Compress That Game Is Very Good Graphic With Osm Gaming Controller.

                     Screenshot



Game Features


🔲Mission Type game.
🔲Awesome graphics.
🔲So many missions to enjoy.
🔲Original Size=1.25Gb
🔲Compres File=500Mb

How To Install

◾️So before you start download the files for the games please read this steps to install the game.
◾️Download all the files.

🔲First Download ppsspp Emulator or Ben10 Game rar File.

🔲Then Install ppsspp Emulator.

🔲Afer Extract Ben10  game file With zarchiver Apk.

🔲Then open ppsspp apk And search Ben10 Extract File and Finally Play Ben10 game.

Minimum Requirements

Ram 1GB

Storage 1.25GB

OS 5.0 Or Higher

My Phone(Game Played Successfully)
Redmi Note 4

3GB Ram,32GB Storage,Adreno GPU,Android 7.0

How To Download

Download The Required Files From The Link Given Bellow

------------------------------------------------------------------
🔲Download ppsspp Emulator


🔲Download Ben10 Ultimate Alien compress Fille

         CLICK HERE



------------------------------------------------------------------

Pre-Post Transition Post

This isn't a real post. I'm going to post the real post tomorrow. But it feels like there should be some sort of intermediate thing to prepare everyone for the abrupt change of speed ahead.

Here's a picture of an airplane.


I realize that airplanes don't look like that, but this has been a hard year for me and learning how to draw planes accurately wasn't exactly a priority. I maybe could have chosen to draw something else, but I started drawing the plane, and there was already too much momentum.

Anyway, I feel like this is becoming way more about planes than I had anticipated. Let's move on.

If, at any point over the last eighteen months, you've wondered what was happening to me and why it might be happening, my post tomorrow should explain everything.

I've been working on it for the better part of a year (partly because I wanted to get it exactly right, and partly because I was still experiencing it while attempting to explain it, which made things weird), and I'm relieved and excited and scared to finally be able to post it.

At this point, you're all probably wondering what is it? What's in the post?? Is it airplanes? And no, it unfortunately has very little to do with airplanes.* It's a sort of sequel to my post about depression. It is also about depression. In parts, it might get a little flinch-y and uncomfortable, and if I succeed in making you laugh during those parts, you're going to feel real weird about yourselves. But it's okay. Just let it happen. I WANT it to happen. Because it makes me feel powerful, and also because there are flinch-y, uncomfortable things everywhere. Seeing them is inevitable. If we can laugh about some of them, maybe they'll be less scary to look at.

Okay, so that's what's going to happen tomorrow. Hopefully this transition post makes the experience less jarring for everyone.

*As it turns out, there is a plane. I had forgotten about it (it's small and not the main focus of the post) and the coincidence was entirely unintentional. I'd never tell you there aren't going to be planes while being fully aware that there's a plane.