Miss Gould

I are a writer-feller.

I writes a lot.

I also work with editors and proofreaders a lot and have sometimes served in those capacities.

Here on the blog, I don’t have an editor or proofreader, so a significant number of typos get through, but that’s par for the course in the blogosphere. Other, more hit-laden bloggers than I have expressed their gratitude for the slack readers give them over typos. When you’re cranking out stuff in the rapidfire manner that blogging typically requires (what with fitting it around a day job and all), typos are bound to get through, and it is much appreciated when folks don’t sweat the small stuff.

It is also appreciated, however, when a reader points out a real howler. F’rinstance: One reader recently pointed out to me that the phrase I had intended to be "does not" had a misplaced space so that it read "doe snot."

The subject was not deer hunting.

Change made.

All of my dead-tree writing, though, does go through editors and proofreaders. These folks don’t get the credit that they deserve for the valueable work they do.

IT’S NICE TO SEE CREDIT BEING GIVEN.

(And it’s a fascinating look into the world of publishing that rings true to my experience of it.)

Introducing: The Wild Woman Of Borneo!

NOTE: I’m about to break my no-names-in-the-main-blog-section rule (Rule #15) due to the special nature of this post.

Down yonder, Anna Louise writes:

Hello Jimmy!

Apa khabar, Jimmy? (How are you doing, Jimmy?)

Khabar baik! Dan Bu?

Not only am I Malaysian – I’m from Borneo too =)Would that confer on
me the title of "The Wild Woman from Borneo"? Lol! – that would be
pretty cool.

I hereby confer on you the title of "The Wild Woman of Borneo" by the power vested in me as blog administrator!

(That and $3.50 will get you a cup of coffee in America.)

I read your blog every day – there’s so much for my education,
thought and good entertainment here; and of course, it has helped
strengthen my love for the Faith and the Church.

Keep up the good work!

Thanks much! I will endeavor to do so!

Amare Et Severe,

Anne Louise

Latin, too! Cool.

Why Accreditation Is Important

Of late there have been a bunch of unaccredited "doctorates" floating around Protestant apologetics circles. Recipients of them include "Dr." Bart Brewer, "Dr." James White, and "Dr." Eris Svendsen.

I don’t cotton to that.

I’m from an academic family. Grew up in a university family that ran in university circles in a university town. In fact, I was surprisingly old before I discovered that it was not normal for an adult male to have a doctorate.

I understand the importance of accreditation. One reason is that, as my experience of university families showed me, even those who have accredited doctorates in the hard sciences frequently do not have the sense to come in out of the rain. A doctorate is not only no guarantee of genius or even well-rounded intelligence, it’s no evidence of a functional human being. If you yank the quality control that accreditation provides out from under a Ph.D, you’re going to end up not only with people who have no horse sense but people who also don’t know the field their Ph.D allegedly qualifies them for.

Now, I have nothing at all against distance education. In fact, I’m in favor of it–as long as it’s accredited. I may well pursue distance education myself. But you won’t catch me waltzing around presenting myself as "Dr. Akin" unless I’ve earned a doctorate from an accredited school.

Non-accredited doctorates can do a great deal of harm to society. Not only in areas like apologetics, where others’ belief systems and the fates of their souls can be on the line, but in other areas as well.

LIKE THIS HORROR STORY INVOLVING NATIONAL SECURITY.

X-Files Roundup–Or–The Agent Scully In Me

Down yonder, a reader writes:

Jimmy,

Out of curiosity, what do you think about the whole UFO phenomenon,
including reports of alien abductions, crop circles, etc.? It seems to
me that there are several possible explanations:

(1) Delusions
(2) Hoaxes
(3) Demonic activity
(4) Some combination of the above
(5) Genuine extra-terrestrial activity

My own opinion is that #4 is probably the most likely explanation. I
would be interested to hear your thoughts if you have time to comment.

Well, let’s see, these are just my suspicions rather than what I can prove, and I go back and forth on the percentages I’d ascribe to things, and anyone who wants is welcome to disagree with me as we’re outside the realm of Church teaching, but . . .

Crop circles (of the modern, complex variety): Total hoaxes. (Though I did like the Invader Zim episode where they found a crop circle being formed by a cow rolling around on its back in a field.)

UFO activity (meaning unidentified flying objects of extraterrestrial, extradimensional, or extratemporal origin): Some outright hoaxes, but usually the product of wishful thinking or misidentification of mundane phenomena, including experimental and classified aircraft that we (or other nations on Earth) have made. For example, I’m virtually certain that the famous "black triangles" that UFO enthusiasts were so hot up about a few years ago are just some kind of stealth technology we’ve got.

Sometimes plausible UFOs are not anything that exotic, though. Here in San Diego, the company Sanyo has (or had) a blimp that was white, had a company logo on it, and lit-up from the inside at night. I saw it one night and, in the distance you couldn’t see the company logo (certianly not as anything but indistinct "markings"). It looked like a floating white oval of light, clearly far too big to be a star, but not shaped like an airplane or helicopter. If I hadn’t seen the Sanyo blimp in the day before (and if I were a passionate UFO believer and if it hadn’t come close enough to identify the logo), I might have interpreted it as a UFO.

Alien abductions: A mix of hoaxes, psychosis and something that I would call "belief-influenced misinterpretation of experience." Lemme ‘splain:

As I am using the term, a psychosis is where a person is deprived of rationality on a particular point due to a pathological condition (e.g., they have a mental illness that leads them to have visions of being abducted by aliens, or they passionately believe that they have been adbducted even though there is nothing in their experience that could plausibly be interpreted as evidence of abduction).

Belief-influced misinterpretation of experience (BIME) is something less than that, and I suspect it is far more common than full-blown psychosis.

BIME does not involve a pathological condition. It involves interpreting an actual event (or events) in one’s experience, based on a (faulty) set of beliefs about how this event should be interpreted, and then coming to an erroneous conclusion.

Consider: Many people have trouble at times telling whether they’re lying awake in bed or whether they’re dreaming about lying awake in bed. (This happened to me yesterday morning, in fact. I had woken up and was trying to get back to sleep and wasn’t sure at certain points if I was still awake or asleep again yet.)

When this happens, the person may in fact be asleep and dreaming about lying in bed. When that happens, they may be unable to move because the brain’s sleep module has turned off voluntary motion of the body (so that we don’t physicalize what’s going on in our dreams, e.g., by sleepwalking). The person may thus dream about trying to move but being unable to do so. This is especially likely if he is in the twilight zone between true sleep and true wakefulness.

Since the dream module in his brain is still partially engaged he may, for example, dream about sinister people moving about in the other room or–if he is a passionate UFO enthusiast–he may dream about aliens in his own bedroom.

I’ve never had the latter dream (not being a passionate UFO enthusiast), but I have dreamed about lying awake in bed, being unable to move, and thinking there were sinister people moving in the other room.

Not being a passionate UFO enthusiast, when I woke up later on, I interpreted this experience as what it was: Just a dream. There never were any sinister people in the other room. It was just my dream module giving me a low-grade nightmare.

But if I had been a passionate UFO enthusiast, my alien abduction lore would have told me to interpret nighttime paralysis with sensing a presence of some kind as evidence of alien abduction.

Upon waking, I might conclude that I had been abducted by aliens. I might further examine my body and turn up little scars and "scoop marks" that I had never noticed before (or had forgotten) and see this as confirmatory evidence. I might then go to a hypnotist to do regression hypnosis on me and, since regression hypnosis is (in my opinion) nothing but a guided fantasizing experience that consists almost entirely of confabulation, I might come away with recovered "memories" of an abduction experience.

I would be wrong but, given my pre-existing passionate UFO beliefs (and belief in regression hypnosis), this would be a reasonable (in the sense of non-psychotic) interpretation of my experience.

I think many people who think they’ve been abducted by aliens are the victims of belief-influenced misinterpretation of experience. Some are psychotic. Some are liars.

The above represent my best guesses (based on some familiarity with the field). I can’t rule out demonic activity in some cases, but I tend to think that physical/visible manifestations of the demonic are rare (tricking people into BIME is another matter, however).

Not being omniscient or infallible, I can’t say actual extraterrestrial visitation is impossible, but I am deeply, deeply skeptical of it.

Dinky Dungeons!

Okay, while we’re talking about game design, I should mention Dinky Dungeons.

This was a game that was designed by some Oklahoma boys who privately sold it back in the 1980s.

I met them (and their game) when I drove to the Tulsa event, OkCon. (They were from farther west, as I remember, hailing from Oklahoma City).

The idea behind Dinky Dungeons was that you got a whole role playing game in a single . . . pouch. The game was sold in a format that resulted in a tiny ruleboook that fit in tiny plastic bag with tiny dice. If they had called the game "Tiny Terrors," they would never have had to rename it.

The Dinky Dungeons guys enlisted me to work on a superhero variant of their game called Hoakey Heroes, but I don’t know that this ever came out.

The amazing thing about all this was that the game design actually worked–despite the fact that it lacked all the extra-whazzits doo-dads that game designs normally have. Just you, the dinky rule book, and two dinky dice were enough.

It showed that most role-playing games were way, waaaaay overbuilt.

LEARN MORE ABOUT DINKY DUNGEONS AND ITS SUCCESSORS.

WWFD: What Would Frodo Do?

Too bad I’m not a GM anymore

I just got the most wicked cool idea for a D&D campaign:

  1. The player characters come into a region and start encountering monsters, which they proceed to kill mindlessly.
  2. They encounter a party of orcs, who are generally disagreeable and also end up getting killed.
  3. They enter a labyrinth, where they kill everything in it and take all the loot.
  4. Various juvenile actions are taken in various regards.
  5. Eventually, the heroes arrive at the central village of the region, where the populace hires them to help hunt down a band of roving marauders that has been terrorizing the countryside.
  6. The villagers have heard tell that the marauders are a very large group, much larger than the heroes’ group, so for backup, the heroes are accompanied by a band of villagers in case it comes to a fight.
  7. To get clues, they are escorted to the location of one of the sites the marauders have sacked–the private menagerie of a local nobleman.
  8. It’s the labyrinth the player characters themselves pillaged.
  9. The nobleman, who meets the party at the labyrinth, identifies pieces of his property which the characters had taken as loot.
  10. The villagers drive the heroes out of their territory with torches and pitchforks.

Just bringing a little realism to the mindless "kill & steal" mentality of many D&D campaigns.

Steve Jackson Is Right!

Okay, while writing my previous post about gaming, I was doing a bit of online checking and rang into an article by Steve Jackson (the game designer) on

HOW TO TRANSLATE D & D MONSTERS INTO FANTASY TRIP MONSTERS.

That’s probably not of much use to folks since The Fantasy Trip is no longer published (so far as I know), but in skimming the article my eye was caught by his treatment of the problematic concept of "Alignment":

Alignment is
not used at all in TFT, but can still be used as a guide to
"personality." Chaotics may do anything they please; true chaotics are
rare. Lawfuls will follow a strict code of behavior, though you may not
agree with it or even know what it is. Evils will behave selfishly and
attack if they can. Goods will not attack unless they perceive you as
evil; anything that threatens them is likely to be considered evil.
Neutrals will act for their own convenience, which will usually mean
letting others alone – but many "neutral" creatures are hungry. The average party of player-characters, incidentally, considers itself to be lawful good and is actually chaotic neutral [emphasis added].

ROFL! Truere words were never spoken!

(See my previous comments about characters doing juvenilely immoral things and wanting simply to aggrandize their characters.)

"Game Over, Man!"

Down yonder I mentioned that I don’t like D & D’s concept of "alignment," and afterwards a reader asked:

Hey Jimmy,

What role-playing games do you play?

‘Fraid that I haven’t done any RPGing in a coon’s age, but I can tell you what I did play.

The first RPG I was exposed to was a variant on Dungeons and Dragons known as "CalTech D&D," because the revision of the rules had been (ostensibly) done at CalTech. I think this was later published as an independent game, but can’t recall what it was called.

I later became acquainted with regular D&D, including its early versions (which I liked more, before it got overbuilt), including the game from which it originally descended, Chainmail.

I was never very pleased with the way a lot of the D&D rules worked, though, and in general have thought that it is an over-complex, poorly-designed game.

More to my liking was The Fantasy Trip which was an outgrowth of the games Melee and Wizard, published by Metagaming and authored by game-designer Steve Jackson (hence the periodic questions from me and others whenever Steve Jackson posts comments here about whether he is Steve Jackson the game designer. He has never answered so far as I know.)

This was a much simpler, more logical game. Unfortunately, Metagaming went belly up, and Steve Jackson (the game designer) started his own company, Steve Jackson Games. He wanted to buy The Fantasy Trip from Metagaming, but they apparently thought the asset was worth far more money than he had (something like a quarter mil, if I remember right), so he didn’t get it.

Jackson then designed GURPS, which originally stood for the Great Unnamed Role Playing System but which was retitled Generic Universal Role Playing System. It’s simlar to The Fantasy Trip, but unfortunately I never had anyone to play it with, as it was coming out about the time I was pulling out of gaming.

The games I played most were put out by the company Chaosium. In particular, I played the now-defunct Superworld and the not-defunct Call of Cthulhu (which seems to have been what’s kept Chaosium in business).

I also read a lot of games that I never really played (e.g., RuneQuest, Champions, the Marvel Game, DC Heroes) and enjoyed thinking about and critiquing their rule systems.

This was a product of my interest in game design as an art, something I did a good bit of.

In fact, if you look in the credits for the full version of Superworld (and in some Superworld adventures) you will see me listed there (as James Akin, this was back when I had first started going by that name).

I even designed some full game systems, but never published them. (And no, I don’t have copies of the rules around anymore.)

I’m kind of proud of the Superworld/Call of Cthulhu universe that my friends and I created (it was a single universe with the CoC stuff set in the 1920s and the SW stuff set in the 1980s, so there were crossovers).

We decided that all of our characters’ adventures were being published by an imaginary comic book company called Genghis Comics, and each night’s game play was one issue in the imaginary series. I served as gamemaster for the company’s flagship title, The Protectors, while other friends gamemastered their own titles. A few titles we took turns gamemastering.

I’m pleased with the fact that we were able to coordinate a shared universe in which everybody got to exercize a great deal of creativity without it degenerating into petty squabbling. The players didnt’ backstab each other for the fun of it; they didn’t revel in having their characters do juvenilely immoral things–two problems I’d seen among many groups of gamers.

I’m most proud of the fact that we ended up going beyond the usual game format and ended up doing what was, we discovered, really a form of interactive storytelling. Because we were treating the games as if they were real issues of comic books, we ended up plotting them out in advance (though only the gamemaster knew all of what upcoming titles would hold).

For example, when I first started The Protectors, I had a gamemaster-run character in the team who the other players were suspicious might be a traitor because he was a non-player character. He wasn’t, but I decided to introduce a real traitor into the team, only sneakily. I went to one of the players who had a lot of discretion, told him my idea, and asked if he would be willing to play the traitor character for me (keeping this fact secret from the other players) until the story I had evisioned for her was finished. After that, he could do anything he wanted with the character. He agreed, and the traitor (traitoress?) storyline played out wonderfully. Afterwards the player took the character to even greater heights by inventing emotionally heart-wrenching plots for her (including a romance with another character, followed by pregnancy, followed a apparent birth in seclusion, followed by the revelation that the pregnancy had been hysterical and the character had used her superpowers to kidnap a baby to present as her own, followed by  jail) that put the other characters (and players) through their paces.

Because we were viewing ourselves more as the authors of comic books than as players wrapped up in a game, we didn’t get over-involved in having our characters aggrandized as extensions of our own egos (an all too common problem in RPGs). Instead, we got wrapped up in our stories. We wanted to tell the other players interesting stories through our characters, and so we would make up characters, not for purposes of having them accumulate more fame and power, but for telling an interesting story.

In fact, the starting point in character creation tended to be figuring out what the character’s "exit point" from the series would be. Would he die? Be murdered? Self-sacrificed? Mutated? Jailed? Lose his powers? Lose his fortune? Get cancer? Go crazy? Turn evil? Be exposed as a fraud? A clone? Her own daughter from the future? And what would happen with him on the other side of the exit point? Would he come back somehow, initiating a new character arc, or stay permanently gone?

Creating detailed character arcs meant, of course, that we totally ignored the rules of the game a lot of the time. They had to be subordinated to the character’s larger story–so no accidental deaths due to bad dice rolls; those were far less meaningful than tragic, pre-planned character deaths which had a lot more emotional meaning. By ignoring the rules at appropriate moments, therefore, we were able to create a much more satisfying story and really lift the campaign out of being a simple game and into being interactive storytelling. (The main game designer later told me he was a bit jealous of the way this campaign operated, which was a big compliment.)

It was a neat experience. A lot of fun for me, and it generated a lot of memories of friendship for me as a young man.

But it’s over now.

Haven’t played in years.

Haven’t found the kind of guys who are interested in that kind of thing, since, and anything else seems like a step down.

I did, a few years ago, toy with the idea of creating a game with rules that were designed to create the kind of campaign we had. Was thinking about having the design based not on rolling dice but on spending and accumulating "story points."

Unfortunately, the only players I knew at the time weren’t interested in that. They wanted to roll dice and kill bad guys.

Oh, well.

“Game Over, Man!”

Down yonder I mentioned that I don’t like D & D’s concept of "alignment," and afterwards a reader asked:

Hey Jimmy,

What role-playing games do you play?

‘Fraid that I haven’t done any RPGing in a coon’s age, but I can tell you what I did play.

The first RPG I was exposed to was a variant on Dungeons and Dragons known as "CalTech D&D," because the revision of the rules had been (ostensibly) done at CalTech. I think this was later published as an independent game, but can’t recall what it was called.

I later became acquainted with regular D&D, including its early versions (which I liked more, before it got overbuilt), including the game from which it originally descended, Chainmail.

I was never very pleased with the way a lot of the D&D rules worked, though, and in general have thought that it is an over-complex, poorly-designed game.

More to my liking was The Fantasy Trip which was an outgrowth of the games Melee and Wizard, published by Metagaming and authored by game-designer Steve Jackson (hence the periodic questions from me and others whenever Steve Jackson posts comments here about whether he is Steve Jackson the game designer. He has never answered so far as I know.)

This was a much simpler, more logical game. Unfortunately, Metagaming went belly up, and Steve Jackson (the game designer) started his own company, Steve Jackson Games. He wanted to buy The Fantasy Trip from Metagaming, but they apparently thought the asset was worth far more money than he had (something like a quarter mil, if I remember right), so he didn’t get it.

Jackson then designed GURPS, which originally stood for the Great Unnamed Role Playing System but which was retitled Generic Universal Role Playing System. It’s simlar to The Fantasy Trip, but unfortunately I never had anyone to play it with, as it was coming out about the time I was pulling out of gaming.

The games I played most were put out by the company Chaosium. In particular, I played the now-defunct Superworld and the not-defunct Call of Cthulhu (which seems to have been what’s kept Chaosium in business).

I also read a lot of games that I never really played (e.g., RuneQuest, Champions, the Marvel Game, DC Heroes) and enjoyed thinking about and critiquing their rule systems.

This was a product of my interest in game design as an art, something I did a good bit of.

In fact, if you look in the credits for the full version of Superworld (and in some Superworld adventures) you will see me listed there (as James Akin, this was back when I had first started going by that name).

I even designed some full game systems, but never published them. (And no, I don’t have copies of the rules around anymore.)

I’m kind of proud of the Superworld/Call of Cthulhu universe that my friends and I created (it was a single universe with the CoC stuff set in the 1920s and the SW stuff set in the 1980s, so there were crossovers).

We decided that all of our characters’ adventures were being published by an imaginary comic book company called Genghis Comics, and each night’s game play was one issue in the imaginary series. I served as gamemaster for the company’s flagship title, The Protectors, while other friends gamemastered their own titles. A few titles we took turns gamemastering.

I’m pleased with the fact that we were able to coordinate a shared universe in which everybody got to exercize a great deal of creativity without it degenerating into petty squabbling. The players didnt’ backstab each other for the fun of it; they didn’t revel in having their characters do juvenilely immoral things–two problems I’d seen among many groups of gamers.

I’m most proud of the fact that we ended up going beyond the usual game format and ended up doing what was, we discovered, really a form of interactive storytelling. Because we were treating the games as if they were real issues of comic books, we ended up plotting them out in advance (though only the gamemaster knew all of what upcoming titles would hold).

For example, when I first started The Protectors, I had a gamemaster-run character in the team who the other players were suspicious might be a traitor because he was a non-player character. He wasn’t, but I decided to introduce a real traitor into the team, only sneakily. I went to one of the players who had a lot of discretion, told him my idea, and asked if he would be willing to play the traitor character for me (keeping this fact secret from the other players) until the story I had evisioned for her was finished. After that, he could do anything he wanted with the character. He agreed, and the traitor (traitoress?) storyline played out wonderfully. Afterwards the player took the character to even greater heights by inventing emotionally heart-wrenching plots for her (including a romance with another character, followed by pregnancy, followed a apparent birth in seclusion, followed by the revelation that the pregnancy had been hysterical and the character had used her superpowers to kidnap a baby to present as her own, followed by  jail) that put the other characters (and players) through their paces.

Because we were viewing ourselves more as the authors of comic books than as players wrapped up in a game, we didn’t get over-involved in having our characters aggrandized as extensions of our own egos (an all too common problem in RPGs). Instead, we got wrapped up in our stories. We wanted to tell the other players interesting stories through our characters, and so we would make up characters, not for purposes of having them accumulate more fame and power, but for telling an interesting story.

In fact, the starting point in character creation tended to be figuring out what the character’s "exit point" from the series would be. Would he die? Be murdered? Self-sacrificed? Mutated? Jailed? Lose his powers? Lose his fortune? Get cancer? Go crazy? Turn evil? Be exposed as a fraud? A clone? Her own daughter from the future? And what would happen with him on the other side of the exit point? Would he come back somehow, initiating a new character arc, or stay permanently gone?

Creating detailed character arcs meant, of course, that we totally ignored the rules of the game a lot of the time. They had to be subordinated to the character’s larger story–so no accidental deaths due to bad dice rolls; those were far less meaningful than tragic, pre-planned character deaths which had a lot more emotional meaning. By ignoring the rules at appropriate moments, therefore, we were able to create a much more satisfying story and really lift the campaign out of being a simple game and into being interactive storytelling. (The main game designer later told me he was a bit jealous of the way this campaign operated, which was a big compliment.)

It was a neat experience. A lot of fun for me, and it generated a lot of memories of friendship for me as a young man.

But it’s over now.

Haven’t played in years.

Haven’t found the kind of guys who are interested in that kind of thing, since, and anything else seems like a step down.

I did, a few years ago, toy with the idea of creating a game with rules that were designed to create the kind of campaign we had. Was thinking about having the design based not on rolling dice but on spending and accumulating "story points."

Unfortunately, the only players I knew at the time weren’t interested in that. They wanted to roll dice and kill bad guys.

Oh, well.