Wednesday, May 29, 2013

Is Competition Necessary for Something to be a "Game"?

I think that is probably the telling point and possibly the most important one. A hobby or entertainment without competition doesn't require rules because it is either a completely collaborative experience, such as acting, or simply "play", like freeform "making stuff up" - mutual storytelling.

The only reason an activity requires rules is because it involves competition and/or challenge, and the outcome and fairness become important. Even in "soldier" or "cowboys and indians" completely imaginative play, it becomes competitive and the "I shot you"-"did not" issue arises, leading to usually an improv set of rules to make things equitable ("I'm safe if I'm touching this post").

Competition doesn't necessarily mean conflict or violence or non-cooperation, however, and it shouldn't be seen as inherently bad, as this aspect of games teach valuable skills and ideas and interaction, and inspire useful or vital emotions or drives, which have much more important real-life counterparts. Competition, teaches how to mutually agree to share a set of values for a common goal, even if it means you may "lose" if you don't meet it (before or instead of your opponent), and especially in the case of RPGs, the GM is given a powerful responsibility - the other players are placing trust in his judgment and fairness and creativity and empathy for their enjoyment, and he understands that he must be fair and is not in direct full opposition to the players, but a coach of sorts, or trainer, challenging them to overcome obstacles, to rise above the mundane and become heroic and memorable, entertaining and exciting. This is competition to be sure, and the consequences can be harsh, depending on the game and GM, but the play itself is its own reward, besides the in-game mechanics for the characters themselves - the players get to see their own creations improve and gain in various aspects, and the GM gets to see his work enjoyed by others and how his moderating has helped shape and allowed players to bring their creations into active, dynamic realizations, and evolve.

And that, in the real world, is what competition is - challenges and obstacles to be overcome, direct opposition by others, sometimes violently, sometimes in relationships or careers or simple play, that hones and strengthens those drives to push and succeed, that teaches people how to deal with success and failure, to think differently, approach problems, come up with solutions or ways to entirely sidestep large issues with cleverness - this allows people as individuals, and as a species, to also bring themselves into active, dynamic realizations of their own creation, and evolve.

Thursday, May 23, 2013

Herbal Terminology for Role Playing Games



I'm in the process of making a fairly comprehensive herb-related document which could be used for about any game - it has information and random charts, for randomly generating known plants as well as new ones.

I have to do a lot of research for various aspects and I'm putting these up as a kindness to other gamers looking for info on the topic of the various etymology (origins) and meanings of a lot of typical herbal/botanical terms, with examples.



Apple = round; any non-berry fruit (crab apple)
Bane = slay, wound (wolfbane)
Bar = red or fruit (barberry)
Bay = berry or seed (bay leaf, bayberry)
Bell(a) = fair or pretty (belladonna)
Bil = roots or ball (bilberry)
Boysenberry = named after “inventor”
Choke = poisonous or very acidic (chokeberry, chokecherry)
Clote = burdock, cloud, clod
Conkle/Conker = conch shell (conkerberry)
Cran = crane (cranberry)
Cress = devour or grass (watercress)
Donna = lady (belladonna)
Fal = call or invite, curved blade or grey (falberry)
Farkle = sparkle (farkleberry)
Hack = hag, meaning "bird cherry" (hackberry)
Haw = hedge or fence (hawthorn)
Hem = hops (hemlock)
Huckle = hook/coffin handle (huckleberry)
Lock = like/akin (hemlock)
Meg = musk (nutmeg)
Mul = dull/dark (mulberry)
Nard = name of tree or smell, aromatic unguent (spikenard)
Poke = N. American: stain, smoke, dye, possibly sack, puck (poke salad)
Privet = prime or first (privet berry)
Quarters = tithing time bloom, area, fourth or side of meat (lamb's quarters)
Rasp = sweet, rose colored wine (raspberry)
Ri = another/repeating or laughter (riberry)
Ruff = turbulent, wading bird, swagger, frilled (woodruff)
Saxifrage = "herb"
Seal = crowd/bunch, fastening emblem or plough or crop (goldenseal, solomon's seal)
Serviceberry = blooms when religious services are common
Snap = beak, mouth, quick movement, bite (snapdragon)
Sop = gift to appease or wisdom (sweetsop)
Sorrel = sour or reddish brown or yellowish brown (wood sorrel)
Spike = ear of grain, thorn, nail, splinter (spikenard)
Tay = engineered; named after river (tayberry)
Tea = inner integrity and power (teaberry and tea)
Whortle = hurtle (whortleberry)
Wim/Whin = whistle/whiz through air (wimberry)
Wort = weed (mugwort)
Wrack = marine vegetation, seaweed, kelp (sugar wrack)

Friday, May 03, 2013

Creating Paper Miniatures for Tabletop Games

Also known as cardboard or paper minis, these are the very cheap alternative to buying handfuls of paintable pewter (or originally lead) or even plastic molded or hand-sculpted figures for gaming. Most minis stand roughly an inch in height, and are set onto a flat base, either round, rectagle, square or even hex shaped, to keep them upright. Games Workshop, Reaper and Ral Partha are among the more traditional names for true packaged gaming miniatures, but today we'll be looking at the little brother of these fine figures.




Printable or "print mini" paper minis are usually printed onto a piece of paper or sometimes thin cardstock that can be fed into a typical ink or laser jet printer - many paper mini users print onto paper first to make sure a mini looks good without having to waste more expensive cardstock, and then cut out and glue or otherwise affix the paper mini to the cardstock, which also adds extra strength, combining the cardstock and the paper.