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I was rummaging through the suitcase I had to the Con, and found my notes from the post-watershed Just A Minute tournament! I haven't found the standard JAM notes yet, but who knows, maybe they'll turn up. For now, though, for your elucidation and entertainment, here are the final scores - and the topics that were and weren't used.


Scores
Wizards: 4 pts
Witches: 8 pts
Small Gods: 15 pts
Seamstresses: 31 pts
Conjurors: 31 pts



Topics
Vestal Virgins (Small Gods to start)
How To Thread A Needle (Seamstresses to start)
Broomsticks And Their Uses (Witches to start)
Nothing Up My Sleeve (Conjurors to start)
Conceiving Immaculately (Small Gods to start)
How To Be A Hooker
Vegetables
The Lovely Samantha



Topics That Weren't Used (Unless I Forgot Them)
Dressed To Kill (but we didn't get any Assassins)
Moving Pictures (no Alchemists either)
Why I Like Black Leather (or Monks of Cool, for that matter)
The Meaning Of Innuendo (nope, not even them)
Interesting Ways Of Presenting Melons
Strawberry Wobbler
Cunning Linguists
The Kiss Of Life
Red Lights
Customer Service
Muffin The Mule
Handball
Hot Crumpets
How To Count Entendres
Watch Breastplates
Making A Sandwich
How To Whistle

Why I Love My Job (though my somewhat erratic memory insists we did this one. Hm.)
The Watershed


If anyone has any good ideas for the 2010 Post-Watershed Inter-Guild Just A Minute Tournament, let me know. Helpfully innuendo-laden topics are always welcome. :-D
awmperry: (Default)
I know, I never thought I'd be saying this, but there's an actual useful text message service!

As a result I've become slightly addicted to it, and so you might think this post sounds an awful lot like blatant pluggage - and you'd be right - but still. It's lovely and fluffy and brilliant, and you should love it.

Basically, it's AQA (Any Questions Answered), and it does exactly what it says on the tin. You send a text message to 63336 with a question you want answered - anything at all, within reason and law - and you get a message back within a few minutes with an answer. And they're invariably perfectly spelled and punctuated, which is a sight for sore eyes.

Anyway, the longest they've taken to answer one of my questions was about half an hour, and that was a fiendishly tricky one. They've given me answers on everything from the rights situation on a book to the nearest decent chip shop to the NEC, and they are, all in all, wonderful. I don't enthuse easily, as you know, but AQA is great.
awmperry: (Default)
Am I mad?

I think I might be mad. Do I look mad? Some say I'm mad. I don't think I'm mad. I just get these headaches. No, I'm probably not mad. All right, maybe a bit.

Anyway, my point is that I've never been a big fan of dressing up for conventions, and now I've had three ideas in a couple of days.

The first is of course the Cunning Plan (the <i>secret</i> Cunning Plan, so don't ask) that I'm plotting with the Glingle Feegle and, well, anyone else who wants to help out.

The second is the ridiculous idea of dressing up as a giant name tag. That's a "don't ask" idea too, but for totally different and much more disturbing reasons.

The third is the one that just popped into my head. Naturally I'll be wanting to be in the Guild of Conjurors, Musicians, Entertainers and Associated Vagrants, but I had an evil idea for the Church of Om.

Therefore - some of you see where this is going, I'm sure - I shall see if I can put together an outfit for the Church of Om. Inquisitor Toast-The-Ungodly-On-The-Griddle-Of-Light-Punishment. An inquisitor who joined the Entertainers' guild because he has entirely the wrong approach to his work...
awmperry: (Default)

The Con Report In Retrospect

In Retrospect

No two DWCons are the same, but some things are always certain. There will be insanity. There will be immense amounts of fun. There will be sleep deprivation. There will be a ConCom bearing, by the end of it, a startling resemblance to the living dead. Really happy living dead, but well zonked either way. Click here for full story )

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The Con Report Tuesday

Tuesday

Oh god, is it morning already? I thought, blinking against the light.

Actually, it wasn’t. Click here for full story )

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The Con Report - Monday

Monday

After breakfast, I went to Ian Stewart’s lecture on mathemagical curiosities, and it didn’t disappoint. I’ve always enjoyed things that are both clever and funny, and this talk ticked both boxes in spectacular fashion. Click here for full story )

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The Con Report - Sunday

Sunday

Breakfast was good, and the coffee quite drinkable for once. I wonder if they can be persuaded to have streaky bacon as well next time... Click here for full story )

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The Con Report - Saturday

Saturday

Once again up for breakfast! Two days in a row! The end times must be drawing near! Click here for full story )

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The Con Report - Friday

Friday

Seven AM. Up, dress, toothbrush, breakfast. Discover that Hilton Metropole has very friendly restaurant staff, quite good fried potatoes, and abysmal coffee.Click here for full story )

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The Con Report - Thursday

Thursday

 “I don’t want to goooo,” I moaned[1], dragging the pillow over my head and screwing my eyes shut against the early-morning sunlight. Click here for full story )

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Dead Monkeys



Someone once said, when confronted with calamity, “This too shall end”. Unfortunately I can’t remember the exact words, but the idea was that sooner or later, even the worst circumstances end. Quite often, as far as I can tell, by getting worse.

The point – and unfortunate corollary – is that not only bad things end.

That, then, is the foundation of the traditional Dead Monkey Party. A distilled summation of the con’s insanity, it basically involves a bunch of remarkably sober congoers getting together to convince themselves that the Con ain’t over ‘til we say it is.

And it’s always, without exception, fantastic.

It started soon after the closing ceremony. I was in the bar – because the bar do chips; as some of you will know, I can’t be bothered with booze, particularly given what I’m like sober. I suspect combining my usual level of bonkersness with alcohol would cause some sort of supercritical event. And if you doubt that, just consider that on just two portions of chips and a can of Coca-Cola I was leading a procession marching towards the DMP, singing Colonel Bogey in Dwarfish[1]. Loudly.

We reached the door to Lancre Forge. They were all in step, to my astonishment. They performed a perfect Right Wheel when I bellowed the order, halted as the book prescribes, and even executed a textbook dismissal. I was terribly impressed. It got us some odd looks – admiring, I shall assume – from those already at the party, and we headed in to join the fun.

By the way, if you’re ever at a party where there are lots of lunatics and almost as many balloons, avoid having chandeliers. There will invariably be multi-ball games of whatever it is, and I was starting to get rather nervous by the end of the evening. I still get chills at the sound “clink”.

Where was I?

Oh yes. I got chatting to Cat – who was investigating the goody bags – and after a chat with Martyn we seemed to get assigned to running Walk The Walk. Well, someone got assigned to it, anyway, and we had a whole bunch going, but I’m not sure anyone’s really clear on who – if anyone – was really in charge.

It started out as a perfectly sane, ordinary game[2]. Then I got into designing the course. The first course – which I didn’t set up – was fairly easy, and guided through it by my distinctive bellows, Essy completed the course with considerable aplomb.

That’s when things started to get silly.

The courses gradually got trickier. We used flipcharts as obstacles, angling them away from the correct route to subtly guide walkers into the walls. We set up dead ends, obfuscating the easier route and nudging players towards more obvious but much harder routes[3].

“Hey,” someone said, “this is a garden, isn’t it? Postman trying to reach the letterbox. We need a dog.”

So we got a volunteer, scrawled “DOG” on her forehead, and set her to hounding the walkers. Then we got a cat – Cat, of course – who pawed and clawed at walkers as they went by. We cast someone as a plank, lying treacherously across the path. When Kai ran the course, we blocked the route entirely, forcing him to go under one of the flipcharts.

Think that sounds silly? Well, we were just getting started. The air gradually filled with our evil laughs, as we added insane neighbours with shotguns[4], balloons on the path, random underwear models posing in the garden, the evil Cossack neighbour...

Then I had a brainwave. We set up a fairly easy course, with an almost empty section in the middle, occupied by just three lone flipcharts. Very, very easy to negotiate.

Until the walker had been blindfolded, at which point three of us each picked up one of the flipcharts and started shuffling them back and forth across the course. Moving obstacles. And you might think there are very few things as funny as hearing the guide shouting “RUN! RUN FASTER!” – but sillier was to come.

You see, by now we were completely bonkers, and Cat and I reached the same evil plan at pretty much the same time. Great minds, and whatnot.

It was a great plan. Sheer genius, a scheme of such beautifully evil simplicity that we just couldn’t resist.

So we set up a course. It looked fiendish; leans, jumps, covered sections, double-backs, dead ends... I’m not convinced it was even completable. Well, I know for a fact it couldn’t be completed; we’d removed the postbox. But that’s beside the point.

We found a victi... volunteer, let him get a glimpse of the course, blindfolded him... What he didn’t know was that his guide was in on the scheme. She – one of the Irish sisters I mentioned in my Panel Game article – had a marvellous streak of evil, which she locked and loaded as she lined him up at the start of the course.

Meanwhile, the rest of us were quickly and quietly removing all the obstacles. Every one of them. And we were getting the camera phones ready.

What happened next... well, it should be on Youtube by the time you read this[5]. But she ran him through the most evil non-existant imaginary course her magnificently twisted brain could produce, and it was great. “Duck! Step over the plank! Lean to your left! Forwards! No, faster!”

Then he finally got back to the finish line, the blindfold was removed... I’m not sure the words “you bastards” have ever been so funny.

Anyway, after that nobody wanted to do the course, and we couldn’t be bothered setting it up again anyway, so we set up a bunch of dragon racing. One of the dragons was retired with a broken neck, but other than that a good time was had by all.

Then what... oh yes, Twister. There’s always Twister. But even Twister loses its charm after a while, so we manufactured a net out of flipcharts and settled in for a game of volleyballoon, which worked rather well.

By the way, if you’re ever at a DWCon and someone offers you liquorice, decline.[6]

Anyway, by that point during the evening, the crowd batting balloons around in the middle of the room were hitting the chandelier rather more than was probably good for it, so we of the evil dispositions decided to absent ourselves before anything happened to it.

So we retired to the bar, and the proceedings there are more interestingly described in my Panel Games witterings. So have a look at them instead. Go on, shoo.



[1] “Gold gold, gold gold gold GOLD GOLD GOLD...”

[2] Or as sane and ordinary as a game of Walk The Walk can, anyway.

[3] Whoever it was who managed to guide someone through my cunning dead end by steering their walker through the ostensibly unpassable gap, you did a bloody good job.

[4] Popped balloons

[6] Particularly if they say “Close your eyes and open your mouth”. But declining that is probably good advice in general.

awmperry: (Default)

“I’m Sorry, I Haven’t a Clue What You’re Talking About”

or

The Joy of Panel Games



One of the many, many worrying things about a DW con is that, if you walk up to someone at random and say “Elephant and Castle”, chances are they’ll say “Baker Street” (because we all know about the 1973 northwards Bakerloo Prohibition, of course). A discussion will then ensue about the validity of that prohibition

[1], but I’m getting ahead of myself.

Anyway, the point is that chances are people will know what you’re talking about. There’s also an above-average chance that they’ll be able to play any panel game you care to mention, and play it passably well.

And so it was that a hodgepodge of panel games, Have I Got A Nac Mac Feegle For You, found its way into the main programme on the very first day; hosted by the one and only Davina, this pitted Bernard Pearson and - was it Pat "Quack" Harkin? - against each other in a clash of titans, each assisted by mildly flummoxed crosspondian assistants. The battle opened with a volley of Just A Minute, where Bernard’s knack for the spoken word was somewhat hampered by his tendency to forget to hit the bell. Things got silly after that, but I can't remember exactly what games they were...

At that point the battle was interrupted by a surprise cavalry charge of the 4th Mornington Crescent Hussars, where the cunning use of the Westwards McMillan Gambit caused the competitors some confusion. But the sneak attack was soon repelled, and the combatants closed to Swannee Kazoo range for a fierce round of tongue-to-tongue fighting[2].

After all that, I can’t remember now who won. Either way, I’d come prepared with bells and stopwatch, so it was the final straw that set me off, and thenceforth I became a sort of panel game Godzilla, buttonholing[3] people at random and ensnaring them into impromptu games, whether they’d heard of them or not.

But it didn’t stop there, oh no. After all, Diane Duane and Peter Morwood had been forced to cancel, so their two two-hour slots left the Cavern free. A quick visit to programming, and an inter-guild Just A Minute tournament had been scheduled.

In retrospect, I should probably have thought to make a note of the competitors’ names, but you can’t win ‘em all. But the topics covered such diverse subjects as “How to Find a Man in a Hat,” “The Joy of Velcro,” and “Why Bacon Is Good”. The Witches made a valiant attempt at The Relevance Of Bees, but despite a fairly interesting debate on the various species of hymenoptera[4] they ended up second to last with five points, beating off only the seamstresses with their two. The guild of Small Gods fared slightly better, finishing with thirteen points at the end of the hour, but from early on it was clear that the true battle was between Judith[5] for the Teachers and Davina for the Conjurers. Eventually, with the Teachers finishing on an impressive 24 points, the Conjurers only just snuck into the lead, winning the game with 26.

Oh, and we also established that I am a god, but not a small one.[6]

After that I filled my weekend with impromptu games, culminating in the phenomenally, terrifyingly ferocious midnight battle of Post-Watershed Just A Minute in the bar. And the Earth shook, mountains fell, Mary Whitehouse found herself beyond censor range, and so on.

There were other guild reps present, of course; a steady stream of witches, wizards, and small gods sat their stint at the table, but once more a duel to the innuendo[7] emerged early on. Unsurprisingly, Davina once more kept his end up, though Conina kept him on the defensive, pounding at every chance with a variety of ferocious challenges. While the representative from Small Gods handled Vestal Virgins, the Witch rep spent 25 seconds on The Lovely Samantha, but ultimately Conina – with her intriguing explanation of Broomsticks And Their Uses[8]  – drew level with Davina, finishing in a joint first place with a phenomenal 31 points each. Against Davina, that’s got to count as a victory.

That was the end of the more-or-less official games, but naturally more cropped up. Perhaps most memorably, at one in the morning following the always slightly sad Dead Monkey Party.

There I was, sitting in the bar, chatting amiably to Cat, Rgemini, a couple of delightfully evil Irish sisters whose name tags I really should have tried to read at some point[9], Sabremeister, and Probably Alex[10].  Then, suddenly, those fateful words were uttered.

“Baker Street.”

That kicked it off, of course.  Three of us knew the game; the others didn’t, and made a valiant effort, but not knowing the London Underground left them without a chance. So, to give them a fair fight[11], we settled on European Rules, assigning The Hague as the destination. They still seemed rather confused, but nevertheless the Hibernian contingent managed a number of shrewd moves. In particular, a move to Dubrovnic left Rgemini in a very difficult spot, which he only just managed to sneak out of.

Then we moved on to that game where you utter words that mustn’t be connected to the word before it. My memories of that game are pretty blurry, but I do remember that one of the Irish sisters – Nicola, if my memory serves, which is never certain – mentioned the name of their old school. So when Mary-Ellen (probably) followed it with something else – I can’t remember what now – I challenged on the grounds that anything she said was spoken by someone who had attended that school. Evil, perhaps, but she had helped[12] with the ultra-evil version of Walk The Walk.

Oh, and the winner of that game? Nicola. A novice, and she thrashed all of us once we got to the Sudden Death round.

I love panel games.

 

(Oh, and for anyone who thinks an ISIHAC con – I’m Sorry, I Haven’t A Con – would be fun, give me or Davina a yell. It’s the antidote to fan cons.)



[1] As you will recall, naturally, it was enacted by the then non-quorate MCA, and is thus considered non-standard by many purists.

[2] Oh god, I wish I hadn’t spent so much time talking to seamstresses this weekend...

[3] “Buttonholing” is a good word. Make a note, Darling; I like it, and want to use it more in conversation.

[4] I knew my Wikipedia addiction would come in handy.

[5] Probably. You know what my memory’s like. I may well have muddled things.

[6] Bloody seamstresses. Pass the brain bleach.

[7] I am required by law at this point to deploy the traditional “in whose end?” joke. That was it.

[8]“Flagellation”, apparently.

[9] Now that I’ve got home and had an uninterrupted 14 hours’ sleep, I’m pretty sure they were Nicola and Mary-Ellen. I’m even pretty sure I’ve pinned the right name on the right sister.

[10] Sorry about that, by the way. In my defence, it was one AM and my memory’s terrible at the best of times. One AM isn’t the best of times. On the up side, Cat had her face painted as a cat, and “CAT” on her forehead. At one in the morning, this was helpful.

[11] Within reason, of course. We hadn’t explained the rules to them at that point.

[12] Well, I say “helped”. “Co-conspired” would probably be more apt.

awmperry: (Default)
(This is an early draft review, not complete; I'm just uploading it to easily show it to a few friends. Bear with me.)

<blockquote>


So, Mass Effect,
then. A game that got so much right, and so much wrong.



Oh, it’s a great game, no question about that. The graphics
are unfailingly gorgeous, the story is engaging and well thought out, and of
course the dialogue has the quality scripting and voice acting that we’ve come
to expect from Bioware.



In fact, if you only play the main story, there really is
very little keeping the game from perfection; it is then perhaps a bit short,
but there’s still a good ten or twelve hours’ play there. I could mention the
phenomenal settings of the main story sites, particularly the inside of the
Citadel; I could mention the fun mod system for weapons and armour, with
effects that can actually be seen; in fact, I even enjoyed driving the Mako,
but maybe that’s just me.



But then they go and do a whole bunch of things very
slightly wrong, which isn’t a problem in itself; lots of good games have done
things very slightly wrong and got away with it. No, the problem is that
they’ve done things wrong that we know from previous games they can do right.



Take something as simple as the setting, for instance.
Previous games, particularly the KOTOR series, have consisted of lots of
worlds, each highly individual, with every area and subquest visually distinct.
It’s great, it gives every single location a feel of its own, and adds to the
believability of the universe.



And in Mass Effect,
they’ve continued that; the Prothean city on Feros, for instance, is little
short of spectacular once you get out of the catacombs, and the planet which
kicks off the endgame is a lush, overgrown ancient high-tech city that really
wouldn’t look out of place in some sort of sci-fi Indiana Jones. Bioware really
do know how to make spectacular settings.



The problem is, the individual locations are limited to the
main plot locations. All the other planets you can drive around on are
basically the same craggy-mountains-with-flat-bits painted different colours
and with different weather. Every time you land on a planet you can be fairly
sure that you’ll find two ore deposits, one to three pieces of wreckage, and
some form of habitation. About half the time they’ll throw in a bloody great
Tyranid Graboid thing to liven things up.



At least, though, the planets look different, if only thanks to the incredible sky textures. The
real trouble starts when you go indoors.



Indoors, you see, anywhere that’s not on the main plot
thread, there are really only five interiors. Dank Mine, Big Warehouse, Spaceship,
Big Room With Pillars and... er... okay, four interiors. They’re not even
retextured; they’re just those same four interiors with different arrangements
of the same props and furniture. They don’t even retexture them or change the
layout to make them interesting.



Which is fair enough, I suppose. It saves time and money in
development, and after all, it’s not like anyone’s going to try to complete all
the side quests, is it? Oh, hang on...



The bottom line is that the side quests quickly become a
case of going through the motions; go in, get the crate in the empty first
room, kill all the enemies in the big second room, move on to the two back
rooms and use the object there. Roll a D6; on a 5 or 6, spawn half a dozen
extra enemies. Lather, rinse, repeat.



And that’s a shame, really, since the actual stories on
these side quests could be great with a bit more attention to setting. They’re
varied and fun, with everything from hostage negotiations to a droid that’s
gone round the twist. But they’re wasted on the identikit school of level
design.



The other major annoyance is the inventory system. First it
imposes a maximum 150-item limit, then it concludes that if you reach that you
have to discard items from the stuff
you’re picking up
before it’ll let you in to the list of lower-level things
that you’d prefer to throw out. It’s infuriating, particularly as you don’t get
the option to “Well, I’ll put it down on the table here and pick it up when
I’ve cleared my backpack”. You either cram it into your inventory or you break
it down into “omni-gel”, some sort of magic goo that seems to work for
everything from repairing a carburettor to decrypting a computer lockout.



And that brings me to another thing. There’s a cute little
hacking minigame – “cute”, of course, until you’ve done it three or four times,
at which point it becomes a sort of mind-numbing frustration that you have to
indulge in because you’ll never get enough omni-gel to crack open the crates. The
problem is – showing a curious degree of laziness again, like the identical
interior locations – that the same minigame is used for everything. Hacking a computer? OK, run the hacking minigame. Found
a crashed probe? Hack into it to find, er, a medallion? Never mind. Found a BIG
LUMP OF SODDING ROCK that you want to survey? Get a hammer and chi... no, wait,
silly me. Run the hacking minigame. Obviously.



It all works, but the little niggles add up to a sort of
grating undertone of “this could be such a good game if” buzzing through your subconscious.



It’s such a shame, too, because I really do love this game.
The production design is great (I challenge anyone to not like the design of
the Normandy, for instance, though
the interior layout is clunky), the graphics are great if you’ve got the
computer for them, the story and acting and most of the controls are great...
So why did Bioware, of all people, let the game out with all those annoying
little bits? They can do so much better – we’ve seen them do so much better! – but instead they let the kernel of a
fantastic game out with rushed and irritating bits tacked on that do little but
drag the immersion and enjoyment down.



It’s rather like a Lamborghini with one of those dangling
tree things on the rear-view mirror, or a town square Christmas tree decorated
with bin bags and old shoes. Like Star
Wars
with CGI, or a great bacon buttie that someone’s flung pickles into.



Oh, it’s still great. It’s just not quite as good as it
should have been.



</blockquote>
awmperry: (Default)
Tesco DVD Rental, in their wisdom, sent me this dire Nicolas Cage film a few days back. Now, I really enjoy films that play around with time, perception and whatnot - but this is just atrocious.

For a start, it commits the cardinal sin that sank Studio 60; it says one thing and shows another. On Studio 60, Matt Perry's character was supposed to be a genius writer, funnier than anyone in the business - but every sketch they every showed was as exciting as sawdust. It's the same here; Cage's greasy-haired card-guesser is described as charming and all sorts of things - but throughout the film he comes off as a whiny, self-obsessed nutjob. Pairing him up with Jessica Biel - of whom I should apparently have heard - is also particularly idiotic and unbelievable. There's the "old enough to be his daughter" thing, of course, that everyone's mentioned, but worse than that is the fact that there's absolutely no chemistry between them at all.

There's one light at the end of this film's tunnel; Julianne Moore. She hasn't got much to work with, but she's at least the only character in the film who's neither unlikeable nor particularly stupid. Certainly she'd have made a more plausible love interest for Cage's character, with the added benefit of keeping the plot a bit more focussed. After all, what did Biel's character have to do with anything? Sod all, that's what.

Anyway, the plot... bloke sees two minutes into the future, FBI thinks two minutes is enough to get a NEST team on-site to stop a NuDet, stuff happens, weak ending ensues. It really is a dire film.

As for technical things... the CGI is overused and poorly executed (the landslide scene in particular is abysmal), a woman is described as having had her throat cut while there's not a scratch on her, Moore's body armour has no plates in it, the whole detonation issue is ludicrous.

Oh, and the characters do things for no other reason than that the plot wants them to, which just makes me lose interest.

It did have its good sides, though. A few of the time-scanning fights were fun (okay, one of them; the one in the diner), and Julianne Moore with a gun and a CIRAS (or whatever it was) is a Good Thing. But that's about it.

Oh, and it's short. Which is also good.


awmperry: (Default)
(This one's in Swedish. Sorry.)

Det var en massa snack på AirsoftSverige om märken man inte förtjänat, och om det var rätt att använda dem i s k "impressions". Diskussionen blev tämligen hettad, och medan jag höll på att skriva mitt sista inlägg låstes tråden. Men det vore ju synd att slösa, så varsågod - mitt sista inlägg i diskussionen om förtjänstmärkens vara och icke vara.


Opus skrev:
hur ohyggligt dåligt självförtroende måste man inte ha för att bära massa saker som man inte på något sätt förtjänat ? Varför inte bara acceptera att man inte har vad som krävs ?


Du får gärna förklara hur det har med självförtroende att göra. Jag simulerar RMP för att jag ser upp till dem. Jag bär de märken jag gör för att de reflekterar rollen jag spelar. Ja, det finns två sidor på mynt, men du pratar om helt olika mynt.


Opus skrev:
Torak skrev:
Fast då undersöker ju jag ämnet rätt rejält innan, så jag vet att jag beter mig korrekt när jag representerar de förbanden


så du representerar ett förband när du spelar airsoft ? :roll:


Jag bär deras uniform i spel; medvetet eller undermedvetet förmedlar jag då en bild av det förbandet till andra. Jag är förstås inte en representant för det, jag för inte deras talan, men sättet jag beter mig i spel reflekterar på om än väldigt litet sätt på förbandet. Så ja, det är inte helt fel att säga att jag representerar förbandet i spel.


Opus skrev:
Alla har ju olika referenser att gå efter....ett skyttemärke kan ju betyda jätte mycket för en "malaj" samtidigt som det för en jägarsoldat, inte betyder ett skit. Med all respekt för ATC...men att förtjäna något där kanske inte kräver lika mycket jobb som att tex förtjäna något inom SAS ?


Kraven är inte lika höga, nej; ATC Marksman (första skyttemärket) kräver t ex en tums gruppering på 25 m med .22 LR. Men det ska skjutas av fjortonåringar, med tunga fyrtiotalsgevär. Om SAS nu ens har nåt märke för skytte är kraven gissningsvis högre, men då är skytten också bra mycket skickligare. Tro mig, till och med tolv år senare betyder mitt Cadet First Class-märke väldigt mycket för mig.


Whistler skrev:
Absolut, och om det var jag som sjöng mitt på dagen och någon nattjobbande bad mig dämpa mig så skulle jag självklart gjort det, eftersom jag inte anser att han bör lida för något jag gör. Man ska inte förvänta sig något av andra som man inte kan leva upp till själv, därför anser jag att man till viss del kan förvänta sig en förståelse och respekt för det som man själv lever upp till.


Men om det är enda tidpunkten du har att sjunga? Om du inte kan sjunga nån annanstans, vid nåt annat tillfälle? Och han sover dagtid för att han tycker det är trevligare att sitta uppe på natten.

Det är jämförelsen här. Du behöver inte ta illa upp för att du ser nån bära ett förtjänsttecken, det är ditt val. Du är killen som sitter uppe på natten för att det är då Letterman är på. Ska jag då låta bli att sjunga under dagtid för att du inte ids banda Letterman?


Whistler skrev:
Vem har sagt att jag har planer på att få honom att må dåligt? Att jag säger att jag inte tycker det är okej, och därtill ger skäl till varför, bör vara tillräckligt för att han ska respektera detta och undvika att stöta sig med mig som medmänniska. Om han, som du säger att han full rätt till, bara skiter i min åsikt och väljer att ändå fortsätta med det som stöter mig, ja då anser jag att han har förbrukat min respekt och det är DÄR han gör fel. Har man gjort ett misstag och lärt sig av det och åtgärdat det så anser jag misstaget som försumligt, men att göra misstaget och skita i konsekvensen, det är som att förstora misstaget direkt i ansiktet på den det drabbar.


Hypotetiskt exempel: Hans hobby är att göra impressions. Din är att springa i skogen och skjuta. Utan märken har han inget impression, han är bara ännu en kamonisse i skogen. Säger du att han inte bör/får/ska ha märkena så får du honom att må dåligt.

Du säger dessutom "Att jag säger att jag inte tycker det är okej... bör vara tillräckligt för att han ska respektera detta och undvika att stöta sig med mig". Du har gjort det tydligt att "undvika att stöta sig" innebär att antingen avlägsna märkena eller hålla sig utom synhåll för dig. Ser du inte vilken dubbelmoral det är? "Allas åsikter är lika viktiga så länge de gör som jag säger."


Whistler skrev:
Återigen, jag är beredd att göra honom till viljes om han tar illa upp av något jag gör. Om jag fortsätter göra det även när jag upplysts om hur han känner om det, så tycker jag det är helt logiskt att jag tappar hans respekt. Därför anser jag mig kunna förvänta mig det omvända. "Behandla andra som du vill bli behandlad".


Jag tar rejält illa upp om du säger att jag måste börja sprätta bara för att du tycker dig ha ensamrätt till mina märken. Slutar du då med det?


Whistler skrev:
Twist(?) skrev:
Det kanske är jätteviktigt för honom att göra sin impression. Har du ens tänkt på det? Dessutom, att du tar illa upp och angriper honom när allt han har gjort är att försöka hedra ditt gamla förband, är det rättvist tycker du?


Ja, det har jag tänkt på. Jag har till och med skrivit om det, nämligen i posten där jag skrev att det är enklare för honom att byta kläder/utrustning/symboler och göra impression av något som inte har lika stor chans att stöta sig med någon i hans närhet, än vad det är för mig att förneka betydelsen dessa symboler har för mig. Hur du än väger det, så kan du inte påstå att hans vilja att göra en impression faktiskt väger tyngre än mina minnen från när jag faktiskt tjänstgjorde och förtjänade rätten att bära symbolerna. För det är faktiskt så det omskrivs när man får ett förtjänsttecken, att man har rätt att bära det. Och åter igen så har jag inget som helst uppsåt att få honom att må dåligt, det enda negativa som kan drabba honom är som sagt att han tappar min respekt och vilja att spela med honom om han trots kännedom om mitt missnöje fortsätter med det.

Om hans rollspelande är lika viktigt för honom som dina minnen är för dig, då? Sånt här är subjektivt; du kan inte säga att "det här är mycket svårare än det här", för så är det inte. Jag skulle aldrig klara en baskermarsch; du kanske inte kan spela en svängig groove på trummor. Vilket är svårare? Han kanske har ett riktigt uselt liv, där impressions är det enda glädjeämnet; vems rättigheter väger då tyngst?

Ja, det verkar kanske som en ganska extrem sträckning, men det är inte helt omöjligt.


Whistler skrev:
Väljer de att förlora {respekten} så måste de göra ett medvetet val om detta, då jag inte anser att ett misstag som reparerats är skäl nog för att förlora den.


Nu har du definierat impressions som "misstag"; bär man ett märke (där det dessutom är tydligt, som på scen eller i AS, att man inte utger sig för att ha förtjänat det) man inte blött för är det ett misstag? Där får nog du vara den som respekterar några andra åsikter.


Whistler skrev:
Förutom mig? Var står det? Jag har till och med skrivit att även jag skulle uppskatta en impression om den gjordes på avstånd, precis i samma anda som de som kontaktats av de i tråden som gjort impressions, t ex Torak. Jag tvivlar dock starkt på att desamma kontaktade individer skulle känna samma sak om de under utövande av sin egen hobby på sin egen fritid stötte på en sådan företeelse, för jag skulle inte göra det.


Um... du får komma ihåg att för mig är inte RMP utomlands. Jag är engelsk; om jag nånsin hittar ett spel värt att gå på i närheten är det fullt möjligt att jag stöter på nån som är f d RMP. Jag kör en militär Land Rover; för ett par månader sen pratade jag med en RMP-soldat (de hade en vägpost i närheten under en stor övning), och han tyckte inte heller att det var nåt att känna sig kränkt över. Det var på åtta decimeters håll; jag hade bilder på min RMP-gear i min mediaspelare. Hans enda kritik var att "around here, you'd be wanting the Gore-tex jacket".

Jag tar illa åt mig när nån sitter bredvid mig på tunnelbanan med hårdrock väldigt högt i hörlurar. Jag tar illa åt mig när nån kommer för nära och luktar illa (där sitter jag i o f s lite i glashus, men ändå). Jag tar illa åt mig när nån avbryter mig mitt i en mening.

Men vet du, det håller jag för mig själv. Det är så civilisation funkar; man kompromissar, man får ibland tåla att andra gör saker man själv har svårt för. Nu för tiden är det tack och lov acceptabelt att be rökare flytta på sig om de står och blossar för nära, men ett märke?

Man måste andas. Man måste inte stirra sig blind på en tygbit.
awmperry: (Default)
So, the police here in the UK - or perhaps just in England, I can't quite remember - have voted in favour of lobbying the government to change the law to allow them to strike. They haven't voted to strike, but they're trying to get the legal option to do so.

Which is fair, in one way; police officers are underpaid and underappreciated, and should get a hell of a lot more respect than they do. Indeed, I've given a lot of thought over the years to joining the constabulary.

But here's why giving the police - or any of the emergency services, really - the right to strike is a bad thing:

Their quarrel is with the government. Their "solution" - striking - affects the public, not the government.

A civilised and ordered society relies for law enforcement on a sort of covenant between police and public; the public don't take the law into their own hands on the understanding that the police will be there to protect them should they need it. We agree not to carry weapons for self-defence, because the police are only a phone call away. In theory.

But if the police decide to strike, then what? Okay, perhaps they decide to go on a limited strike so they'll still provide law enforcement but won't provide the peripheral services - festival crowd control, Clarkson Mk I Traffic Wombles, things like that. That's fine.

But if the law doesn't distinguish between that and a full strike, then the first time perhaps it will be a full strike. But what's to say that it'll stay that way? What if they instead vote to go on a full strike? If every police officer in Britain were to go off duty tomorrow morning, what would you do? What would happen around you? With law enforcement absent, what happens?

That's what annoys me. The police are being royally buggered over by the government, no question about it. The government have broken the deal between them and the police. But if they go on strike, the police are breaking the deal between them and us, the public.

We don't allow weapons for self-defence in Britain, nor do we allow concealed carry. In theory, we don't need them.

But if the police get the right to strike, I'm buying a gun.

Should be easy, with no police to raid that white van on the corner.
awmperry: (Default)
I'm writing a screenplay for Script Frenzy (www.scriptfrenzy.org), where the idea is to write a hundred-page script during April.

I drew up a schedule; on the fifth, I wrote fourteen pages, putting me twelve pages ahead. And I stayed ahead for a while, until the eleventh, when I found myself a page behind.

On the twenty-fifth I was due to finish - unfortunately, I'm still hovering at 55 pages. So I just need to write fifteen pages tonight and another fifteen tomorrow and Wednesday, and I'm done! Yay!

Um.

Wish me luck...
awmperry: (Default)
I like rain.

I like the sound of rain, the smell of rain, the texture of rain. I like the clean taste it brings, that light, crisp, crunchy tang it gives the air. I like the optical properties of rain, the photogenic way it has of obscuring things just right, the way it'll make a sky overcast without being dark, the way it makes a warm day cool and a cold day warmish. I like the way it reduces visibility just enough to make a vista intimate, and the way even my car looks clean after a good shower.

I particularly like rain when I'm properly dressed for it.

But there are two kinds of rain I don't like. The first is the kind of aerosol rain we used to get in Brussels, that kind that feels more like you're walking in front of someone squirting water from a spray bottle, the kind with droplets small enough to find every bloody gap, no matter how minute, in even the best rain gear.

The second is what we've got outside the window here in Scotland right now. The anaemic, half-arsed kind of rain that just can't be bothered. Oh, there's enough for a weak little dribble from the drainpipes, but everywhere else it's just a perfunctory drizzle. It's weather that's phoning it in.

As they say here, "This isnae rain! It's a' comin' strecht doon!"
awmperry: (Default)
Just a little story that popped into my head an hour ago, based on memories of long-forgotten games clubs. Recognise any of them?

Read more... )

Any thoughts?
awmperry: (Default)
"You have new friend requests."

Odd, isn't it?

It's nice, certainly, to find old and half-forgotten friends from many years ago. Even nicer to find old and fondly remembered friends.

But sometimes - mostly, it seems - you get requests from people you barely remember, people you vaguely suspect you should remember, and people who just make you go "Who the hell is that?"

So what's the etiquette there? Do you click "Accept" and take a stab in the dark on the "Where do you know Joe Bloggs from" question, or do you click "Ignore" and get seen as a hideously rude boor?

Anyway, whatever you do, you end up with a long friends list which can be more or less divided into three categories: those who check their account once a year whether there's activity or not, those who check when they get a notification in their email, and those who always seem to be logged in.

And then, of course, there are those who've just joined, and are overwhelmed by all the shiny applications. These people can be annoying; every time you log in you'll find a stack of new invitations from them. Vampires, zombies, snowball fights, vampire hunters, invitations to join groups for every cause imaginable, endlessly forwarded jokes that were old when they first hit the internet in 1987...

But they're bad enough when they're signing up for things and thinking "Wow, Andrew'd really get a kick out of this!" They get far, far worse when they find those applications.

You know the ones.

The quizzes. A harmless waste of time, a dozen silly little questions with the lure of an amusing outcome at the end. Most of us fill out the form, click Continue, find that the app requires that you forward it to twenty friends before giving you a result, and then we say "Sod it" and click out of it, deleting the application and reporting it to Facebook for being bloody annoying.

But not the bright-eyed bunnies, oh no. They think "Okay!" and happily send invites to their entire friend list.

Hm.

I'm running out of things to say here - or at least things to chatter about without turning this into a rant. So I shall end it while I'm still pondering in bemused jollity.

G'night, folks.
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