At the moment, I have a virus =(
Updates/posting to come after repairs.
Saturday, March 19, 2011
Wednesday, March 16, 2011
[40K] Don't Forget!
Woops! It's Wednesday and I totally forgot to post until late... better late than never, though!
So our 40K League decided to do a team league next. 1000 points per person, static army (but not list) and using BRB (with 1 reroll allowed for missions) for deployment.
We rolled for partners, which was interesting. I was very concerned about messing someone up really bad; I'm new AND I have a pretty limiting rule in my codex regarding psychic powers. All went well, though as I didn't get paired with the Chaos or Eldar player(s). I got a really good partner- a smart, well versed player that has played nearly every army and even when he's trying to lose, does well.
I'm hoping that if nothing else, I will learn a lot from this experience, and maybe come out of it a better player. I mean I could do worse, right?
My advice on getting stuff for free came up at 40K night... it looks like I might be trading off some bikes in exchange for something yet to be determined (mostly because I don't have a burning hole in my arsenal). We'll see, I'm still considering.
Other items on the agenda-- DON'T FORGET about the HOP Blog Roll Naming Contest! These guys pimped me up something fierce when I had my contest; and they let me write for them once a week- I gotta return the favor. Hit up your creative cells and give these guys something awesome!
Details here:
http://www.houseofpaincakes. com/2011/03/blog-roll-naming- contest-fame-and.html
All right, next week- a batrep!
So our 40K League decided to do a team league next. 1000 points per person, static army (but not list) and using BRB (with 1 reroll allowed for missions) for deployment.
We rolled for partners, which was interesting. I was very concerned about messing someone up really bad; I'm new AND I have a pretty limiting rule in my codex regarding psychic powers. All went well, though as I didn't get paired with the Chaos or Eldar player(s). I got a really good partner- a smart, well versed player that has played nearly every army and even when he's trying to lose, does well.
I'm hoping that if nothing else, I will learn a lot from this experience, and maybe come out of it a better player. I mean I could do worse, right?
My advice on getting stuff for free came up at 40K night... it looks like I might be trading off some bikes in exchange for something yet to be determined (mostly because I don't have a burning hole in my arsenal). We'll see, I'm still considering.
Other items on the agenda-- DON'T FORGET about the HOP Blog Roll Naming Contest! These guys pimped me up something fierce when I had my contest; and they let me write for them once a week- I gotta return the favor. Hit up your creative cells and give these guys something awesome!
Details here:
http://www.houseofpaincakes.
All right, next week- a batrep!
Labels:
40K,
barter,
Black Templars,
blogging,
community,
ihop,
partners,
pimping,
shout-outs
Sunday, March 13, 2011
[Weekly Whimsy] A Deeper Look, Part 2
[Welcome to Weekly Whimsy! What, words? Why? When worried, worked and worn, wander into wonder, and witness whimsy's will.]
What she say? She said - Prince, Joy In Repetition
-----------------------------------------------------------------------------------------------
I'm back from a brutal week. Somehow my brain and life got disconnected and I'm really feeling it. I see my comments and queries this week as much more analytical and less personally involved- for good or bad, I'm not sure.
I am taking another look at the questions asked previously and offering insights. I hope my cogitations are more open to gamers in general, with a nod to the ladies, as I wasn't aware I was being exclusionary last week. That's never my intent. I like to talk to everyone!
Dungeonmum asked a really great starter question: How did you get into RPGs?
I ask a variant of this to nearly every person I game with (mine is: How did you get into gaming?) I love hearing the stories- of finding an outlet for creative expression, of united geekiness, and of community. I was really glad to see this question; but not just for ladies- for everyone. I find this topic fascinating for any gamer. The “anatomy of a geek” is really fun to explore. I love finding the common elements and discovering new ways of involvement in our hobby.
In the FGRT, the responses showed that most ladies were self-induced, introduced via peers or adults, with a few SO's in the picture as well. I was excited to see how many of “us” found gaming on our own; it sort of validates a pet theory of mine that geekiness is inherent and nerds will self congregate. Given all that, I found Dungeonmum's assessment that “dating a guy who played” “seems to be the most common way” to get into gaming absolutely revealing.
The IDEA that women get into the hobby through SO's is out there. It's really prevalent when crowdsourcing or taking opinion polls across a large group of people. But in actual interviews of gamers who happen to be female, it's rare. In the FGRT, there were 3 out of 18 responders who indicated they got in via SO's. Late last year, I did a survey of the women I know personally; and responses were similar- only 1 out of the 15 gals I spoke to got into gaming via their SO. The overall response rate of introduction via SO's I have seen appears to be less than 9%. That's a pretty small amount.
Where is this idea coming from? Why is the “theory” so well believed despite other indicators?
Th next question I'll examine today is one I liked a lot; just on principle. We're asked: Who was your favorite character to play ever? Why?
This is one of the most fun questions to ask a player- because everyone has an answer. I love seeing what motivates people's passion for their creations- from wordplay (woohoo, a fellow word nerd!) to kicking butt (which is also fun), all our answers were personal and resonated to us in some way. This is pretty true no matter who you ask. I love seeing people's faces light up when talking about the badassery and/or awesome they managed as their favorite character. I like it so much so I asked
about it here and got some great responses.
Many responders talked about being able to tap into their “ultimate” or “fantasy” selves- playing someone they are not; but want to be. Jak was a definite example of this sort of character for me, but he was very difficult to pull off. Jak was essentially my personal opposite: male, decisive, aggressive, hostile, proficient and goal driven. Despite all these personality differences, he shared something with almost all of my other characters. Jak (and almost every single one of my imagined personalities) was fundamentally broken- a tragic hero who sought redemption for past transgressions.
I love to play these kinds of characters- people who are somewhat damaged; but trying to find solace in their actions. To me, it's a great way to work on some of my own “mental junk”; kind of therapy through roleplay. It's also a way to show the depths of tragedy, pain and ultimately; hope. I've truly enjoyed the moments when one of my characters inspires another to greatness, to betterment, or simply to kindness. I know those are pretty small things in the scheme of a game, but they matter to me.
What other players liked was equally interesting. I saw a lot of really fun answers. Our responders enjoyed being smart, tough, or game-changing; not any different than anyone else in any other game setting. I loved that the answers were so diverse and that there didn't appear to be any one “type”; because that'd be boring as hell.
Do you think there is a type of character ladies are “expected” to play?
Further on expectations is the question of bending gender. It appears that there's at least a little bit of an idea that playing against one's own gender is difficult (based on Zak's comments) or strange. I personally find the opposite to be true. I like playing dudes, and hope to keep at it when given the chance.
The question is: How often do you play male characters?
The comments on this topic seemed to be split roughly 50/50 – with half playing at least some, and the other half not so much. My personal take on that is: that seems fair. It's like asking how often we play fighters, or people in space; simply a matter of preference rather than any big statement.
I didn't get any sense that playing a guy was any more important, consequential or earthshaking than playing a druid, a demon returned from hell, or anything else we might play.
The question itself seems to indicate switching up is an oddity. Am I inferring to much from the poser, or does it strike the same chord with you?
Lastly, how one decides gender when creating a character came up.
Concept & gut are the most consistent answers, with equity thrown in for good measure. Again, I think this is as unimportant as how one decides occupation or education- it all comes down to character creation, and what women do seems to be the same as what men do.
I'd love to hear your take on these inferences and opinions, as well as differing opinions. Next week, I'll hit on a few more of the questions, the responses and anything else that hits my fancy. Thanks for joining me this time!
What she say? She said - Prince, Joy In Repetition
-----------------------------------------------------------------------------------------------
I'm back from a brutal week. Somehow my brain and life got disconnected and I'm really feeling it. I see my comments and queries this week as much more analytical and less personally involved- for good or bad, I'm not sure.
I am taking another look at the questions asked previously and offering insights. I hope my cogitations are more open to gamers in general, with a nod to the ladies, as I wasn't aware I was being exclusionary last week. That's never my intent. I like to talk to everyone!
Dungeonmum asked a really great starter question: How did you get into RPGs?
I ask a variant of this to nearly every person I game with (mine is: How did you get into gaming?) I love hearing the stories- of finding an outlet for creative expression, of united geekiness, and of community. I was really glad to see this question; but not just for ladies- for everyone. I find this topic fascinating for any gamer. The “anatomy of a geek” is really fun to explore. I love finding the common elements and discovering new ways of involvement in our hobby.
In the FGRT, the responses showed that most ladies were self-induced, introduced via peers or adults, with a few SO's in the picture as well. I was excited to see how many of “us” found gaming on our own; it sort of validates a pet theory of mine that geekiness is inherent and nerds will self congregate. Given all that, I found Dungeonmum's assessment that “dating a guy who played” “seems to be the most common way” to get into gaming absolutely revealing.
The IDEA that women get into the hobby through SO's is out there. It's really prevalent when crowdsourcing or taking opinion polls across a large group of people. But in actual interviews of gamers who happen to be female, it's rare. In the FGRT, there were 3 out of 18 responders who indicated they got in via SO's. Late last year, I did a survey of the women I know personally; and responses were similar- only 1 out of the 15 gals I spoke to got into gaming via their SO. The overall response rate of introduction via SO's I have seen appears to be less than 9%. That's a pretty small amount.
Where is this idea coming from? Why is the “theory” so well believed despite other indicators?
Th next question I'll examine today is one I liked a lot; just on principle. We're asked: Who was your favorite character to play ever? Why?
This is one of the most fun questions to ask a player- because everyone has an answer. I love seeing what motivates people's passion for their creations- from wordplay (woohoo, a fellow word nerd!) to kicking butt (which is also fun), all our answers were personal and resonated to us in some way. This is pretty true no matter who you ask. I love seeing people's faces light up when talking about the badassery and/or awesome they managed as their favorite character. I like it so much so I asked
about it here and got some great responses.
Many responders talked about being able to tap into their “ultimate” or “fantasy” selves- playing someone they are not; but want to be. Jak was a definite example of this sort of character for me, but he was very difficult to pull off. Jak was essentially my personal opposite: male, decisive, aggressive, hostile, proficient and goal driven. Despite all these personality differences, he shared something with almost all of my other characters. Jak (and almost every single one of my imagined personalities) was fundamentally broken- a tragic hero who sought redemption for past transgressions.
I love to play these kinds of characters- people who are somewhat damaged; but trying to find solace in their actions. To me, it's a great way to work on some of my own “mental junk”; kind of therapy through roleplay. It's also a way to show the depths of tragedy, pain and ultimately; hope. I've truly enjoyed the moments when one of my characters inspires another to greatness, to betterment, or simply to kindness. I know those are pretty small things in the scheme of a game, but they matter to me.
What other players liked was equally interesting. I saw a lot of really fun answers. Our responders enjoyed being smart, tough, or game-changing; not any different than anyone else in any other game setting. I loved that the answers were so diverse and that there didn't appear to be any one “type”; because that'd be boring as hell.
Do you think there is a type of character ladies are “expected” to play?
Further on expectations is the question of bending gender. It appears that there's at least a little bit of an idea that playing against one's own gender is difficult (based on Zak's comments) or strange. I personally find the opposite to be true. I like playing dudes, and hope to keep at it when given the chance.
The question is: How often do you play male characters?
The comments on this topic seemed to be split roughly 50/50 – with half playing at least some, and the other half not so much. My personal take on that is: that seems fair. It's like asking how often we play fighters, or people in space; simply a matter of preference rather than any big statement.
I didn't get any sense that playing a guy was any more important, consequential or earthshaking than playing a druid, a demon returned from hell, or anything else we might play.
The question itself seems to indicate switching up is an oddity. Am I inferring to much from the poser, or does it strike the same chord with you?
Lastly, how one decides gender when creating a character came up.
Concept & gut are the most consistent answers, with equity thrown in for good measure. Again, I think this is as unimportant as how one decides occupation or education- it all comes down to character creation, and what women do seems to be the same as what men do.
I'd love to hear your take on these inferences and opinions, as well as differing opinions. Next week, I'll hit on a few more of the questions, the responses and anything else that hits my fancy. Thanks for joining me this time!
Friday, March 11, 2011
[RPG] Randomizers
Most RPGs have some element of randomization to determine outcomes and abilities- a die roll, a card draw, rock, paper, scissors- something. Most of these elements are fairly well delineated as solely for things the player does (or wants to do).
Examples include:Want to rob a bank? Roll me an intimidation and/or firearms. Want to jump across the chasm between two tall buildings? Roll me athletics or leaping.Want to go first? Draw a card and tell me the number and suit. And so on, depending on what system you're using and what feel you're going for.
Some of the randomizers are more random than others- a D20 is automatically more random than a 6. If you use suits of cards to determine whether something works, you're effectively using a D4- sufficiently less random than a D10.
Some of the more "random" options pull down the curve some by giving ranges where success or failure is possible. The D20 system is a good example- you "win" when you roll OVER a certain number, rather than being limited to a specific number (eg: you need to roll over a 15; not you must roll a 20). Other systems allow "cheating" by use of chips, points, pushing, cards etc.
What if you don't want cheating to be an option but use a system that allows it? Do you just ignore the rules that exist for fudging things a little?
Other questions I'm considering are - what if an ability ONLY activates on a "16" (and not higher or lower)? How effective or complex might a system where abilities were strictly determined by a preset randomizing table, without any real wiggle room? What if you're looking for a truly "random" possibility? How would you accomplish that?
And then, how do you do it without interfering in the mood too much?
Examples include:Want to rob a bank? Roll me an intimidation and/or firearms. Want to jump across the chasm between two tall buildings? Roll me athletics or leaping.Want to go first? Draw a card and tell me the number and suit. And so on, depending on what system you're using and what feel you're going for.
Some of the randomizers are more random than others- a D20 is automatically more random than a 6. If you use suits of cards to determine whether something works, you're effectively using a D4- sufficiently less random than a D10.
Some of the more "random" options pull down the curve some by giving ranges where success or failure is possible. The D20 system is a good example- you "win" when you roll OVER a certain number, rather than being limited to a specific number (eg: you need to roll over a 15; not you must roll a 20). Other systems allow "cheating" by use of chips, points, pushing, cards etc.
What if you don't want cheating to be an option but use a system that allows it? Do you just ignore the rules that exist for fudging things a little?
Other questions I'm considering are - what if an ability ONLY activates on a "16" (and not higher or lower)? How effective or complex might a system where abilities were strictly determined by a preset randomizing table, without any real wiggle room? What if you're looking for a truly "random" possibility? How would you accomplish that?
And then, how do you do it without interfering in the mood too much?
Labels:
community,
game design,
mechanics,
randomizer,
RPG
Wednesday, March 9, 2011
[40K] Starting Over
So I am not the only person at our FLGS trying to learn either a new army or 5th Edition rules.
My buddy FunDave has been an Eldar player for as long as I've known him. He loves his space cows (inside joke) and I was really surprised to hear him not only TALKING about another army, but building a list for one. Even stranger (to me) was that it was a Marine army. FunDave's been pretty vehement that he doesn't "DO" Marines, and to see him pushing dudes with backpacks around seems very odd to me.
However, he wanted to try something different, and so he broke out Space Wolves the other night. He borrowed the guys to make up his list from another regular, and tried his hand at Puppies. I'm absolutely astounded to say that he won, despite being blown almost entirely off the board by his opponent. He seemed to have a good time, but I heard a lot of "what does that do, again?" over the chatter in the room. I guess starting something new wasn't so hard to someone that's actively been playing a lot for several years now. I'm glad to see FunDave doing something new. It means a shift in the balance of the meta at our store, and maybe will make him deploy differently. (He loves the all-reserve approach.)
Another friend was looking to get back into Eldar after at very long break. He wrote and brought a list based on old assumptions and discovered the units he used previously just weren't as good anymore. I think (but could be wrong) the drastic differences in effectiveness and editions really threw him off. He is trying again- looking at what he has and seeing how to use it (perhaps proxies or changing parts to be something else) so that he can join us. I'd love to see him play with us- he's really fun and I think our group is sufficiently without extra cheese that he'd have a good time.
Doing something new or different can be pretty scary. I know I waffled on playing again for a lot of reasons, but I am really glad I'm back in the game. I'm making friends, learning something, painting again (I FINALLY found a scheme I like after about 5 or 6 test runs) and enjoying the company. I'm playing like a total idiot, but I'm having fun (for the most part).
The store has renewed and/or fresh blood; new eyes and new perspectives, and I like that a lot. Our playing will be enhanced and our friendships will be enriched. It's pretty nice to see.
My buddy FunDave has been an Eldar player for as long as I've known him. He loves his space cows (inside joke) and I was really surprised to hear him not only TALKING about another army, but building a list for one. Even stranger (to me) was that it was a Marine army. FunDave's been pretty vehement that he doesn't "DO" Marines, and to see him pushing dudes with backpacks around seems very odd to me.
However, he wanted to try something different, and so he broke out Space Wolves the other night. He borrowed the guys to make up his list from another regular, and tried his hand at Puppies. I'm absolutely astounded to say that he won, despite being blown almost entirely off the board by his opponent. He seemed to have a good time, but I heard a lot of "what does that do, again?" over the chatter in the room. I guess starting something new wasn't so hard to someone that's actively been playing a lot for several years now. I'm glad to see FunDave doing something new. It means a shift in the balance of the meta at our store, and maybe will make him deploy differently. (He loves the all-reserve approach.)
Another friend was looking to get back into Eldar after at very long break. He wrote and brought a list based on old assumptions and discovered the units he used previously just weren't as good anymore. I think (but could be wrong) the drastic differences in effectiveness and editions really threw him off. He is trying again- looking at what he has and seeing how to use it (perhaps proxies or changing parts to be something else) so that he can join us. I'd love to see him play with us- he's really fun and I think our group is sufficiently without extra cheese that he'd have a good time.
Doing something new or different can be pretty scary. I know I waffled on playing again for a lot of reasons, but I am really glad I'm back in the game. I'm making friends, learning something, painting again (I FINALLY found a scheme I like after about 5 or 6 test runs) and enjoying the company. I'm playing like a total idiot, but I'm having fun (for the most part).
The store has renewed and/or fresh blood; new eyes and new perspectives, and I like that a lot. Our playing will be enhanced and our friendships will be enriched. It's pretty nice to see.
Labels:
40K,
Black Templars,
community,
Eldar,
learning,
Space Wolves
Sunday, March 6, 2011
[Weekly Whimsy] A Deeper Look, Part 1
[Welcome to Weekly Whimsy! A different discussion, delivering data dealing with determinations and debate; deconstructing dames, DMs and discourse.]
Hear the voices
All the people- INXS, All the Voices
-----------------------------------------------------------------------------------------------------
I ran short of ideas for something completely new this week, but I've been musing on something “recycled” for a bit now. I was motivated to pick it up again after my post Friday. I touched on a cognitive difference in understanding, using and manipulating an entire system, and to some extent I attributed this to gender.
My own comments got me ruminating about gender differences in gaming (again) and caused me to recall the FGRT. I wanted to revisit my responses (as I was uncharacteristically brief) as well as talk a little bit about those that responded as an overall group.
I dropped a note to Zak, and he kindly agreed to let me take over his blog (sort of), so here I am with my unrestrained commentary. These opinions and thoughts are mine. I don't speak for all lady gamers.
In fact, part of my point today is that the female gamer demographic is exceptionally difficult to pin down, even when given the opportunity.
The roundtable was held here- on a massively popular gaming blog, and the post got tons of redistribution across the web. Despite all that, only about 15 women responded to the questions. I noted this on my blog and I think I came across in a way I didn't intend. I didn't mean that Zak wasn't doing a good job of reaching women – in fact, I think the opposite. My point was more one of- why the heck aren't they responding? Out of 600+ followers (which might be a fraction of actual readers); only FIFTEEN women commented? REALLY?
What could be causing this? I know there are active, intelligent and interesting women out there who game. Many of them have their own blogs and are producing compelling and creative content. Folks like 20 Sided Woman, Commissar Carrie, Hurricane Girl/Cami and more are out there with fascinating voices.
Why is it so hard to get them talking; especially to EACH OTHER?
I do wonder how much of the reticence to reply was solely out of respect to the sheer number of questions. If it had been 2, 3, or even 4 questions it's possible there would have been more plentiful responses. It's hard to know, but I'll be reexamining both the questions and replies very shortly, so perhaps some conversation will be rekindled.
One of the things that struck me most out of the replies was that out of the 15 or so responders, only 3-4 of the women GM. While most all of the gals had tried it, not many continued to do so. Is this due to lack of confidence? Performance anxiety? Deference to more dominant personalities? Concerns about balance and structure? Fear of developing worlds, settings or characters that exist merely to fulfill wishes or personal fantasy, rather than exciting places and people? I can't speak for other women, but I know I've been struck by all of these and more. I'm working to change my own personal reticence to run a game, and hope to be up and at 'em within a few months.
I've been blessed to be surrounded by an imaginative, embracing and truly supportive gaming community for as long as I can remember. I've made innumerable friendships that are becoming essential to growing my skillset and developing my talents so that I can be a fantastic GM. I know that not all of female gamers are so lucky, but might want to take a stab at running the show.
What can the gaming community do to help grow creative, evocative and capable female GM's?
In my local meta, I am NOT alone as a lady player. I personally know a good 10-15 ladies who game, and I'm AWARE of at least a dozen more via a LARP community. This particular sense of solidarity has given me a sense of security and protection in some of the games I play. This has allowed me to explore some very dark and non-traditional roles without any fear of imbalancing the game. I've grown out of my "nice girl" confines and become something close to fearless when it comes to playing rougher, darker and more nuanced characters - with a good amount of credit going to the other women around me.
The IDEA that I'm not alone has given courage when it comes to doing things that interest me, that are compelling, and are richer in nuance and voice. All of these points are in effect solely by having women as compatriots in or around the game.
What would it do to all of us in terms of gaming if the head of the table were a lady? Wouldn't we be enriched, challenged, driven and tested more; or at least differently? A woman's view of far-off worlds in action (rather than in print such as fiction) might reveal a lot, and give us much to develop.
I'd love to find ways to address this chasm, and maybe I'll strike on some ideas for myself as I continue on in examining the roundtable. Next week, I'll be looking at the questions a little more closely; with my illustrious tag full in effect. I hope you'll join me, and even throw some comments my way!
Be Well,
H/'Lo
Labels:
blogging,
community,
gender,
girls,
helping others,
learning,
weekly whimsy
Friday, March 4, 2011
[RPG] [WOD] Mage, the Awakening + Other Cool stuff
Check this out, yo! I went from somewhere in the high 20's, low 30's to 12! I am pretty sure the new readers came on the heels of my giveaway contest, but I'll take whatever I can get. I'm truly excited to be able to reach folks in so many genres and categories.
---------------------------------------------------------------------------------------
On the RPG front, I started reading the nWOD Mage, The Awakening book (again). Last time, I did not get very far into it- I just got a feel for what it was all about and put it aside because it was not for me. It completely baffled me and was nigh incomprehensible beyond the "power corrupts" theme. Well this time, I don't get to say "I don't like it"- I have to learn it. I have to admit, I'm more than a bit intimidated.
Before I really got too far into it, I read the credits pages- the writers, designers, playtesters etc. Folks, this book was totally dreamt up by dudes. There is ONE woman's name in the dizzying array of guys.
I think I finally understand why I don't understand this book- it's completely written in dudespeak. Overall, I do tend to understand the weird dialect used by the three legged mammals, but there are some times when I just do not know what the heck you fellows are saying. This book (to me) is nothing short of a boys-only club handbook, ala Lil' Rascals. Maybe this is why there are so few kick-ass lady mages?
I don't generally fall into the stereotype crap, and I'm not a big fan of leaving ANYTHING to "the boys" simply because it's a "typical" male subject or because it might be easier. I'm far too stubborn, and even when I'm over my head, I keep at something until I have at least a semblance of a clue. [Seriously. I took Algebra three times because 1- my dad made me, and 2- I really DID want to learn it.]
So I refuse to let this book get the best of me. I will figure out a way to understand it and get into the world the White Wolf folks have created. What strikes me as odd about this book that every OTHER WW product I've read makes complete and total sense to me. Even without completely understanding the mythos or fluff, I've grabbed onto all the other White Wolf stuff fairly easily.
Perhaps the difference is the book approaches the topics as if you already know everything about the world, or because there's so much symbolism and synergy- but M:tA is KILLING me. In addition to the massive verbiage, there's all of the mechanics to learn as well.
Help!
If you love the game, or have any handy ideas on how to break it down into less confusing chunks, I'd love to hear what you have to say. But in the meantime, I am reading that darn blue book and swearing a lot under my breath.
Be Well,
H/'Lo
---------------------------------------------------------------------------------------
On the RPG front, I started reading the nWOD Mage, The Awakening book (again). Last time, I did not get very far into it- I just got a feel for what it was all about and put it aside because it was not for me. It completely baffled me and was nigh incomprehensible beyond the "power corrupts" theme. Well this time, I don't get to say "I don't like it"- I have to learn it. I have to admit, I'm more than a bit intimidated.
Before I really got too far into it, I read the credits pages- the writers, designers, playtesters etc. Folks, this book was totally dreamt up by dudes. There is ONE woman's name in the dizzying array of guys.
I think I finally understand why I don't understand this book- it's completely written in dudespeak. Overall, I do tend to understand the weird dialect used by the three legged mammals, but there are some times when I just do not know what the heck you fellows are saying. This book (to me) is nothing short of a boys-only club handbook, ala Lil' Rascals. Maybe this is why there are so few kick-ass lady mages?
I don't generally fall into the stereotype crap, and I'm not a big fan of leaving ANYTHING to "the boys" simply because it's a "typical" male subject or because it might be easier. I'm far too stubborn, and even when I'm over my head, I keep at something until I have at least a semblance of a clue. [Seriously. I took Algebra three times because 1- my dad made me, and 2- I really DID want to learn it.]
So I refuse to let this book get the best of me. I will figure out a way to understand it and get into the world the White Wolf folks have created. What strikes me as odd about this book that every OTHER WW product I've read makes complete and total sense to me. Even without completely understanding the mythos or fluff, I've grabbed onto all the other White Wolf stuff fairly easily.
Perhaps the difference is the book approaches the topics as if you already know everything about the world, or because there's so much symbolism and synergy- but M:tA is KILLING me. In addition to the massive verbiage, there's all of the mechanics to learn as well.
Help!
If you love the game, or have any handy ideas on how to break it down into less confusing chunks, I'd love to hear what you have to say. But in the meantime, I am reading that darn blue book and swearing a lot under my breath.
Be Well,
H/'Lo
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