I've already given out once about job-seeking, you don't need to hear it again. Suffice it to say it's still going.
1. Critical Role is quite good, it turns out
I heard about Critical Role a few years back, and was somewhat bemused by it. A whole game, streaming? 4 hours in a chunk of watching other people play a game? I've occasionally listened to Actual Play podcasts, but podcasts are different; I listen to them while I'm walking or doing housework or cooking. And even then I'm picky; I have to like the voices, they need to be varied enough, the players have to not get bogged down in rules arguments (and not wander off into side conversations or Monty Fucking Python), and the GM has to be able to run things at least well as I can. That cuts down the numbers. So imagine my surprise when, on watching a few episodes of CR, I find that they're entertaining enough to watch through (if rarely in one sitting) and to look forward to the next one. Matthew Mercer is an excellent GM, and all his players know the rules well, know their characters well, and concentrate on the game and very little else for the full time they're on screen. It's like some sort of platonic ideal of an RPG, and it's really good.
2. Man, I love this weather
Today is cool, verging on cold, clear, with plenty of autumn-coloured leaves drifting around and some more still on the trees, and there are straight columns of smoke rising up from chimneys here and there. Walking the dog in these conditions is an absolute pleasure, and I think the only thing that would improve it further is a slight further drop in temperatures, to give a touch of frost.
3. World-building is one of the best bits of gaming
I am really, really enjoying building the setting for my current in-house D&D game. I've put together an index document here - and that's just the player-facing material; there's about as much of that again in my own notes. The experience of sitting down, cracking my knuckles and going, "Right, I need a town, a bit literary-gothic, a bit foreboding, go!" and then a bit later, "Another town, edge of the world, populated by necromancers and demonologists, law onto itself, but with some actual attractions too, go!" and just writing is fantastic.
1. Critical Role is quite good, it turns out
I heard about Critical Role a few years back, and was somewhat bemused by it. A whole game, streaming? 4 hours in a chunk of watching other people play a game? I've occasionally listened to Actual Play podcasts, but podcasts are different; I listen to them while I'm walking or doing housework or cooking. And even then I'm picky; I have to like the voices, they need to be varied enough, the players have to not get bogged down in rules arguments (and not wander off into side conversations or Monty Fucking Python), and the GM has to be able to run things at least well as I can. That cuts down the numbers. So imagine my surprise when, on watching a few episodes of CR, I find that they're entertaining enough to watch through (if rarely in one sitting) and to look forward to the next one. Matthew Mercer is an excellent GM, and all his players know the rules well, know their characters well, and concentrate on the game and very little else for the full time they're on screen. It's like some sort of platonic ideal of an RPG, and it's really good.
2. Man, I love this weather
Today is cool, verging on cold, clear, with plenty of autumn-coloured leaves drifting around and some more still on the trees, and there are straight columns of smoke rising up from chimneys here and there. Walking the dog in these conditions is an absolute pleasure, and I think the only thing that would improve it further is a slight further drop in temperatures, to give a touch of frost.
3. World-building is one of the best bits of gaming
I am really, really enjoying building the setting for my current in-house D&D game. I've put together an index document here - and that's just the player-facing material; there's about as much of that again in my own notes. The experience of sitting down, cracking my knuckles and going, "Right, I need a town, a bit literary-gothic, a bit foreboding, go!" and then a bit later, "Another town, edge of the world, populated by necromancers and demonologists, law onto itself, but with some actual attractions too, go!" and just writing is fantastic.