Sunday, May 31, 2020
Shameless Plug
Wednesday, February 26, 2020
Processing Games Emotionally oops I mean Processing Emotions with Games
If you notice the title of the Blog - Game in the Brain, then it may come to no surprise that gaming is how I process things.
I got depressed last year, I saw the futility of my circumstance, and I just wanted to quit work. Every problem was preventable, but it required me to have extraordinary authority and resources to correct. It needed me to be above a regular person in some way. As the son of the owner, I felt that I had to fix every problem. I felt guilty and frustrated in the politics and the maneuvering that I had to do.
Around that time, I was listening to the Late Ronald Siegel's The Science of Mindfulness, which was damaging my mental architecture. I was so used to multi-tasking and finding specific ways to get my dopamine hits that what the lecture was asking me was to give it up.
I had a headache after listening to the audiobook while walking to work or doing a chore. It was because it was talking about being present in the moment. The lecture sent my brain to focus on my walking or the task. But then there was a conflicting command by being engaged with the lecture.
I wrote a lot about it in my Work Blog and finally was able to process it all. To simplify Meditation is not continuous activity; the way Physical Exercise or diet is not a continuous activity. We diet and exercise at specific points of the day, but its effects are felt throughout the day.
I felt better after being able to realize the nuance of how it's supposed to work.
Ronald Siegel's lecture led me to various other realizations and awareness of my behavior—mainly how I process my experience - and why I always Game. Or why I always have "Game in the Brain".
When people think of mountains, animals, and nature to be calm, my safe and peaceful place is with friends and family gaming. I grew up with two other brothers with an hour's commute from school going home. Gaming is how we passed the time. Gaming is how we developed and became who we are. So it's natural that when I think problems at work, I believe it in terms of Game Mechanics and mental models that would be easy to run or play.
So now I'm all grown up and have work—my work beyond my capacity and temperament. I'm a bit more fragile and sensitive than most people, and can easily fold up and get frustrated. My responsibilities are difficult with its Politics and Complexity, and scarcity that so many people don't understand. It doesn't help that my first experience in management was serious hustlers, scammers, and sharks. That we had to take over of our BPO's IT around 2011. That my first boss, who was hands-on, was not who he claimed to be. That the Plant where I had been later assigned had a ton of problems that I tried to fix solo and realized I needed everyone's cooperation. Every year a new challenge and a new terrible discovery of something wrong. Things became surreal and that I needed to process it, and I stopped gaming.
I knew I had "game in the brain," but I didn't realize how much it figured into my ability to emotionally process everything I had witnessed and experienced.
It is after the Mindfulness Lecture did I realize that I do like the work: the Analysis, System Building, Consensus Making, Active Listening, and Hacking systems to work with less and fewer costs. I realized that those fears and trauma could be separated from the Good and Rewarding Work.
That Mindfulness aligned with the Gamer Mindset. That we look for Optimum strategies - not out of fear, anger, addiction to the dopamine, but because we See a System where we all affect each other, and this is how everything can be made to work.
So the strategy of escapism takes a more nuanced approach in this kind of gaming. I'm technically escaping the factors of my job - the real costs and consequences if I pursue a particular course of action. But in a game, I can have the same situation and try to act on it and deal with the unintended consequences and additional complexity. In the Game I can feel all this in a safe place and come out of it stronger or more mature.
So all the crap at work is now game material. I've accepted and acknowledge that I hate it, but usually I'd have more bad dreams about work and feel stressed about it. Now I've accepted it in a way that it doesn't bother me as much. It's hard to differentiate the nihilism of "I hate it, and it won't get better" as compared to the "I hate it, and it's ok." I think the difference is that I believe that "it will never get better" is a lie. I guess I've accepted that It can get better or worse, and no matter what, I'll be ok with that. That in all that pain, a massive chunk of it is just me magnifying it with my fears. My body can only take so much pain before any additional pain stops being sensed.
I thought this is a Game Related Post, because some people are Wired to have Game in the Brain.
Thursday, March 30, 2017
Improvisation hypothesis: Ideation Techniques
Improvisation hypothesis: Ideation Techniques
Ideation Techniques Include
- 5S
- 5 Senses Narrative
- Word Association
- Plots, themes, Pacing, and Act Patterns
Spaced Repetition
Spaced Repetition is important in Improvisation because it is the same technique that allows people to most effectively learn and use language, complicated processes, physical techniques and procedures. Creating the triggering conditions to exercise the Recall that is needed to draw out from Long Term memory the skill, process, or heuristic is key to appear to make a lot out of thin air. This technique requires the forgetting the technique in the conscious level, aka working memory, aka attention and to draw or pull the information under certain conditions in order to create the mental hardwiring to recall.*again open call for collaborators or feedback.
One of my realizations is Musashi's No Thought technique in his book of 5 rings is the use of Long Term memory (the same memory we use for language) to unleash sophisticated attacks and tactics. The same can be said in improv. We master various Ideation Techniques to be able to create facinating improvisation using the Collaboration of our fellow players.
Friday, December 25, 2015
Scoping GURPS Crusades Character Creation and Campaign Book 4E
- Historical Game
- References to Bernard Cornwell - as a guide of how to make Historical Fiction Exciting and examples of such Narratives. Particularly the Saxon Stories and The Grail Quest.
- Special Note on First Crusade by Extra Credit
- Human Ranges - assumptions of this character system based on adventuring human
- Attribute Scores of 8 to 14
- Emphasis on Adventuring Humans and how much they are above the norm. even if they are born with Social Status, the stats make these characters exceptional than most. Rules for "Normals" exists (capping maximum stats and social status, and having more traits)
- Since the booklet does not go into details of the system. Entries will have the Basic Set references (like B11 standing for basic set p. 11).
- Notes about Women in the Ages and how to Run such Games with women boiled down to a few bullets and 400 words.
- Roll Stats.
- "Gifts or Curses you were born with" Roll 3d6 on a table for the following stats: ST, DX, IQ, HT, Will, Perception, Basic Lift, Hit Points, Damage, Speed and Movement. Lowest end is an 8, and Highest is a 14.
- Note that stats can get lower because of various events and various traits.
- Brief description of these stats.
- Roll for Physical and Mental Traits.
- Rolls d36 (roll 2 d6s, one as tens and the there as ones).
- Players get at most 2-3 traits. Because its hard to keep track and Role-play consistently more than such and Character gains more traits in "Life Events".
- "The Lot you were born in" Roll Social Status. expecting this to be several pages of tables and explanation per entry of classes per culture and an entry for each culture. If I can I will try to make maps of what the area consists off. The maps would be awesome as a 2-page spread and its regions before every Table, with greyed out areas of nearby regions that have blended peoples that relate to each table.
- Low end is Outcast or Underclass. Highest End is a scion of a Count level.
- There is a Table to Roll for which Cultural Group you roll in. Its made up of its Eite and its Vassal or Client peoples. Players may Choose or Roll here.
- This is a table where PCs can roll 3d6 on for where the Character Comes from.
- each of this is a table for the Players roll where in Society their characters come from within these groups.
- Roman means rolling in a table where the Ruling society are the Byzantine Greeks.
- Holy Roman Empire is oriented around Germany and Germanic Elite.
- Frankia oriented around france and Frankish Elite
- Italian Peninsula
- Iberia and North Africa
- Levant and Islamic States
- Turks and the Steppe Nomads.
- Kievan Rus and the Balkans (11C)
- The British Isles and Ireland.
- Scandanavia (Fins, Swedes, Danes, Norwegians)
- Roll for Social Traits.
- These bumps up or down the social status by a minor degree and grants social nuances to the character. This also includes various obligations and undertaking.
- This also determines if the character has Siblings and Oaths to certain individuals.
- This is where the Character may be "Heir"
- Roll Opportunities/Education.
- This is a roll to access to opportunities or education within or outside one's social status aka "lot in life".
- This is when the Character gets skills from their Family or their Background. Sometimes these skills aid the character in entering a profession.
- Certain Backgrounds grants Literacy.
- Certain backgrounds also grant a Bonus to enter into a Profession.
- Choose Profession and roll to enter it and live as such. This is one of the few opportunities players try to roll and enter. Typically its a Skill check, and default penalties apply for trying to get into it without the necessary background that grants at least the most basic understanding of it.
- These Professions have a specialty.
- They all have a page: like in Traveller. A page spread that looks at its Basic Skills, Specializations, Training Tables, and "Events".
- Certain backgrounds make certain Professions Easy to enter.
- if a Character fails theree are other options and a Table to roll for as "Profession by Circumstance".
- Warrior - Kinda the most elaborate and I have to break it up to multiple entries. I haven't figured it out yet.
- Clergy - from monks to priests, and its higher echelons: bishops
- Artisan - basically all the skilled trades
- Merchant - a buyer and seller, in the lowest ranks its a trader or monger, in the highest its a ship owner, monopoly holder, or banker.
- Scholar - specialities of Alchemy, Physician, and Arcanist (keeper of rare skills and knowleges).
- Agents - Someone who makes a profession as someone representative and personal agent.
- Steward (a literate Administrator) - IQ and Writing
- Wanderer - someone whose had to wander for work and opportunities.
- Rules for Terms or Periods of Life in that profession, before the next opportunity to "Change Stars" arises.
- Life Events Tables including various circumstances.
- Contacts and Bonds Template for every Term. Where relationships with other PCs and NPCs are created and fleshed out.
- In the Spreadsheet Character generator this option would be tricky to make since its kinda open ended.
- Party Skill Package, Equipment Packages, Hireling/Henchman Packages, Fleshing out the Character's current Circumstance (Initial Challenge Fronts), Rival and Enemy Creation, and Patrons Creation and Patron's Retinue.
- Load Outs and Packages galore
- Minor NPCs and Patrons Templates (typically Baron and higher level of Status).
- Front Tables of Party Circumstance
- Fleshing out NPCs and Bonds.
- Tables to add Traits or Nuances to Various Relationships, Equipment, Circumstances and NPCs.
- Tables are also used by the GM to create hidden dangers or opportunities with current NPCs.
- Hirelings and Companion Tables.
- A library of an NPC every Profession and notes of Variances. If the Intended user is curious and wants to roll up a Circumstance and the NPCs around the circumstance. A kinda Self GM what the PC would do in this rolled up circumstance.
- This would be about 60 npcs with notes to modify them and make some wild card elements in them.
- This is meant for the GM to make "random" encounters. it has some basic notes of Dungeon World's Fronts.
First One is Free
Disclaimer on Accuracy (working with what is available for access in the time this was written and note that we cannot use PAID sources like JSTOR and various $1500 dollar history books in Google Bookstore. Notes on Altering History and going down the consequences of such.
Output Notes
- It would probably take 3 months (if full time) to write the free booklet and 5 months to write the second booklet. Triple if done part time but can be faster If I can work with a writer and scope and edit the work. Lolz by 2017 a book to try to revive interest in GURPS lolz. I think i can find local artists and co-writers and researchers in the Philippines and Online and manage them lolz.
- The Crusades Guide book is 200+ pages or the 20usd by gurps page to cost count.
- In the end the GM is armed with a ton of usable material that takes in consideration optimized Workflow. The goal is a detail you can use and to give that detail page real-estate based on how much its going to be used.
- People who have the booklet can share it and its designed to be gifted. I will make various videos of walk through of the booklet in 4mins, 7 mins, and 10 minutes. (note if the audience can go through these videos in youtube's x2 speed).
- I will document my Running of such a game with the tools and publish my entire workflow so that people can see how much time it takes to make it - it also shows the GM skills i use. I keep my notes Open when it Comes to GMing.
- if this works out I'll schedule various Yotube Walk through of 4mins (so 2 mins if you speed it up) of various mechanics and play through.
- Less than an hour to prep an adventure for 2-4 hours, and the ability to generate useful details mid-Session (in a 20-30 min break) when the Players really go far far outside expectations.
- The ability to run for 2 players or faster decision making parties - the challenge being that they tend to make decision much faster and get through material much faster.
- The ability to Reproduce the feeling of Historical Immersion and Framing of Historical Events in light of the people and its time.
- Sadly people will need to find all this in about Basic Set (500 pages), Low Tech (200 pages), Martial Arts (200 pages). I cannot really influence this but I think a "Packaged" bundle is in order lolz Otherwise it would be a 150usd entry value lolz.
- If people like it and want an additional head ache: magic and magical doctrine - how the world would look like if magic was real in the events of the crusades and Saints and Angels interceded in the events.
- The eastern equivalent of this would be: Chronicles of the Three Kingdoms its eastern equivalent would be as fun. And as a Mandarin Language student make it as a great entry way to learn mandarin lolz.
Tuesday, December 1, 2015
Scoping / Sketching what a Blender Workflow for Sci-Fi GMs
- GMs learning to use Blender enough to make one's own ships and scenes.
- Allowing GMs to Model ships and basic "3d Modeling" to have a usable skill.
- Probably 20 hours of personal time with Ideally practicing 2-3 hours every week of practice (and recording to help remember key lessons). Probably after 20 hours and 2 weeks of practice would be competent enough to make speed model in 2-3 hours a week.
- Note: a habit needst have a low barrier of entry. if something can be all done and practiced in less than 30 mins the better, but for every hour more the greater the magnitude of the schedule problem.
Step 1: research the following (review Extra Credits Tutorial 101)
- Get Recordmydesktop and test it. Look for other such recording systems.
- Worse Case Scenario, I'll have my a Sports Cam set up to look over my shoulder.
- Figure out how to make my Hotkeys Visible.
- Figure out how to use Blender's Desktop Recording System.
- Estimate of about 2-3 hours figuring out.
- I need a noise canceling mic.
- Review other blender workflows out there. Using Youtube video downloaders and VLC speeded up player.
- Estimate 1-2 hours running and skipping within videos.
- Have a conservative and easy goal.
- the Workflow is a video 5-10 minutes long. Probably 5 min video for every step of the task that allows the user to play around after every task.
- But there is a Multi-Step task process of 30-45 minutes of exercises.
- Gather some tools. Example: The blender Hot Key Map.
- Write down what I expect and have a notebook handy to capture all the things that fall outside my expectations in the dry run.
- Narrow my scope and goals to 5 minute achievable goals. particularly workspace set up and how to document your own process.
Step 2: Dry Run and Experimentation.
This one I have to do. It would take a few weeks and tries to have a good Workflow going. First Goal is trying to create a workspace and flow that allows the GM getting into blender to fire up Blender and start modeling immediately. Make as many sketches or rough models as an artist would make rough sketches: 4-6 minutes of tries and screen cap worthy.
Monday, November 23, 2015
Blender, Krita, and Make Human.
Wonder how many GMs or players would like to learn 3d modeling (specifically blender)? Every time I think of Scifi I keep going back to my blender tutorials. I've been doing some analysis on workflow and think its possible to make "rough ship designs (without textures aka skins) in half and hour. Near presentable with practice from cold starts. But it would probably take 10-20 hours of practice before the workflow becomes smooth (even more depending on how distracted you are with other projects).
As for textures and the rendering, with a narrow enough scope its possible to boil down the prep for such 4-6 hours a simple project. The final output would be enough to be illustrative and presentable. All with a 2500-3000 passmark system, 4GB ram, and no graphics card (my mobile rig).
Note in the Philippines (and in ANZ) the market size in annoyingly set up to maximize profits so computers are 40-60% more expensive than US Amazon prices (the smaller the market the more profit they have to squeeze out of us). You can imagine how screwed I feel when my laptop is 400USD in the Amazon but 650USD in a country that has 1/10th the pay.
I notice I'm changing with the seasons. I always revisit Blender and Digital Painting again every couple of years because its where I failed to make a living despite being my training and passion. I wax nostalgic about it but I am pretty much accepted that I dont have the stomach or the mettle to make it as an artist.
Anyway, teaching Drawing and making the skillset accessible has always been substitute passion. I have a hard time keeping secret techniques secret since its so much easier to master the skill when I teach it. Especially when I have to explain it in so many ways, or find its underlying principle.
The technology and the tools have pretty much matured that I can potentially do this fairly easily. I can make screen casts of drawing, recording 20-30 hours of me trying to finish a work from start to finish (i have to reduce the scope of work to have enough ram; and break the workflow so that I have time to compress). as well as make the 5-10 minute lessons of the deconstruction ever every technique. I also Like talking while I work to explain my process and be transparent of how much I'm really pulling out of my ass.
I know my Core Vision Mission is for empowerment through the game-in-the-brain mindeset but I know drawing well and right now I dont have time to coordinate with other people to play RPGs. I do like analyzing workflows and want to have such a discussion going.
Friday, November 6, 2015
A scope of the impossible, now to trim it to something doable.
I've gone as to define Difficulty as a Scope of Work. The greater the scope of work, the harder it should be. Distractions (Pain, Emotions, active agents, etc...) and Resources (time, consumables, equipment, manpower etc...) are seperate elements. Isnt that nice and easy to remember: Difficulty (Scope), Distractions, and Resources are the circumstances that one has to consider for a Task.
Enough of the Distractions here is the Remaining Scope.
- Perks (4 hours). I've allowed sub-Characteristics. Stats dont go up as easily, but Perks do. They are specific modifiers to a narrower field of a Characteristic. Currently I need to just fill in the fluff and definitions.
- Example:
- Like Lifting, Power, Build, for Strength
- Credit, Peer Group, Social Access for Social Status
- Generic Fluff (10 hours). So the Traveller Universe is not SRD, which is not a bad thing. It just means I will use my CC premade universe. No big deal lolz. Still to give it the Traveller Vibe I have to maintain the following.
- Human Centric. But in this case 3000 years of Pantropy and Overrunning the previous dominant civilization (Humans and its Pantroy are the R strategy in a K/R selection theory). The previous aliens Imperium were more stable and slower growing (K strategy).
- Organizational Limitations reverts to more basic Social Organizations (Client Patron of Feudalism).
- FTL is only Interstellar and not Intra-stellar.
- Skill and Task Definitions (6 hours). I've gotten carried away with scoping and have begun defining skills more carefully. I've also added skills that are taken for granted but its needed to exist like - Culture, Languages, Local Expertise, and Surviving in a particular Environment or Social structure. I wanted these skills there to help players understand the barriers of understanding and trade, I didnt want to hand wave these elements. As someone who is bi-lingual and learning chinese but is heavily influenced by western and eastern thought and philosophy these are the things important to me: bridging differences in perspective, culture, language, and worlds.
- Backgrounds and Education (10 hours). So after rolling stats, players roll their character's Background (they can choose their Pantropic form) and then their access to Higher Education. Background determines Social Status early on, and Education is the first chance to Boost that stat.
- Social Elites will have better stats (bonus to certain stats) and access to augmentation. They are the truly alien people by the opportunities they have access.
- Professions (16-20 hours). I've made them and need to build a lot of the fluff. Social status advancement (and Credit) is one of the key fixes I've done with system. As you get older, unless you have misfortunes that ruin your credit, you get better credit.
- Characters can have access to youth restoring drugs and options, but it is expensive and drives one to stay working forever. It is in itself a kind of trap. Given the kind of life space travel can do to a character's life.
- Fiscal terms are not earth years. Because of the vastness of space and travel, a fiscal term can be 2-6 years at a time. Imagine how much life is lost in work in an era that travels the distances it can.
- Equipment (10 hours). Its a lot of detailing and I've fixed it to be lighter on the charactersheet and working memory of the player.
- Physical Feats and Hazards (12-16 hours). I planed to do two sets: Ad hock, and some details and further reading sources. So players and Gms have a quick fix to easily find. The detailed elements are there to forewarn the GM of certain things, but the emphasis is moving things along - so its filled with ways the GM can handwave while easing his science conscience.
- Combat (10 hours). I've emphasized in simplifying the combat using zone system and initiative by player narrative. Will have useful benchmarks for the GM to guide his intuition.
- Star ship creation (20 hours). I'm rehashing it a bit, making it easier and using Metrics. Sorry to the Dogmatics. My baseline ship is based on the Liberty Ships of 14,000 metric displacement tons. I want to create tutorials and files using blender for GMs to render for themselves. I want to create a standard for sharing. I want the GMs and Players to be able to modify the ship and share their blender files.
- Trade (20 hours). I want make spreadsheets or app that do all this calculating (I'll be trained in this app maker). One thing I can really contribute is the "Case Study" elements and sample that help show how a deal can be terribly wrong as well as access to similar case studies to inspire the GM and the Players how they could have worked differently.
- Character Sheet for Convention Style Play (10 hours). Then a character sheet that pretty much follows Extra Credits Tutorials 101 guidelines. Learning the system small chunks at a time. Additional pages to the Character sheet teach new elements of the system, while its counter part is giving the New GM guidelines is exercising these new mechanics. Stuff that Apocalypse Word Engine does and that other Game system should consider to lower the barrier for entry.
Monday, August 12, 2013
Learning Circles
By this method my Real-World munchkin-ness reveals itself by how I exploit such a medium like Google Hangouts to try to make connections and possibly discover something new. I try to make time to have discussions online regarding various gaming topics, fulfilling my curiosity regarding what other people think about.
Anyway, making this known and visible, not just to my Circles. I should have done this simultaneously when I made that Learning Community in Google+ but it just occurred to me recently.
I guess such should be advertised in a way, like "Learner" or something.