Back to Albion Again

A couple months ago, my family moved (back) overseas to Okinawa, Japan. When my XBox arrived with some of our belongings, I looked for a few favorite games. I was working my way through the high-definition Anniversary edition of Fable, and I kept finding myself looking for features that were missing from the game.
There’d be something I wanted to purchase, and I’d think, “I need some quick money. Maybe I can pour drinks in the tavern or chop some wood. Where’s the place to do odd jobs to earn money?”
Then I’d remember: that’s in Fable II.
This sparked a madness in me, and I wanted to play Fable II right then. Thankfully, XBox Live has Games On Demand, where you can purchase and download a bunch of old games. Fable II is on the list.
But for some reason, it simply would not download. The purchase would not go through. I kept getting an odd error code.
A quick Google search informed me that – for whatever reason – Fable II was not authorized to be sold online in Japan. It’s no worse than Fable III (not by a long shot) or the original game. So for a few months, I waited for the rest of our belongings, hoping I still had the game and, if so, that it survived the journey.
I finished off my playthrough of Fable Anniversary edition last weekend – playing a completely evil character, as you can get things done quicker when pesky morals don’t stand in your way. I immediately got started on a new game of Fable II.
And happiness filled my addled gamer brain.

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Photo (obviously) taken from IGN

So, to refresh your memory or perhaps inspire a look at a great game you never played, why is Fable II so awesome?
Much of my argument assumes you’ve played and enjoyed the original Fable. If not, here’s a synopsis:
The series is about the consequences of your hero’s moral choices. The world changes and characters respond differently based on whether you choose noble deeds or wicked misdeeds. Your appearance shifts over time the more you go to one extreme or the other. There’s a fun-enough swords-‘n’-sorcery fantasy storyline that takes you from a nobody to shaping the destiny of the world, but you almost always have a choice to make about how you get there.
If you played Fable, Fable II widens your exploration options dramatically. You can vault over obstacles, jump off of ledges, dive into pools and swim across lakes. The world feels far more free to explore.
The magic system brings some finesse to its controls. Every spell has two options, a targeted effect when you move a directional stick towards a foe, or an area-of-effect around your character when you leave the stick centered. Lightning isn’t just a bolt you shoot at some unfortunate foe; leave the stick centered and it becomes a storm that damages every foe in range around you. Force Push doesn’t just create a bubble that shoves everyone away from you; push your stick toward a target, and you smack a single foe with a blast of power.
Your options for defining your character’s virtues are expanded (slightly). Instead of a simple “good vs. evil” slider, you also get a “pure vs. corrupt” slider. The most obvious visual representation of this is your character’s pudgy or petite body. Right or wrong, a “corrupt” character does whatever they want, including eating pies and fattening meats. A “pure” character (whether good or evil) lives by a stricter set of rules , and thus doesn’t end up flabby.
Fable II advances the “history” of the kingdom into a light Steampunk vibe. There are mechanical creations. More importantly, this means guns are a thing in the game. It’s so satisfying to shoot (and potentially decapitate) some bandits with ranged zoom before they pose a threat. Plus, turret rifles and pistols! Multiple shots before you need to reload!
You can customize far more than Fable ever permitted. First, you can choose your hero’s gender, and both genders are well represented in the wardrobe available in game. Next, you find or purchase dyes that allow you to tweak your clothing’s primary and secondary colors in addition to your hair color. Makeup is another option, and it’s not just for the female Hero; the game incorporates some twisted makeup schemes similar to the Joker that are just fine for your male character.
There are often Jobs available for you to earn money by playing mini-games. Chop wood, forge blades, pour mugs of ale… the games are easy enough you can earn a good chunk of change when needed, and monotonous enough you won’t want to play forever.
I also love the story aspect of seeing the future of Albion. There are plenty of parts of the game that call to mind some of the original Fable’s locations. It’s interesting to learn what became of many of the my old Fable haunts in the 500 years between the two games.
Perhaps most important, it’s NOT Fable 3. The original Fable was an ambitious game that didn’t quite measure up to the amount of hype which preceded it.
(On the other hand, Fable 3 seems like a terrible object lesson in the pain of trying to manage a nation preparing for inevitable calamity. You either have to play as a tyrant who crushes the citizens in order to save the day, or you play the benevolent ruler who fails to prepare the kingdom for war and thus lets it fall into destruction.
No matter which path you take in Fable 3, you feel punished all along the way… which defeats the whole escapist (and FUN) aspect of playing a video game where you get to be the hero.)

Fable II is hands down the best game of the series. The fact I’m ranting about how much I love it several years after its release should make that clear.
Not surprisingly, when we received our household belongings, one of the first things I looked into was the case of XBox games. There right on the first page sat Fable II, as though subconsciously I knew years ago that I’d want to play that game again someday.
Me from a couple years ago was so very right.

The Problem of Evil

“If God is all-powerful, and God is all good, then explain the presence of evil in the world.”

This question, more than any other, is (in my experience) the trump card, the go-to argument for the atheist. Some slam it down like a hammer, driving the point home with as much zeal as a fundamentalist preacher. Others offer it with more genuine curiosity. “How can you believe in the face of such an obvious theological flaw?”

This question gets asked in many ways:

“Why do bad things happen to good people?”
“Where was God during the Holocaust?”
“Why do people starve?”
“If you’re serving God, then why did that tragedy happen to you?”
“Why can’t we have an ebola outbreak limited to Westboro Baptist Church and ISIS?”
“Why does God hate kids in Africa so much?”
“Do you know a person dying of cancer? Can you tell them that God is in control?”

It’s a good question – or maybe I should say a tough one. It doesn’t just raise a logical argument, but it tugs at the emotions, hitting us in a spot where we know something is wrong.

There are answers… but like many issues of belief, they’re convincing enough for the believer to retain confidence, and at the same time vague enough for the skeptic to reject faith.

The cancer question grabs my mind. Terminal illness and sudden tragedies are situations where there just aren’t words good enough to say. People try, of course. Platitudes and pat answers are offered with the best of intentions.

But the general advice is: shut up and just be there with a grieving person.

I noted CNN posted an article about Dr. Kent Bradley, who proclaimed that “God saved me from ebola.”

He’s a believer. I’m not surprised he feels that way. And I’m happy to hear he recovered.

But that statement carries an implication that God either failed to save the 900+ ebola deaths in this recent outbreak… or He chose not to.

Where is the all-good God Scripture proclaims? How does a believer reconcile the terrible events of life with this faith in an all-good all-powerful God who chooses not to act?

My family and I watched God’s Not Dead finally. I think it’s a great movie to reinforce faith for the believer, but I don’t know that the arguments would really shake an atheist’s “faith” in the absence of God.

But two comments stuck with me, because I don’t recall hearing them in my time growing up in church.

First, the point is made that this all-good all-powerful God has–all through Scripture–maintained an intent and a promise to one day eliminate all evil–both the intentional wrong things sentient creatures do, and the tragic suffering we endure as a result of the brokenness of this world.

Evil is being tolerated for a limited time only in order to provide opportunity for something more important: our capacity for good, founded on our free will to choose and God’s grace given to us. God could wipe out evil (and we see in Scripture that He was willing to push the “reset” button on humanity). But doing so takes away from our ability to commit ourselves to Him of our own volition in response to His grace.

More importantly, what struck me in the movie was a comment made very near the end. The dialogue references Jesus sweating blood in the Garden of Gethsemane, beseeching the Father for an exit strategy. “If there is any other way, let this cup pass from Me.” If there’s any way, let Me not go through this suffering.

God’s answer is a clear “No.” He said no to Jesus, fully Divine, His own Son–basically His own self. Jesus suffers and dies and experiences all manner of evil, because God says “no” to saving Him from that.

It strikes me that God’s response is much like the good advice for reaching out to someone in grief. Jesus knows what it’s like to have to “go through.” By that I mean to endure, to suffer, to find that God doesn’t always stop the storms with a “Peace, be still.” He knows what it’s like to be told “no” when asking for a miracle. He raised the dead and healed the sick, but when it was His turn, the heavens shut like iron against His fervent prayers.

In that sense, Jesus joins the ranks of the sufferers, the grief-struck, the overwhelmed.

There are no good words in that place.

But there is His presence. And that is enough.

…for He Himself has said, “I WILL NEVER DESERT YOU, NOR WILL I EVER FORSAKE YOU,” (Hebrews 13:5 NASB)

Therefore, since we have a great high priest who has passed through the heavens, Jesus the Son of God, let us hold fast our confession. For we do not have a high priest who cannot sympathize with our weaknesses, but One who has been tempted in all things as we are, yet without sin. Therefore let us draw near with confidence to the throne of grace, so that we may receive mercy and find grace to help in time of need. (Hebrews 4:14-16 NASB)

When Does Inspiration Strike?

Just curious, as it’s almost 3 AM here and I’m wide awake tapping on my iPad.

My wife asked me why in the world I so often wait until midnight (or 1 or 2 AM) to get motivated. I don’t have any good answer for her. Maybe my caffeine intake caught up with me, but even when I’m not pounding coffee, this happens to me.

What about you? I’m sure some of you are the mythical “disciplined writer” I’ve heard about, who sets aside a certain time each day and punches out a quota of words. But that’s not what I’m talking about.

When does inspiration strike and demand your attention?

Favor Vs Trust

I saw this on my FB feed, posted by a friend who often shares various positive affirmations from a number of Christian ministers:

Maybe this is true. But it shouldn't be expected or assumed in every situation.
Maybe this is true. But it shouldn’t be expected or assumed in every situation.

The Scripture reference provided is to the passage in Genesis where Joseph begins his painful journey being sold into slavery in Egypt. Through a variety of divine interventions and up-and-down circumstances, Joseph experiences blessings and pain until he ends up second only to Pharaoh in the kingdom.

With the benefit of hindsight, Joseph is able to tell his brothers that what they meant for evil, God meant for good, in order to save his family and the future nation.

Sitting in the pit and sitting in prison (just like sitting in Potiphar’s house and in the palace of Pharaoh), Joseph doesn’t know all that. He might have hope, based on God’s promises when he was young. He might have faith that God’s going to do something. But he has no certainty either way.

Yet Joseph remains faithful, for he trusts that God is also faithful.

When I read the status above, about God’s favor, I am grieved and distressed by the thought that we have missed the point.

We have a great hope that “God will work all things together for good for them that love Him and are called according to His purpose” (Rom 8:28). That may give us a warm fuzzy that something good in the future will come out of our present pain.

But we’re called not to count on the favor of God to rescue us. We’re called to live out of trust in God, regardless.

Consider Shadrach, Meshach, and Abednego in Daniel 3. It’s a great story of how God protected His children in the midst of persecution. It would go very well with the status quoted above. Favor is going into the furnace’s flames, and coming out proclaiming His name. Or something like that.

But there are many Christians, so very many, who suffer and die and never see the manifestation of God’s favor. We may not see a Christian promoted to second-in-command of all of North Korea, or a trio of believers standing up unharmed by the AK-47s of ISIS in Iraq. We might not see God promote us to a position of our dreams or use us to display His power to an entire nation or community.

Do we enjoy His favor any less? Do we remain any less faithful?

Is favor the focus? Was favor ever Joseph’s focus?

I don’t think so. In pit or in palace, in fire or fame, as Christians our eyes must be fixed not on God’s immediate deliverance but on His eternal faithfulness.

17 If we are thrown into the blazing furnace, the God we serve is able to deliver us from it, and he will deliver us from Your Majesty’s hand. 18 But even if he does not, we want you to know, Your Majesty, that we will not serve your gods or worship the image of gold you have set up.”
Daniel 3:17-18 NIV

Dear Abby's Epic Fail

I’ve had several friends and co-workers over the years who would probably nod in affirmation while reading Abby’s response, and rail in frustration at Ragen’s post here. After all, body fat is one of the few socially acceptable ways we can outwardly judge a person at a glance. We keep limiting all the other options, so ignorant people need *somewhere* to channel their disappointment at the existence of those they deem unfit or unacceptable.

Helpful Perspective

I spent a lot of time tonight griping with my friends on social media (and in person) about how disappointed we were in the new Teenage Mutant Ninja Turtles (TMNT) movie.

Two of us sat there in the theater trying not to laugh at the wrong moments, like when a scene is clearly meant to convey some strong emotion or dramatic impact. We also tried not to be emotionally moved by the inane plot, the logical breakdowns in the story, and the constant terrible dialogue.

Normally it’s good when a viewer leaves thinking about a movie, unable to shake the feelings the film created. But not in this case.

Since misery loves company, we took our enjoyment in pondering how bad the movie was, in our opinion. “My childhood is weeping,” I posted on Facebook.

After a lot of back-and-forth banter, I scrolled through the rest of my feed. And my thoughts were swiftly refocused on what matters.

I make jokes about suffering inflicted on my childhood memories by a bad movie. But then I see stories about how children in Iraq are being beheaded for no reason other than the family they were born into.

I’m frustrated by being away from my family for seemingly no reason for the last week or so. Meanwhile, families are being ripped apart figuratively, as it happens literally to family members.

I miss my wife, my daughter, and my sons, who I will probably see in a day or two. In Iraq, wives and daughters are being taken away from homes, forced into “marriages” against their will, or flat-out raped. Husbands and boys are being murdered. Whole families are being slaughtered.

My wife and kids are dealing with the many boxes of belongings we finally received from Nebraska. I’m thinking of work I need to do to help arrange all that furniture and just plain stuff when I get home. Other families in the world have been forced to leave their belongings behind, fleeing to survive, threatened with death should they return to their homes that have been marked by ISIS.

Is it wrong to see a movie? No, that’s not what I’m saying. Is it wrong to miss my family? Of course not. Should we never have fun because there are horrible things going on elsewhere in the world? That would be foolish.

But when I start to think for even a second that I’ve got it so bad, I’m challenged by the news the West is getting (and finally paying attention to) from over there.

There isn’t an easy answer or solution, only a competing array of undesired options. The thought of further military involvement sucks. A decision to ignore the atrocities taking place would be unconscionable. And there aren’t a lot of viable choices that might make a lick of difference in between those two extremes.

I don’t have an answer. I don’t have much in the way of resources to throw at this crisis. And I don’t even have much of a following to hear me rant about how something must be done, as if my words would make some difference.

But at least I can stop and take my mind for a time off the meaningless and banal, if for no other reason than to say that the call for help is being heard and passed on.

And I can remember and cherish what matters most: appreciating family, coming together despite our differences, and taking care of each other…

which, oddly enough and despite all its faults, was the point of TMNT.

Critique Group Freebie

In April I participated in the annual A-to-Z Blog Challenge, with “Elements of Critique” as my theme. I wrote from A to Z (plus 3 extra posts) on everything to look for when critiquing someone’s writing, as well as a suggested method of running a critique group.

The series was well-received, and I committed to compiling the posts into one handy document.

Finally, the 64-page PDF is available, set up for easy digital viewing with hyperlinked chapters and table of contents.

It’s free for personal use, because I’d love for other writers to get the benefits and joy I received from attending a positive and helpful critique group.

Elements of Critique

If you find it useful, I’d love to know. It’s also going to remain on a permanent page at the front of my WordPress site.

Thanks for the encouragement along the way. I hope this serves you well.

Humble Pie

I am finally sitting down to compile a series of blog posts from April, on critique groups and how to give constructive criticism of other people’s writing. I’m putting all the Elements of Critique posts from the A to Z Blog Challenge into one document.

And it’s absolutely humbling to discover various spelling, grammar, and format errors sprinkled all throughout.

Maybe that reinforces the point. We all make mistakes, and an extra set of eyes (or at least an extra pass over the piece from our own pair) is essential.

Once I get this set up in a proper format, I’ll be sure to make it available here.

Restful Activity

I woke up in the middle of the night while on an alert status for the Air Force, and couldn’t get right back to (much needed) sleep. So if nothing else, you all get a poem about the frustration of waiting for a call that may or may not come:

I’m not supposed to be awake
For another four hours or so
When it’s time my boss will make
A call to let me know

I’ll spring up from within the bed
And throw my flightsuit on
I’ll gather up my gear and head
Out to our plane, then–gone

But it’s more likely that I’ll spend
The next day by the phone
Waiting, ready to be sent
Soon as the need is known

Several days of readiness
Yet still not called upon
Have turned my schedule to a mess
Once-peaceful sleep now gone

This leads to an odd condition
Ordered to stand by
Paid for work I haven’t done
Awaiting call to fly

And so, awake, my eyes go wide
And, breath caught in my chest,
I check the time–just past midnight
I still have hours to rest.

If I can just relax once more
And from this darkness wrest
Passage to that dreamful shore
The mind’s release from stress

So I shall embrace the dark
And hope to slip away
Into a land with lines less stark
Where thoughts and passions play
Where cares familiar and unknown
Are considered and released…

But still there is the telephone
Lurking within arm’s reach

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Starting an Adventure

After reading through the Rulebook and looking over the pre-made character sheets, I dug into the adventure booklet provided with the new D&D Starter Set.

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Some background info:

I recently moved overseas for my job in the military, and all my household goods are ready to be delivered to my house. I have a trunk full of all my RPG materials, including several piles of miniatures I used for 4E campaigns.

I feel like I could reach into that trunk (once it arrives) and dump the minis out on the table, because this adventure has a little bit of everything.

It’s really not that bad. There are 27 entries in the “Monsters” Appendix, and at least one of them is a guy who’s supposed to be on your side. (If you end up fighting the NPC you were sent to rescue, then something has gone horribly wrong with your players’ decision-making processes.)

I did glance through descriptions of some of the different caverns and off-shoot rooms in the major adventure areas, and I found it odd to discover that one room would have some zombies, the next a flameskull, the next ochre jellies, and then a doppelganger running around causing mayhem.

I get it. They’re sprinkling a little of everything in, because maybe that gets them a repeat customer, and maybe that tells the DM what the players at a specific table are most interested in. Still, it feels like a jumble of monsters conveniently sharing the same cave complex for no other reason than “Hey, we could toss in some of these…”

That’s the overall impression I came away with. But there were some specifics that caught my eye and made me smile.

First, the intro explains a bit about taking on the mantle of DM. Some key phrases I’m glad to see: “The rules are a tool to help you have a good time. The rules aren’t in charge.”

Suck it, rules lawyers.

In fact, here’s a pic of “Rules to Game By” from page 2:

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The adventure starts with the PCs escorting a wagon of supplies to the central town. They come upon a goblin ambush to start out with an easy combat. The last goblin attempts to flee, and the previous victims are NPCs the characters are supposed to have a connection to. So this discovery and event inevitably leads down a trail to a goblin cave hideout.

I said in a post about combat that there is no mention of squares or emphasis on miniatures and tile/grid maps. The adventure leaves the option open by providing a grid map of the hideout, while making no effort to mandate a certain style of combat or play. The map is clearly provided to give the DM an idea of where things are. If it gets blown up and printed out, or doodled onto a grid map, great. If not, that’s fine too.

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Each room is described in plenty of detail and offers interesting options other than “this room contains five bags of hit-points you can beat down for XP.” The writers assume you might be a new DM, so they provide useful tidbits and reminders along the way, such as “Check to see if any of the characters or monsters are surprised when combat starts. Do this by looking at passive perception…” with an explanation of how the rules work, or at least a reference to the applicable rulebook section.

Part 1 is intended to get the players past level 2, and there is a helpful reminder just in case.

Part 2 puts the heroes into the central town, with a host of NPCs and potential side quests as they try to learn more about the Big Bad Evil Guy. There’s a handy explanation for new DMs about role-playing NPCs (don’t try to wow your players with your acting skills, do try to get into the head of the particular NPC and think about what that person might care about, etc.).

Potential threats and locations of interest are all thoroughly explained. Part 2 should get the players to level 3.

Part 3 involves a variety of leads and inquiries to learn more about the main villain and his plan. There’s a handy explanation for rules using the overland map provided earlier in the book, along with suggested description to make the journey interesting. This section also includes everyone’s favorite, the Random Encounter Table!

There are a few locations described for the purpose of roleplaying social interaction (or as much social interaction as you get from trying to get answers from a banshee). While these can conceivably degenerate into fight scenes, the idea is for this to be more talking than punching. Again, this serves the purpose of introducing concepts, like “Perhaps the Mage with the zombies would be willing to strike a deal” instead of “Kill every living thing we encounter.”

The leads eventually bring the heroes to Cragmaw Castle, which (once explored, and once its inhabitants are defeated) will point them to the location of the Big Bad’s lair. Again, this all captures the idea of a sandbox. There are several locations available and several branching decision paths open to the players. Some areas may not be visited because they’re not necessary.

All this kind of goes without saying, because of course that’s what D&D is about. But my point for including it is to show that the writers took the time to ensure there is a robust set of options available for new players and/or DMs.

By the time the Big Bad is defeated, the players should be level 5. All the levelling information and perks are already printed out on the back of the pre-made sheets, so there’s no painful delay while everyone figures out their options and upgrades their sheet.

Besides the Monsters appendix, there is also an appendix for all the magic items the players might potentially encounter.
Finally, the back cover of the Adventure provides a Rules Index, pointing to appropriate pages in the Rulebook. Perfect for the new DM who is put on the spot to answer a player’s question, “How does it work if I want to try to Persuade?” or “What does it mean if the Ogre smashed me in the face and dropped me to 0 hit points?”

All in all, this looks pretty slick and well-prepared for a group of 4-5 players. I’m excited about the Starter, for the low cost I paid for it.

I’m not sure this gets me signed up for a $50 price tag for each of the core books once those come out later this year. When I get home and have time to give this a shot with my wife and kids, that answer will become more clear.

But for now, the set accomplishes its stated purpose. It gets me eager to gather a group, set the stage, and roll some dice. I want to get started playing some D&D (again).

I hope this post and the others help if you’re on the fence about looking at a new edition. If you get the starter, what’s your take on it? If you’re not getting the starter, do you like what you saw here? Let me know your thoughts in a comment.