Showing posts with label role-playing. Show all posts
Showing posts with label role-playing. Show all posts

Monday, December 21, 2015

M is for Mage

The Magician
scan from the Rider-Waite-Smith tarot
apparently public domain, retrieved
from sacred-texts.com
a series on games I wish I'd played more of.

Back in 1996, a gaming friend got so worked up about the second edition of Mage: The Ascension (White Wolf Games) that he went out and bought copies of the game book for a handful of us who he wanted to play with.

Personally, I've never been a big fan of the "storytelling" systems so it was a bit of a hard sell, not just for me but for all of us.

It's hard to say why, exactly.  Partly, it was just that it was a very different game from what I started with and what I'm used to - and I've never been big on tossing away something that works perfectly well just for the sake of novelty.  A bigger part of it was the image I had of it - some intensely creepy people were getting into Vampire back then, and I had...misgivings [1] about the whole thing.  On top of that, I had never really bought into the vampire mania that had driven the initial offerings [2] and it seems a bit of a stretch to invest myself enough in the default world to make game play of any interest.

But my friend really, really wanted to play, and since I knew his tastes were broadly similar to my own [3] I thought I'd give it a fair try.  Man, was I in for a surprise!

The game naturally used White Wolf's signature mechanics, but that's a trivium: the big thing for me was the way in which they had put together the spheres/schools of magic, the whole idea of Paradigm and Paradox, the secret metaphysical war being waged between those schools over control of not just our senses but the very foundations of reality.  The Technocracy as an oppressor.

I'm not sure how it would read to me now, but at the time it really resonated with the kinds of far-out ideas I was looking for in fiction and in metaphysics study. [4]

I started to really get into it, and ended up reading the rules from cover to cover after flipping through whetted my appetite for more.

We got a bit more enthusiastic about it after that - I got on the band-wagon and started talking the game up to the others, and finally we all agreed to try a session or two at least.  The one thing we could all agree on was that we trusted our friend to have the necessary background in various esoterica and to put the work in to make the game a success.  We gathered at my place to work out characters, to figure out how we were going to go about this.

The game allows for mages of different schools to work together, but we needed to figure out a back story that would make sense, or somehow figure out how to run a game in which we worked alone or in small teams actively competing for control (while simultaneously fighting against the Technocracy).

Sadly, despite the excitement that we managed to generate in those first few sessions, we never really managed to do anything substantive.  We were, of course, crippled by the fact that we were trying to play a very different kind of game while simultaneously trying to learn a completely new set of rules.  In the end, it just seemed like too much work, and our friend who started out so enthusiastic eventually threw up his hands in frustration.  We went back to our other games, and never cracked that book again.

Looking back, I wish we'd been able to make it work.  I still think the basic idea is incredible, but I can see now that we just weren't properly prepared for it.  Too few of us had enough knowledge of the esoteric to riff off, though we could probably have generated a creditable Call of Cthulu/World of Darkness mashup setting as we went.

But really, the main problem was type of game.  Really, we just weren't in the right mental space.

If we had been playing more traditional-mechanic intrigue games at the time - things like Cyberpunk 2013 [5] or Shadowrun, or even Traveller really - or if we'd played enough Amber at the time to really get into the idea of multi-narrative games, where the players are working toward individual goals, and only in cooperation or conflict as the events dictate, I think it could have gone very differently.

I almost never get any chance to game these days, and I don't have any idea where I'd get a group of people into this kind of game, but boy do I ever wish I could get a chance to play in an actual functioning long-term Mage game now.

Or maybe more accurately:

I wish I could go back to the 90s and do it better.

But then, that's just the kind of change that causes Paradox.

--30--

1. A polite way of saying that some of the people I knew playing World of Darkness games I would have gotten up and walked away from had they sat down beside me.  Yes, it was that bad.  Not universal, but enough to put me off.

2. As interesting an idea as Anne Rice had with her Vampire Chronicles books, I'm afraid angsty pseudo-goth vampires don't hold much of a draw for me.  That said, I suspect much of the "vibe" being given off by the people who put me off the game had more to do with Lost Boys than Lestat.

3. Read: he found the Vampire crowd just as distasteful as I did.

4. In those days, I was doing a deep study of various fringe religious beliefs and their relations/origins in traditional or indigenous religion and ritual - sue me, I'm an anthropologist, it's a professional risk.

5. Yeah, that long ago.

6.

Friday, June 13, 2014

J is for Jorune

The latest in a series on games I wish I'd played more of.


One of the most inspiring images in gaming.[12]
In 1985, just before my family relocated from the UK to Canada, a friend of mine got his hands on the boxed set of an intriguing game we'd seen advertised in the pages of Dragon magazine [1] - Skyrealms of Jorune. 

This game seemed at first blush to somehow meld a 19th Century imagining of the Renaissance with science fiction and fantasy, and we were desperate to play it, but the publisher was quite a small one [2] and copies of the game were remarkably hard to find.  I've since learned that while Skyrealms of Jorune never really got any traction in the North American games market it was quite popular in the UK, so perhaps the problem was simply that such a small publisher could never keep up with demand.

In any case, get our hands on the boxed set we did [3] and we eagerly sat down to look through the books - and were immediately hungry to play.

The art, of course, was amazing. Back in the 90s, gaming art was just going through a renaissance, but even in that context it was beautiful - perhaps one of the most beautiful gaming books I have ever seen.[4]  But the universe...

There were no elves.[5]  Instead there was a many-layered history of waves of colonization on a far world.  Humans [6] were merely the latest, and society was already rich.  But then disaster struck, and the humans of Jorune were cut off from the wider civilization of humanity, and in true human form the reacted in the obvious fashion: by ignoring the treaties that had carefully established enclaves for them and instead carving out much larger realms with their superior technology. [7] High technology or no, the locals weren't to be so easily pushed around: using a kind of psionics deriving from the glorious vibrations of the crystal at Jorune's heart, the "natives" fought back, and the whole cast of sophonts on Jorune ended up back in the dark ages.

The game begins with a newly ascendant civilization in which the player characters are seeking citizenship - and in order to gain this boon, it's necessary to perform tasks and favours for an established citizen to curry favour and get sponsored.

The races presented, the rich history, the cultures described - they were like dreams to people who had been consuming Edgar Rice Burroughs and Robert E. Howard and all manner of Golden Age science fiction in the school library.  In the course of an afternoon we not only ploughed through the rulebooks, but brainstormed plotlines and adventures and backstories for characters and had grand visions of the campaigns we would play!

Then we started to really read the rules.

For a couple of kids who had previously played BXD&D almost exclusively the mechanics were nightmarishly complex.  When we first started to try to figure out how combat worked, we got so frustrated that my friend threw one of his miniatures [8] across the room and trashed it.  In the end, we never did even play through a short scenario that day, and it wasn't long after that that my family moved, and I never saw a copy of Skyreams of Jorune again - though I often looked at the ads in Dragon with a combination of wistfulness and bitter disappointment.

Many years have passed, and I have played a wider variety of games.[9] I sometimes wonder if the mechanics would make more sense to me now. Of course, if you poke around online no doubt you'll find the same comments and reviews that I see - all of which seem to agree that while the setting was luxurious, the rules themselves were horrifying.

But something else always comes across in online discussion of this game: Inevitably, someone steps forward to say that they played the game for some time with their friends, sometimes for a long time.

The setting was just that good.

Rumour has it that the rights to Skyrealms of Jorune are hopelessly tangled up [10] so it's not likely we'll see a reprint - or, considering the state of the mechanics, a reboot under one of the many excellent systems now being played. [11]

This is a shame, because it's one of the games I would dearly like to play.

####
1. Which we never bought, but flipped through at the bookstore - because we were die-hard fans of White Dwarf and were loathe to give "that yank rag" our money - so most of what I remember from that era of Dragon was the covers and the full page ads.


2. Surprising, considering the level of the artwork and the amount of advertising!

3. Second edition, I believe, published just a year after the release.  I'm told there was a third edition published in the 90s, but I never saw it - and it seems that there were printing quality issues that would have made that version alone unplayable.

4. It turns out that the main artist has since become a prominent concept artist for Hollywood - check out his achievements here. He started out as concept artist for Legend!

5. Gratuitous Talislanta reference, since we're talking fringe games.

6. Three species of us!

7. The other starfaring races had fallen on hard times after finding Jorune as well, apparently. An ill fated star indeed!

8. Lead - we were old school baby!

9. I also like to think that I'm smarter than I was at 15.

10. No doubt related to the computer game that was made.

11. Or could a film or TV series be considered? With modern CGI it would be fantastic to see the setting realised visually! Of course, we know that Hollywood would gut the concept and turn it into some kind of obscene parody of what it should have been.

12. The image from the cover of the 2nd Edition of the game, explained thus at this website: The caption reads "Death scene of Sho Copra-Tra, Sholari of Tashka" This is a complex and important scene to the setting.  The aged human is probably the muadra Gends, the first of the muadra trained in isho skills by Sho Copra-Tra himself.  A sholari is a priest, and Copra-Tra is another title meaning "master of Tra." The glowing orb between their hands is a naull orb; it is the simplest of isho manifestations, and reveals your personal essence.  It is used as a peaceful greeting among muadra.  Sho Copra-Tra's nuall is almost pure white, the visible portion of tra energy.  The huge figure in the back is a corastin.  These are simple beings of great strength, who frequently hire themselves out as guards. From their poses, it is likely that the human female and the corastin are servents of Gends.

Tuesday, April 29, 2014

F is for Fighting Fantasy

A series on games I wish I’d played more of.

Pretty much anyone my age who was into fantasy and science fiction back in the 70s and 80s will remember the Fighting Fantasy books.

Superficially, these seem to be pretty light entertainment and a novelty that emerged briefly and then essentially disappeared, but few people know that the idea of a branching path story was first pioneered by Jorge Luis Borges[1] in the 40s in a pair of stories that featured fictional books with branching paths in them.  In one, A survey of the works of Herbert Quain, the main character is the author of a book split into three parts, and has two branch points, and is thus able to tell a total of nine different stories.  The other story, The Garden of Forking Paths, [2] contains an element that is much more like the adventure game books we know and love: this story deals in part with a sinologist who has interpreted an ancient Chinese work written by a man tasked to design a maze and to write a book, but in the end produced only a riddle – a book that is a maze, with the reader needing to determine the order in which the sections need to be read in order to navigate the contents.

The “self-directed order of reading” concept manifested as a real type of book in the 50s when it was used by Skinner and others to develop learning materials – in these kinds of books, students selected a question’s answer, and were directed to another page based on that answer.  In some senses, these are the precursors of the online training programmes that a lot of institutions use internally – you read a text (say, the company labour dispute policy) and then have to answer multiple choice questions on the content.  With each answer, you are either moved on to the next question (if you’re right) or redirected to a more comprehensive explanation of the concept you got wrong and offered another question to see if it stuck yet. [3] This aside though, there were a series of “branching path” self-study books published during the 50s and 60s that were used to present a variety of subjects, and in fact these books were acknowledged by the creators of branching path fiction and adventures as a strong influence. [4]

Following on from these directed learning books, branching path fiction really came into its own in the 70s, when “choose your own adventure” and similar types of adventure fiction books started to gain in popularity – right up to the first Fighting Fantasy book published in 1982 by Penguin: The Warlock of Firetop Mountain.

I had read choose your own adventure books of various kinds in the past, but although they were interesting they never really seemed to have much re-readability.  The Jackson and Livingstone conception took the idea to the next level though, and in the early 80s I was a big fan of their Fighting Fantasy series of fantasy solitaire adventure gamebooks.  I think I actually started with Island of the Lizard King, and I seem to remember my second purchase being Deathtrap Dungeon [5], but in the end I had a shelf with about 10 of the books on it, and even started branching out into series like Lone Wolf – I never really played many of the Lone Wolf books, but the art in that series was gorgeous and it had the rather interesting twist that the books constituted a coherent narrative. [6]

This was an interesting time for games, and one that I kind of wish would come back.  Computer and console games are a sort of extension of the idea [7] but if we’re honest it’s not the same thing – computerized RPGs are quite a different experience from either tabletop playing or the gamebooks of yore.  With the advent of tablets and smartphones, there’s the potential for a comeback, [8] but as far as computer gaming goes, the closest analog to the old gamebooks is probably text adventures like Zork. [9]

By this point, you’ve probably gotten the impression that actually I’ve already played gamebooks quite a lot, so may be wondering why this is in a list of games I wish I’d played more of. 

The answer is actually quite simple: I cheated.

Like many other youngsters playing these books, I looked ahead to see what the consequences of different choices were and thus navigated the books relatively easily. I wish I had played the books more honestly, or that I had payed more attention to how they were organized.  By cheating, I cheated myself of even more fun (and they were plenty fun even cheating!) but I could at least have learned something about game design while I was at it.

Oh, make no mistake, there were TV programmes and books and magazine articles on how these books were designed and made [10] so I learned a lot about their structure – but I was a callow youth, and I wasted the opportunity when it was right in front of me, so I sometimes wish I had played more of them – or at least played them more effectively.

But then, I can play them now if I want to.

###

1. The influence of Jorge Luis Borges on modern fiction is incredible, and he was a celebrated master of the short form – indeed, anyone who aspires to write fantasy short stories needs to know his work, and his influence can be seen in the works of other masters like Umberto Eco. http://www.egs.edu/library/jorge-luis-borges/biography/

2. Both of these stories are available in the collection The Garden of Forking Paths which is unfortunately a bit expensive, but the story The Garden of Forking Paths is often available online as scanned copies, as it’s a popular text in Borges courses.  The story is also included in the collection Labyrinths, which is more reasonably priced and has the added bonus of an introduction by William Gibson.

3. I’m not convinced this approach actually works, but it certainly is popular.

4. Although I doubt the value of this sort of approach to things like corporate training, I do wonder if the approach could be better leveraged for online education programmes – surely the idea could be adapted rather easily to create apps that are essentially primers to certain basic subjects?

5. Which, incidentally, really was a deathtrap.  I played it over and over, but only ever managed to defeat the book without cheating once.

6. Actually, I think that was what prevented me from buying more than a couple of them – you needed to play the books in order for them to really make sense, so it made it hard to just pick up a book at a Motorway rest stop or at an airport. The books were playable as stand-alones, but not very satisfying because it was obvious you were expected to know things that had happened in previous books. FF books on the other hand were mostly stand-alones, though that didn’t stop me and my friends trying things like making a character and trying to use the same one all through the series.

7. Indeed, there were adaptations for a few of the early FF books into games for the Commodore 64 and ZX Spectrum, though I only ever played the Spectrum version of Warlock of Firetop Mountain and found it a bit unsatisfying.

8. Actually, if only the Kindle e-ink platform allowed for clearly defined pages, the fact that it supports HTML would make it dead easy to run choose your own adventure type books – and I’m sure that the platform could be made to do things like roll dice and keep track of your character for you. Thinking about this sort of thing is always enough to make me bemoan the fact I stopped keeping up with programming when I stopped using a Unix terminal at university – if I had the time to do it, I’d teach myself and write kindle or tablet based gamebooks with great enthusiasm!

9. Which, by the way, you can play online here. You didn’t need to sleep tonight anyway.

10. If you’re wondering about the web pages, I can only respond: “What! You egg!” and suggest that you go entertain yourself while your elders compare arthritic pains and twinges from long-forgotten wounds.

Tuesday, April 22, 2014

E is for Exalted

A series on games I wish I had played more of.

In 2001, a friend of mine bought a copy of the Exalted role-playing game by White Wolf Publishing, and was incredibly enthusiastic about trying it.

This was a bit of a departure from our usual fare - to start with, we were pretty deeply invested in Dungeons & Dragons of various flavours, and although we had played a number of other games (Rifts, TMNT, Battletech, Call of Cthulu (the old Chaosium version), ICE's MERP, Doctor Who, Star Trek, Gamma World, Amber, Battletech, and even a homebrew) we always drifted back to the old standard.

To make the sell even more difficult, some of us were - ah - unenthusiastic about gaming in the World of Darkness. We just found the whole angst-ridden vampire trope Anne Rice started left us with a bit of a bad taste in our mouths. [1]

However, our friend's enthusiasm was infectious, and once we'd had a chance to read through some of the background material and the mechanics we agreed to give it a shot because, frankly, we were finding it as interesting as he did by that point.

The WW Storytelling System mechanics were unfamiliar to us, so character creation was a bit tricky, and it also took a bit of a mental stretch to wrap ourselves around the basic concept: that the player characters are all chosen and imbued with power by various deities, thus becoming demigods - thus the name Exalted.  The scope for high-powered play (with plenty of role-playing and political intrigue) seemed wide, and things started to get interesting when we started role-playing through bits of character background. [2]

I don't recall what happened, but sadly our intentions got derailed soon after the first real session, and as intriguing as the game seemed we never tried again.

I suspect this is a game that would demand a fair bit of my time, unfortunately, so I doubt I will ever really get another chance - something I regret.

###
1. An example of play:
Player: "I ponder despondently the fate of my long-ago bartered human soul."
GM: "OK, roll...uh-oh - Your mournful yet classically beautiful demeanor has attracted the attention of a self-destructed goth teen who is now stalking you and dangerously close to revealing your true identity."
Player: "I evade!"
GM: "Ethical dilemma! You have discovered she is writing suicide-themed poetry inspired by your mysterious persona! Roll to resist befriending her and offering her dark immortality."
Player: "Arg! I failed!"

OK, I admit - the game doesn't really go like this and in fact has both an interesting mechanical foundation and an intriguing setting. Our scepticism was founded more on a reaction to the increasingly annoying trope that was displacing more interesting vampire variants in popular media than on the gaming community's interpretations, most of which were actually quite well thought out. Added to this: one of the ubiquitous "asshole but we tolerate him because he's actually an OK guy most of the time" sort of hangers on was so incredibly enthusiastic about WW's Werewolf game that it was very nearly a kneejerk reaction to be sceptical.

2. Not required by the game, but we did it both so we could practice using the mechanics (and tweak our characters prior to play as we learned what worked and what didn't) and so that our characters would enter play as fully developed as possible, since one aspect of the Storytelling System is that characters typically don't progress much in comparison to other games - they enter play fully formed and progress relatively slowly.

Sunday, April 20, 2014

D is for The Dying Earth

A series on games I wish I'd played more of.

For this installment I'm going to cheat, and choose a game that I have actually never played but desperately want to: The Dying Earth Roleplaying Game.

This is a game by Pelgrane Press that some [1] will recognise immediately as being based on one of the marvelous universes created by the late, great Jack Vance. [2] By all accounts, it is an excellent game that skillfuly blends the traditional dice-wielding of more mainstream games with the compulsion to role-play that diceless games like Amber bring to the table.

And it's based on the worlds of Vance: this alone is a selling point for me.

The game has accumulated significant reviews like this one, despite being a fairly niche product, and has survived for years.  I am not surprised: Jack Vance apparently not only approved the game, but was actively engaged as a consultant, and the reviews say that it shows.

I am an unabashed fan of Vance, and in fact if I were to be asked to name three authors whose work would remain after a purge of all other books in the world, I suspect my list would be:

1. Jack Vance
2. Vance, Jack
3. The Baron Unspiek

I yearn to play in this setting [3], and I have found everything I've read about the actual mechanics intriguing - should I ever get the chance to buy this game I almost certainly will, even if I never get a chance to play it.

###
1. You know who you are. And so does the Baron Unspiek.

2. Sadly, this font of beautiful writing (and inexplicable footnotes) passed away on May 26th, 2013. May he be remembered until the Sun is infested with a strange alien mildew.

3. From everything I've read of the mechanics, it actually sounds as though it would be easily adapted to allow play in Vance's science fiction worlds as well.

Monday, April 7, 2014

The Red Box that Sealed my Doom

When I was 13 years old, my parents opted out of giving me the traditional chocolate egg [1] for Easter and instead decided to give me a gift that - without being melodramatic - changed my life.

What I received was a red box which, at first glance, appeared to have as its main content a collection of mysterious geometric solids.  On closer inspection, this box was my own personal Black Monolith. [2]

This was my formal introduction to role-playing, via the glossy new edition of Dungeons & Dragons, and it was the beginning of the end. Or, rather, the end of the beginning.

Role-playing is by no means limited to obscure games played with strange-looking dice by spotty teenagers fueled mainly by chips and soda.  The reality is that we are all role-playing all the time, taking on different characters and functions throughout the day - the persona you use at home isn't the one you use at work, isn't the one you use when out with friends, isn't the one you project online.  They're all you but like the characters in Flatland not all of you can be projected into the world at the same time, so we pick and choose.  The result is that each aspect of our lives is populated by dramatis personae that are, by some standards, fictional.

With this in mind, it's easy to see why children love to act out tales of drama and adventure from a very early age: playing games like house or doctor is a natural way for them to practice for everyday life, and since the characters they encounter in fiction are often every bit as important to them as regular people it's hardly surprising that their role-play would extend to Tarzan rushing to find medicine to save someone from spider bite, royal tea parties with the king of the bears, and jedi fighting off an army of ogres, dragons and robots. [3] The benefit of games like D&D and the enormous range of RPG variants that have sprung up over the decades is two-fold:

First, while children [4] are quite happy to play out fantasies according to ad hoc rules [5] this can cause difficulties unless the child is playing alone (or with an indulgent [6] adult) - disputes over the rules are almost certain to arise. [7] Formal games have formal rules, however, which automatically provides third-party arbitration [8] even if the rule is as simple as "winner of rock-paper-scissors gets to decide the outcome."  The great thing about this is that it's good practice for the real world: no matter what we do, we're always forced to operate in environments made up of rules.  In some cases, the rules are inviolable so we have to think of ways to work with them [9] and in other cases we have to learn when we can break the rules and how to go about it. [10]

Second, by their very nature role-playing games practically force children to meet new people and to engage them in cooperative endeavours. [11] Learning social skills is tough, as we all know from being teenagers, so trying them out in a small, safe(ish) group of friends under conditions that encourage - nay, require! - that we practice putting on different roles and personalities is the introvert equivalent of pumping iron.  And on top of helping us try out new and exciting ways to interact with our friends in ways that don't cause them to ostracize us, gaming even offers a structured environment in which to meet new friends.

I have met people I consider to be friends through work, studies, and even by chance through random coincidences.  But many of the people in my circle of friends are there either because of a shared interest in gaming or because we have actually gamed together.  Indeed, I have met people who seemed interesting and then gamed with them, and through gaming learned enough about them to know that I didn't really want to be friends [12] - and the context of the game made it easy for me to disengage and move on without anyone feeling bad about it, because the short-term semi-regular gaming session served as a buffer!  During a session, it's pretty easy to get some personal distance and unless the problem is that one of you is actively an asshole [13] you can probably keep playing for a while at least without difficulty, then bow out of the game at a logical juncture.

So role-playing games are great for kids, but they're also good for adults.  For adults, they offer ways to get away from it all into a world of fantasy.  They offer opportunities to meet people, structured excuses to get together with friends or to meet potential new friends.  They offer relatively safe spaces in which to let parts of yourself out of the bag without needing to worry too much about them, which is a desperately important thing for adults in a world where we can sometimes feel like all our actions are constantly under surveillance.  And last, but not least in my opinion, they offer mental exercise and stimulation very different from the demands of every day life - and that's not even considering the added benefit that at least a few of your fellow gamers will almost certainly share your brain-hobby interests. [14]

For myself, except for a brief interlude when I had opportunity to return to my old stomping grounds from 2003 to 2007, and not counting 3 (count em) one-off sessions I've had since then, I haven't gamed since 1997.  This fact sometimes makes me dreadfully sad.

Gaming was very, very important to me as a teen and well into my twenties.  As a teen, gaming helped me get through some pretty rough social patches and as mentioned, many of my good friends I met specifically through gaming.  I don't think I will ever be able to devote the hours and days to gaming that I did when I was younger, but I miss that dimension of my life.  I miss the feeling of getting together with a small group of like-minded people and building something together, even if it could never be anything other than ephemeral - actually, maybe because it would be ephemeral, because the universes you build with other gamers are such personal things, in comparison to the other sorts of cooperative projects people work on in everyday life.

That part of me isn't gone, of course.  I still world-build, I just do it by myself, either by writing or just fantasizing.  And the gaming world hasn't been standing still while other things consumed my time: there are always new games, new versions of old games, new discussions and new gaming blogs.  I can't spend as much time exploring as I would like, but I refuse to give it up.

After all, if I don't keep going I'll never reach name level.

###

1. Which, in any case, I usually received from other relatives as well. One more iteration was by no means missed.

2. And yes, I both jumped up and down hooting and murmured under my breath: "My god...it's full of stars..." http://www.imdb.com/title/tt0062622/?ref_=nv_sr_3

3.All games I have played with actual children. No ogres were harmed in the making of these fantasies.

4. Let's be honest - adults too.

5. As discussed in games, these rules can actually be quite rigorous.

6. And obviously favourite.

7. "Bang! you're dead!" - "No I'm not, I dodged." - "You can't dodge!" - "Can too." "Can't either!" Repeat as necessary until a ruling is agreed on.

8. At least until the players grow jaded enough to employ sophistry to manipulate the written rules into saying whatever they want them to.

9. Hello gravity!

10. In other words, we need to learn how to boldly split infinitives no one has split before.

11. Something I suspect my parents had in mind when they bought me that box.

12. I'm pretty sure that in every case the feeling was mutual. We've all experienced it: meeting someone who at first blush seems to be pretty cool, but on longer acquaintance turns out either to have pretty incompatible ideas or only seemed cool because of that one single point of congruence.  But in many situations, the two of you choosing no longer to waste time interacting (because you know you're not going to enjoy it, even if you don't actively despise it) can sometimes get weird.

13. Experienced that one for sure.

14. Even if no one in your gaming group shares your interest in reading about [X], the nature of the hobby is such that - provided you're not hijacking the game itself - they'll be quite happy to riff on the idea with you and provide an entertaining conversation about a topic you love.