fantasy · influences · stories · Uncategorized


Hello, Readers!

I would like to start today’s entry by letting you all know that I messed up my back, real good! Apparently I did something to one of my facet joints, which is where your nerves exit your spinal column. So yes, I have radiating nerve pain, and according to my chiropractor, it’s the most painful acute injury to your lower back you can receive! Very exciting. I’m already mending, thankfully (hence the ‘acute’ part), and should be back at full capacity in a week or two.

What does this have to do with anything, you say?

Well, nothing, really. I just thought you might care about my well being.

Sorry if that’s not the case.

I’m just kidding! What it has to do with is suddenly having a lot of extra time on your hands! It’s not something that happens often to me, as even my days off are generally full of running around seeing friends, going to appointments, doing errands and the like. So despite the fact that I was in agony, and I do not use that word lightly, I strove to make the best of my misery-induced mini-vacation.

Remember my earlier post about how disappointed I was in the weak storytelling in Darksiders? Go here, kill this, get stronger, kill the next thing? Well I dove into a new video game this weekend. Torment: Tides of Numenera holds the record for the most successful crowdfunded game of all time, and is the spiritual successor to the game Planescape: Torment. Set in a world so far in the future of humanity that eight “Worlds” have come and gone, technology from ages past is indistinguishable from magic, and in keeping with the tone of the games it pays homage to, is very text-heavy. It was in the course of playing that I was reminded of a video that anyone who appreciates nuance and complexity in their games should watch:

For those of you who want the TL:DW version, Mike over at PBS Idea channel suggests that the game Undertale, despite its cutesy appearance, is actually one of the most violent games ever, because it gives a Choice. You can play the entire game as a pacifist. Similarly, in Torment, your character can solve the majority of the games obstacles through intellect, speed, or might, but even might may not mean conflict. You could attack the person trying to mug you, but you could also talk them down, or disarm them, then turn it back on them or destroy the weapon. It speaks volumes about the sheer quantity of work put into crafting this game.

It’s this element of choice that makes RPGs so appealing to me, and why, if given the choice, Dungeons and Dragons and its ilk would be my first choice over almost any other game, video or otherwise. It’s also one more reason I resolve to tell stories where the characters aren’t all of one mind – hit it until we win. Its not only the right thing to do, whenever possible; it’s actually more interesting, too.

In other news, I’ve finished my first draft of Lulach episode 19! One from the end of the season. I’m not sure how long we may be waiting to start on season 2 – I think Katie and I need to have a planning meeting about it. And I know I said I was almost done with episode 9, and I admit I dropped the ball there, but it was in large part to being sick over and over. Really sucks the gumption out of you. Hopefully I’ll get back on track with that soon.

Thanks for reading,


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