Everyone Dies In Boy Meets World

Boy Meets World has a surprisingly high implicit body count. For whatever reason, a character’s final appearance of a season has a fairly strong tendency to include them being in mortal peril, whether comic or dramatic, and then the character doesn’t always return for the next season.

Example: Stuart Minkus is the nerdy kid in season 1. In the final episode, an over-the-credits scene sees Cory and Shawn harnessing their latent psychic powers to blink him out of existence. It’s clearly meant to be a non-canon credits gag, but Minkus is totally absent starting season 2, so apparently our heroes legit killed a guy with their mind powers.

Example 2: Mr. Turner is in a motorcycle wreck during a very special episode towards the end of season 4. We last see him badly injured in a hospital bed, giving Shawn’s hand a weak but reassuring squeeze. This is meant to indicate that he’s gonna be okay, except that when I say “we last see him” I don’t mean “for the episode” or even “for the season,” I mean for the entire rest of the series. And there’s a whole other season that takes place in high school, so it’s not just that the cast left him behind but in good health when they graduated. Dude is gone.

I’m kind of lying, though, because the show’s writers seem to have noticed the problem in a late season 5 episode where Minkus does reappear, claiming to have been in an off-camera “other part of the school” for the past four years, and calls out to an off-camera Mr. Turner. Mr. Turner doesn’t respond, partly because actor Anthony Tyler Quinn wasn’t actually on set and partly because he died a year ago and Minkus is having a psychotic breakdown after being trapped in a psychic mirror dimension for four years by Cory and Shawn’s powers.

A similar author saving throw was made to save the most prominent of the not one, not two, but three siblings mysteriously erased from existence after season 1. Cory’s younger sister is returned to existence after a season 2 obliteration. She came back under a new actor in season 3, so we can be reasonably confident she isn’t dead, but probably shouldn’t rule out the possibility that the Matthews family’s daughter was replaced by an only moderately convincing changeling, something that might seem farfetched until you remember that Cory and Shawn once vaporized someone with psychic powers on camera and also that the sibling in question’s name is Morgan, as in “le Fey.” The possibility implied by canon is that season 1 Morgan and season 3 Morgan are the same person, but that she was grounded for an entire year so thoroughly that she did not once see Cory during that time, which is probably darker than the changeling theory, all things considered.

God only knows what happened to Shawn and Topanga’s sisters. Topanga’s sister was Nebula Stop-the-War Lawrence, but even the most generous assumptions about her age, the year the episode takes place, and exactly when her birthday is still put her being born no later than 1975, two years after the Paris Peace Accords, her annihilation may have been a mercy.

Draft RPG Characters

In any game where you assemble a build from lots of options, the meta-game eventually gets stale as a handful of particularly useful spells get settled on. A pretty consistent way to break this up is with the draft (or some other method of cutting down the options available, like Magic: the Gathering’s ever churning Modern format or randomized Sealed Deck format).

What if you did a draft with a party of RPG characters? Everyone would have to have access to the same pool of features, which means you’d have to have a game altered or built from the ground up to handle it, but as a very simple proof of concept, imagine a game of 5e in which everyone must play a wizard, we assume that all of you learn spells from each other, but when you prepare spells on a long rest, you have to draft your spells. No party member can prepare the same spell as any other party member, so if Alice took fireball, you have to take something else.

One problem here is a lack of any competitive element. The critical thing with a draft is that Alice takes fireball not just because it’s good for her build, but because it’s also good for yours, and she wants to deny it to you. I don’t know how to introduce that competitive element that really makes the draft pop, and without it, I think it might be better to go with sealed deck. Instead of everyone learning spells from each other, no one can learn spells from each other, and all spells are sold as sealed booster packs. A fireball has a certain chance of dropping from each pack, and if you don’t get it, you’ll have to make do with something else.

I haven’t really put a whole lot of meat on this idea’s bones, but I think it could help break up the monotony you get after a couple of campaigns into 5e when everyone starts settling on optimal builds.

Evermore’s Election

After my total lack of coverage for Evermore’s Aurora and subsequent Mythos seasons, someone might reasonably conclude that I had sworn off the park. But, no. Although I found the conclusion to Evermore’s inaugural Lore season to be lackluster, it didn’t actually engage in some of the really objectionable behavior I feared it might. The champion of Evermore turned out to mostly be a nominal position, and while I still think that contest was ill-conceived, there wasn’t a true finale reserved for a special elite, the true finale just turned out to kind of suck. It was a perfectly fine story, really, it just didn’t require the participation of the park guests very much at all, to the point where it’s not clear why we bothered showing up.

In any case, while that was disappointing, it wasn’t so disappointing that I wasn’t willing to give the park another go. Even if Evermore’s plot is perpetually kind of aimless and just sort of happens around you, it’s still a fun place to be.

It’s just that Evermore keeps shutting down on weekdays, and my professional GMing schedule means I have only a few very specific evenings available, and which evenings those are is subject entirely to what’s convenient to my current set of clients. When Evermore was open six nights out of seven, I had really good odds that one of my two essentially-random nights off would land on an open night.  Now that it’s down to just three, my odds aren’t so great, especially since I’m trying to avoid weekends. I got to Aurora exactly once during the whole season, and while I’ve managed two visits to Mythos and have a third lined up, that’s mainly because my younger brother is finally back from Sokovia and I’m willing to cancel one of my professional games for one night in order to visit the park with him before he leaves again.

As part of the current Mythos plot arc, though, Evermore is having an election. Neat! But this puts Evermore in a sticky position. On the one hand, election runners assert that the “citizens of Evermore” vote in addition to worldwalkers. This might just be for verisimilitude, because, really, it’s weird that worldwalkers even get to vote when we only visit on weekends. It could also indicate that the writers plan to use the votes of the NPC citizens to rig the election in favor of either one of a small handful of specific candidates from amongst the ten or even just one candidate specifically. This is totally reasonable, because unlike in a single-player video game, no one person could have a significant impact on the election anyway, so whether the election is being steered by the masses or by the writers makes almost no difference to the experience of any individual park-goer. It’s not like these people are setting our real life healthcare policies or anything, so it’s not like the actual purpose of an election – to guard against tyranny – is at all applicable.

The problem is, by saying that the votes of worldwalkers are being counted, the writers of Evermore could potentially paint themselves into a corner where the worldwalkers are 1) clearly more numerous (we are) and 2) strongly favor a candidate the writers want to defeat. This makes the election feel rigged. But on the other hand, if the writers say that the worldwalkers can’t vote because, y’know, we don’t live here, then the election feels like a pointless sideshow that isn’t really our problem. The only way to have a “we’re having an election” plot without actually turning over a major plot point to the random choices of the playerbase is to land on one of these two imperfect solutions: Either pretend you’re counting player votes but then don’t, or else tell the players up front that the whole election is playing out on autopilot.

Of course, it’s entirely possible that the election totally is being used to determine the next mayor of Evermore by the actual park-goers, the votes of the actual inhabitants of Evermore are being apportioned exactly in proportion to how the worldwalkers vote, and the writers are ready to incorporate Mayor Seftis the mildly psychotic executioner into next season’s plot if it comes to that (it didn’t, Seftis dropped out of the race early, but if the election is actually legit, it could’ve).

Humble Monthly August

Surviving Mars is a city-builder sort of game where you plop down buildings to create an economic engine to plop down more buildings. There is also some kind of mystery that you can solve, with several to choose from at the start, though being mysteries, exactly what’s up with them wasn’t clear. I didn’t get far enough to find out, because I was sick to Hell of wrestling with Surviving Mars’ opaque resource management. The only interesting decision involved in drones needing to be within range of a coordination unit is that it puts a population cap on the amount of drones you can have in a certain area. So, fine, certain areas have a certain amount of drone control as defined by the drone command radii of certain buildings or vehicles, and if you want more drones in an area, you need more of those. Perfectly reasonable city building gameplay. Except, that’s not how it works, because there is no way to make drones seamlessly transition from one building/vehicle’s control to another. You have to manually reassign them from one to the other every time you want them to move from the range of one to the range of another. This means the optimal way to play the game is with tons of micromanagement busywork as you constantly transfer drones from one mothership to another. There’s a good game hiding underneath Surviving Mars’ terrible micromanagement, but not so good that I’m willing to unearth it.

You probably already know whether or not you want Kingdom Come: Deliverance. It’s an RPG set in medieval Bohemia about politics and war in the Holy Roman Empire. There was an internet controversy about it that was dumb even by internet controversy standards.

Swords and Sorcery 2: Shawarmageddon is a 2D RTS game descended from those Flash RTS games from 2008 where amateur devs tried to wring RTS gameplay out of limited devs as a weekend project. Units you produce march directly from left to right while enemies march directly from right to left. You can cast spells when you have enough mana. I don’t want to give the impression that this genre as a whole is shallow, because it doesn’t have to be, and indeed, this specific game might even be fun once it finally gets off its ass to have some real gameplay. After 15 minutes of particularly hand-holdy tutorial and cringey plot that’s trying way too hard to be zany, though, I gave up. This is a very straightforward genre first created by devs who didn’t know how to make a top-down interface work. The tutorial should not last longer than thirty seconds. Especially not when the plot keeps making callbacks to the original game. If your presumption is that most of your audience for game 2 played game 1, why are you dragging things out with tutorial stages? An early bug prevented me from completing the third tutorial stage (you can send workers to collect chests and if they get stabbed to death, the chest drops and you must send another worker – but a necessary chest dropped behind another interactable doodad and was impossible to target for collection, all attempts to select it just selected the doodad instead), and I decided the game didn’t deserve more than the 15 minutes it got.

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We Interrupt This Review To Bring You Breaking News

I’m moving Friday’s article to today and gonna do another review on Wednesday, because I want to get this one out ASAP: Every last Crusader Kings 2 DLC is on sale for $15 right now. It’s at the Humble Bundle. I have logged more hours on this game than any other in my entire Steam library. The only downside to CK2 has always been that playing with anything less than every expansion installed makes it hard to discuss the game with other people, and for the next week and a half, that’s no problem. If you have any interest in strategy games or the medieval period, pick it up. The game has expanded drastically past its namesake, and includes not only mainland European and Middle-Eastern feudal dynasties, but also vikings and other pagans, African kingdoms, Mongol hordes, and whatever India’s getting up to. Also kind of the Chinese, but they’re not playable. Rumor is that the map was getting so gigantic that adding China to it would’ve rendered the game unplayable on too many machines.

Anyway, now is your chance to get all of the CK2, and unless you are either completely uninterested or completely broke, you should do so.

This Is Probably Not A Good Sign

Train Simulator makes sense. People have always liked model train sets, train simulator is a model train set that doesn’t require an entire room of your house. Harvest Moon makes sense. Having a farm in an industrialized world is quite difficult, there are few farmers left and you must be very good at farming (and probably a megacorporation running a megafarm) to make it work. Roller Coaster Tycoon makes sense. Operating a theme park requires such a spectacularly large amount of money that most people will never even get to try and wouldn’t be inclined to bet ten million dollars on it if they had that kind of money, as opposed to just taking the money and retiring. The Sims makes sense. In the Sims, having a nice house full of nice things, making friends with all the coolest people in town, and becoming phenomenally successful in a glamorous career are all just a matter of time.

But a new phenomenon has emerged lately. Truck Simulator. House Flipper. Mechanic Simulator. PC Building Simulator. None of these are the kinds of things that would be perpetually out of reach for the average middle class person. Indeed, most of these things are just being a middle class person. Maybe it’s a coincidence, but I notice that there’s a growing sub-genre of video games where the fantasy is having a job.

Scourge of the Betrayer: What Is Probably The Plot Has Begun

The first three pages of this chapter (not that it’s formally split up by the book, but you know what I mean) are about Captain Braylar banging the barmaid he saved from the boorish soldiers earlier, while the scribe viewpoint character is sleeping in the other bed in the same room. This puts me in a difficult position: We’re getting to the point where I should probably put a moratorium on criticizing this book for its over-enthusiasm with how cool Captain Braylar is, but if I do that there is nothing left to comment on.

It is worth noting that the way in which Captain Braylar is built up isn’t as juvenile as you’d expect from a book that just can’t stop talking about how cool this character is. Like, at some point the barmaid gets nervous about potentially waking the viewpoint scribe up and asks to stop, and Captain Braylar stops and gets agitated with her and throws her out. This is not how the scene would go in a typical Mary Sue wankfest (no pun intended), which would not have tolerated anything stopping its protagonist from conquering a woman, and indeed would have gone on for ages about how satisfied she is. But while the squeeing over Braylar’s awesomeness is much more competent – it attributes the woman’s shyness to circumstance, thus keeping Braylar’s sexual prowess unblemished, it has Braylar respect her wish and thus firmly establishes that he’s not a sexual predator, but it also has him react with agitation so as to firmly establish his dominance – the fact that the narrative is doing nothing else but go on and on and on about this guy makes it just as Sue-y as a more straightforward gushing. Jeff Salyards – our author – is clearly demonstrating that he could write a good story, but that he just doesn’t want to.

Then, on page 36, the plot finally arrives:

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Scourge of the Betrayer: A Book About Nothing

At least one of the books in the Humble Bundle of books I recently snagged is not a short story anthology. At least three of them, actually, because they’re a trilogy. Or the first three books of an “arc,” at least. Whether they’re also the last three books of that arc, I don’t know. What I do know is that Scourge of the Betrayer is the first of them, and I’m going to be giving that book a poke. Here is our opening paragraph:

My new patron clambered down the wagon, dark hair slicked back like wet otter fur, eyes roaming the stable yard in a measured sweep. He fixed on me briefly before continuing his survey, and it occurred to me, just as it had a hundred times since accepting the commission, that this would be unlike any other job I’d done.

I had to copy/paste that into a word processor in order to get the first two lines to be visible. Smart Publishing should consider getting a better formatting guy. Like, minor formatting errors are one thing. Still kind of unprofessional, but things slip through, no one’s perfect, so long as everything else is firing on all cylinders, I don’t even notice. This is the very first paragraph of the very first page.

The next two pages are a storm of proper nouns unmoored from any meaning. New characters are introduced on a nearly per-paragraph basis, making keeping up with who’s who basically impossible, and a handful of place names are introduced as well. I know there’s some kind of caravan, a military captain is in charge of it, a stable boy and a nomad who seems vaguely Mongol are part of it, and that our viewpoint character is a scribe. Some number of soldiers are involved, but I’ve lost track of which ones are repeat characters and which ones are newly introduced.

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We Have Slain The Gods

Pre-modern people lived for millennia in a paradigm where fate was omnipotent and tradition inviolate. The only way you could possibly hope to survive was to follow the traditions of people who were currently surviving, because the methods of learning to survive in this or that environment were so precise and the consequences for failure so immediately lethal that figuring it out just by being very clever was absolutely impossible. The process of preparing some foods in a non-toxic way is utterly insane in its complexity, and often extremely far-removed from its ultimate lethal effects, to the point where you could skip the cleansing process, prepare your food much faster, feel very smug about all your extra free time for years, and then start getting sick and dying on a timeframe so detached from when you first started bucking the tradition that it’s practically impossible to connect one to the other.

Inuits who use bones cracking in fires to divine what hunting ground to use today are using a random method of selecting hunting grounds, more random than any human could manage, thus baffling any attempt by caribou to avoid places where Inuits tend to hunt them. A group of clever young Inuits who decide that letting cracked bones decide their hunting grounds for them is dumb and just go where the hunting is best will train the caribou to avoid them and die of starvation. The Inuits had no idea that they were using randomization to prevent themselves from accidentally training the caribou to avoid being hunted, they just had a tradition, and if you didn’t follow that tradition, you died. For reasons that absolutely nobody understood.

The ancient world is one where if you don’t live in accordance with the ways of your ancestors, the gods will kill you.

And this is something I had to explain to you, my modern reader, because the gods are dead.

At some point in the past couple of centuries, human understanding reached a tipping point, where if someone is killed and we don’t know exactly why, that’s a mystery. It’s intriguing and maybe frightening because of how bizarre it is.

I don’t want to oversell the accomplishments of humanity, here. Just like a physicist falling from a plane can calculate the properties of a parachute that would save them but probably can’t make one mid-fall, knowing why people die doesn’t always help us save them. We know what heart disease and cancer are, and it still kills a ton of people, because knowing what they are and knowing how to thwart them are different things.

But I do think it’s worth remembering: The days when the world was so ruled by unexplained and inexplicable processes, when human life was so subject to unknowable forces, that to even try to comprehend them and improve upon them was a fool’s errand, that all you could do is keep to the traditions that had kept your people alive all this time and hope for the best? Those days are over. We figure out new and better ways of doing things on an annual basis. We invent new and superior “traditions” so quickly that we can hardly learn them fast enough to keep up, and are constantly at risk of falling behind the people who can adapt to them more quickly.

For better or for worse, we have plundered the riches of Olympus.

We have slain the gods.

The Final Frontier: A Jar of Goodwill

I think the entire Humble Bundle I just got might just be short story anthologies, which is certainly fine by me for purposes of blog fodder. Today’s story comes from the Final Frontier, which is a collection of stories that would be Star Trek episodes if Smart Publishing had the Star Trek IP.

Not that all stories necessarily follow the Star Trek format of being a ship exploring on behalf of some more-or-less utopian space communists. The first story opens with this line, for example:

You keep a low profile when you’re in oxygen debt. Too much walking about just exacerbates the situation anyway.

This is definitely a planet that the Enterprise would visit somewhere outside of Federation space. The whole theme of the first few pages is that space is super inhospitable, which has the obvious-in-hindsight consequence that being poor really sucks in space. Whereas on Earth, limited access to water is almost always a clear sign of corporate abuse and limited access to air is unthinkable, in space, that stuff has to be imported, which means someone is shipping it out here, and that guy needs a paycheck. This is the kind of place where you’d like to have some government intervention so that everyone gets to breathe courtesy of taxpayer dollars, but absent that, your debt grows with literally every breath you take.

Our protagonist is “Alex” and the story is written first person, so I have no idea whether they’re male or female. The setup is that Alex is running up a big air debt, and the harbormaster of the station they stay on is having difficulty justifying letting Alex continue to run up that debt. The alternative is usually to go into hibernation and only be thawed out for guaranteed work until they’d built up enough spare funds to buy their contract back. It’s left unclear what the effects of long-term hibernation would be. Do you still age? Can you go crazy from it? Either way, Alex isn’t looking forward to it. The harbormaster does have an alternative, though.

Continue reading “The Final Frontier: A Jar of Goodwill”