Nora Roberts/JD Robb
Sep. 5th, 2025 08:36 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
3/5. One of her standalone romantic suspense titles, this one about a woman whose life is wrecked and best friend murdered by an identity thief, so she goes back to her hometown and rebuilds. Classic Roberts – homemaking in the literal sense, rebuilding from the ruins, deep family connections, a romance that does not take top billing. I liked this one. The hero is actually interesting, which is not the case with many of hers, and the set dressing about the trade of bartending and hospitality in general is a welcome departure.
Framed in Death
3/5. A pretty standard procedural about an artist turning to murder to get famous or whatever. I was not feeling this one – too formula, but what do I expect after 60 something books of formula, honestly. But then this was my audiobook during 90+ minutes of extensive and painful dental work, to which I also brought my simmering case of PTSD from that time I woke out of anesthesia in the middle of eye surgery and that is triggered by having people with instruments right there in my face, which makes dental work, you know. Not great. Aaaanyway, this book basically held my hand for 90 minutes, so you know what, long live the formula.
Sidebar: I am utterly boggled by the system of legalized prostitution she has half-imagined here. Not the legalized part, with mandatory STD testing for licensure and all that. No, I’m boggled by a throwaway reference to a “street LC,” who basically bangs people for cash in alleys, getting ready to . . . apply to move up? … Wait. Apply to whom? There is a government licensing body that decides who is eligible for street solicitation versus . . . what exactly? Nora. I have so many questions. You have no answers.
Silksong! First impressions
Sep. 5th, 2025 11:53 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
It's so much fun! Very reminiscent of Hollow Knight in a good way: atmosphere, gameplay, level design... And very hard. But (most of) the fights are fun to figure out, and the successes feel great. Tbh the main reason why I wish it didn't take me so long is because I'm already really looking forward to watching others play, but I also don't want any spoilers.
( Minor gameplay spoilers )
My actual playthrough, the first almost ten hours, with plenty of spoilers:
(Benchmark, I have three achievements for defeating bosses so far and explored a bit further into the ~next region; and I strongly suspect the first three bosses will probably be the same for most people.)
( My actual playthrough, with spoilers )
Yesterday I played until 2am, today hopefully not quite as long. Tomorrow I'm at a friend's birthday party, and I might think the timing more unfortunate if I didn't suspect my wrists will be glad for the break... But I have no other plans for Sunday except play, looking forward to it. (Well, that and watch a few of the MCSR Playoffs finale matches when I need a break, we'll see.)
Friday open thread: ridiculous fictional deaths
Sep. 5th, 2025 06:20 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
I feel I don't even need to be specific in my answer: I could just say 'any episode of Jonathan Creek or Midsomer Murders' and it would fit the bill.
Obviously I'm looking for examples where the tone is lighthearted or cosy, rather than serious or grim.
New Worlds: Supply Lines
Sep. 5th, 2025 05:10 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
(originally posted at Swan Tower: https://is.gd/aUYkJO)
괴담출근 (GSGW): GSGW Reverse Big Bang 2026
Sep. 5th, 2025 09:24 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
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Jin Nasol of GSGW, with text saying 1 Day Reverse Big Bang. Credit to happ13unni
Description: A collaborative fan event between Artists & Authors for
Even If I Fall Into a Ghost Story, I Still Have to Go to Work (GSGW)
by Baek Deoksoo.
Schedule:
Artist and Writer sign-ups begin September 6
Posting Begins March 13
Links:
Carrd
Tumblr
Kujo Sadako (1884-1951)
Sep. 5th, 2025 07:38 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
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In 1899, she was unexpectedly selected as a candidate for Crown Princess, in place of Fushiminomiya Sachiko, who had been considered the perfect option (not least by the current Empress Haruko) until her health problems came to light; Sadako’s robust health as well as her noble background made her a promising option. She was engaged to Crown Prince Yoshihito in early 1900 and married to him that May at the age of fifteen; he was five years older. Her former teacher Shimoda Utako told the newspapers “She has no particular points in her favor, but neither are there any marks against her as Crown Princess.” Early married life was not easy, from Yoshihito’s would-be dalliance with a beautiful baroness to the strict etiquette and restrictions of life within the Imperial Palace.
In 1901 Sadako gave birth to her first child, Prince Michi (later the Showa Emperor Hirohito), making her the first empress to bear an imperial heir in a hundred and fifty years. She was to bear three more sons, two in rapid succession and the last in 1915. All four, according to custom, were fostered away from babyhood on. Sadako struggled on and off with depression, not helped by the retirement of various favorite teachers such as Shimoda and the death of her sister Kazuko, although at least by this time Empress Haruko had come around to favoring her daughter-in-law.
In 1911 her father-in-law the Meiji Emperor died and Prince Yoshihito became the Taisho Emperor, making Sadako Empress. Like her mother-in-law she occupied herself with raising silkworms, and furthered her education through a range of visiting tutors, from the educator Noguchi Yuka to various dubious spiritualists; she also put time and money into charity work, particularly for Hansen’s disease patients, and helped sponsor the nine hundred Siberian-Polish child refugees whom Japan hosted in 1920 through the Red Cross. In addition Sadako supported the Takinogawa Gakuen school for children with disabilities, founded by her former teacher Ishii Fudeko.
The Taisho Emperor had never been in good health since suffering from meningitis in early childhood, and from 1921 on he became increasingly disabled in body and mind. In addition to caring personally for her husband and trying, mostly without success, to involve herself in politics, Sadako reacted by throwing herself into religious belief; always a devout Buddhist, she also dedicated herself to Shinto study and practice with a focus on Japan as the land of the gods and of ancient tradition. She frequently clashed with her modern-minded son Crown Prince Hirohito, who became his father’s regent during his last illness, and with the placid Crown Princess Nagako; Sadako made their marriage conditional upon the Crown Prince correctly performing the yearly Niinamesai ritual, which he did after six months’ practice (given to writing waka poetry to express her feelings, she produced 44 poems while staying up all night to see that the ritual was concluded). However, she got along much better with Princess Setsuko, the wife of her second son, whom she had personally selected and with whom she shared a name character (although Setsuko’s characters were changed upon her marriage to avoid confusion).
Upon the death of the Taisho Emperor in 1926, Sadako became the Empress Dowager at the age of forty-two (it was she who was responsible for bringing his birth mother, the former concubine Yanagihara Naruko, to his bedside). According to her youngest son’s wife Princess Yuriko, she wore either black or purple for the rest of her life, and made a daily practice of reporting the latest events to her deceased husband’s altar.
During the war, Sadako insisted on remaining in Tokyo rather than evacuating for safety, continuing her Shinto practice and urging her son the Emperor to observe its traditions specific to Imperial rule (apparently when the Emperor visited her to persuade her to evacuate, he was so nervous that he vomited beforehand and spent the following day in bed). To compensate for the wartime shortages, she took the lead in planting and cultivating vegetable gardens within the Imperial Palace (“after all, I grew up on a farm!”). She died of heart disease in 1951 at the age of sixty-seven, to be given the posthumous name of Empress Teimei.
Sources
Ishii
https://quod.lib.umich.edu/t/tap/7977573.0007.103/--imperial-images-the-japanese-empress-teimei-in-early?rgn=main;view=fulltext (English) Interesting article focusing on photographs of the Empress
wheel wheel
Sep. 4th, 2025 06:34 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Latest singles preparing for a 3-ply "leaf" yarn!

This one is also slated for Local Astronomer Knitter Friend. :)

This book has genuinely been my favorite read all YEAR. It's so engagingly written (I love technical/craft instructional books), wry moments of humor, but incredibly clear explanations of the engineering of a spinning wheel along with the MATH.
The more time I spend talking to elderly people and reading history ...
Sep. 4th, 2025 04:10 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Like, most recently, I watched a few minutes of Saving Private Ryan, which included the delivery of the telegram about most of her sons dying to Mrs. Ryan. She is doing dishes in the kitchen when she looks out the window and sees a car driving up. She is wearing an apron. She goes to the door to greet the Official Men who are coming.
Me: ... why isn't she taking off the apron, or replacing it with a clean one, or flipping it around?
I have heard stories from multiple women about their mothers working really hard to always have a perfectly pristine apron whenever unexpected company showed up, the 1930s version of "we can't let anybody know we live here!" So, for example, women who would wear their aprons inside out, so that they could flip it around whenever the doorbell rang, and know the pretty side would be perfectly clean. Or women who would take their aprons off and stuff them in a drawer when they saw a car drive up, and pretend they hadn't been working in the kitchen or scrubbing the floor or whatever. Or run to the kitchen and swap out their everyday apron for the fancy one with the ruffles and embroidery or whatnot. In every case, the idea was for the apron to look like a fashion statement, and not an actual functional garment.
But the thing is, no piece of fiction is ever going to be 100% perfect in its presentation of the past, no matter how much they try for accuracy; if for no other reason than that lots of the past simply gets forgotten about. Nobody can possibly know every detail about what life was like in an era before they were born, even if they've studied it extensively. (And the further back in time you go, the less stuff it is possible to know.) And even if you could be accurate, the accuracy might not fit with the story you're trying to tell; it might distract from an emotional moment, or it might signal something completely different to modern eyes, or it might just not register to modern people unless you took the time to stop and explain what's going on. All of which interfere with telling the story you're trying to tell.
So for me, it's a lot of "they're not wrong to do it that way, that I find it annoying is totally a ME issue and not an objective problem with the story.
Laundry room
Sep. 4th, 2025 03:32 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
It's the laundry room. One would think, "Laundry, duh." But it's also circulation space, because it connects the house to the garage which is the door we use 99% of the time, and it's also storage space. And I would like it to be hang-dry space as well, because the other options for hanging clothes to dry are untenable for various reasons:
1) the first and foremost is my ADHD. The more steps I have to do, the less likely it is to get done. Get out the drying rack, take it somewhere in the house or back porch, set it up, hang clothes, check if they're dry, collect them, bring them in, break down the drying rack, and put it back where it's stored? OH HELL NO.
2) drying outside also makes the clothes smell like the outside and I've never had problems with this before, but both
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3) the best place to dry inside is the spare room/gym and if clothes are hanging there that I need to move before working out, I won't work out (ADHD again). The spare bath is taken up by the litterbox, and the main bath is back to issue #1, with the added problem of fitting the drying rack in the tub. Any other room gets HUMID and GROSS.
So! I have a PLAN for the laundry room, once we get the $$$ saved up. Steps:
1) hire our neighborhood appliance handyman company to stack the washer and dryer on one side of the TINY room and swap the dryer door to open on the same side as the washer.
2) measure the back wall, to allow for power and water outlets and the dryer vent in the next step, which is...
3) install simple shelving of the rails-screwed-into-studs with shelves on them type, adroitly avoiding the outlets and vents above, as well as pegboard on part of it, to allow for...
4) the wall-mounted drying racks that will require a bit of space to extend/fold out. And then finally...
5) a closet rod installed across the room for clothing that can be put on hangers and hung.
SIMPLY RENDERED PEECTURES BELOW THE CUT...
( you know you want to know more about my laundry room )
*snore*
Sep. 4th, 2025 02:56 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
I did get baby's first AO3 scam comment! It enthused over my story, especially the way I brought the world and the characters to life, making it real and immersive, pulling the reader in. And, of course, sparked creative ideas of their own and they wanted me to talk to them on Telegram or whatnot, presumably to try to scam me out of money for fanart that'll never arrive. Blocked, deleted, reported.
This, uh, is the work that they loved so much. You can see the GLARING PROBLEM with the bot's comment about my...story. XD
The Friday Five for 5 September 2025
Sep. 4th, 2025 03:38 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
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1. When did you "lose your innocence"?
2. Would you say you have an accent?
3. Do you hope to be married (married again if divorced)?
4. If you could take one technology to a desert island (the obvious satellite phone excluded), what would it be?
5. What is the last activity you bought a ticket for?
Copy and paste to your own journal, then reply to this post with a link to your answers. If your journal is private or friends-only, you can post your full answers in the comments below.
If you'd like to suggest questions for a future Friday Five, then do so on DreamWidth or LiveJournal. Old sets that were used have been deleted, so we encourage you to suggest some more!
**Remember that we rely on you, our members, to help keep the community going. Also, please remember to play nice. We are all here to answer the questions and have fun each week. We repost the questions exactly as the original posters submitted them and request that all questions be checked for spelling and grammatical errors before they're submitted. Comments re: the spelling and grammatical nature of the questions are not necessary. Honestly, any hostile, rude, petty, or unnecessary comments need not be posted, either.**
Canon Promo Post 2025
Sep. 4th, 2025 10:56 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
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Please use this post to promote the fandoms you plan to request, or ask for recommendations of canons that suit you! FFFX is a long-haul exchange - someone might not have time to get into your canon before sign-ups close, but they definitely have time to check it out over the course of the exchange overall.
Promoting your canons
Comment here with information about the canons you are thinking of requesting, or otherwise want to get people into!Information you might include
Title
Please put your fandom's title in the subject of your comment. This helps people find your promo again.
Media
Approx length
Where to find it (If giving links, please only link to legal sources. You may want to encourage people to contact you directly if they are having trouble finding a canon and you can give them tips)
What is it, in summary?
What do you love about it?
What sort of things are you likely to request for it?
Are there sections of canon (rather than the whole canon) that can be consumed by themselves to fulfil your requests, or that showcase particular characters and relationships?
Content notes (ie, rape, incest, racism, gore/violence) - this is at your discretion and is not expected to be comprehensive
Some examples: Yuletide, Fandom5k, previous fffx posts.
Please keep an eye on comments, as people may have follow-up questions about your canons.
Asking for recs
You're also welcome to leave comments (anon or not) asking people to rec you canons that they are likely to request.
For example: "Please tell me about canons for which you'd be excited to receive interactive fiction."
If asking for recs, consider letting people know if you're interested in specific media only, or have other restrictions.
reel WIP
Sep. 4th, 2025 02:11 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Note: it's the norm for people in composition/orchestration to have audio-only reels (unless, I suppose, you have some gigantic AAA-videogame or Star Wars-level movie credit you have permission to show off as a video clip!).
Days of What
Sep. 3rd, 2025 07:53 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
It's honestly kinda nice that the work-week is half over already. Last night wasn't bad at all, either, just normal-busy with a few bits of bad timing. I ended up taking a few bits of a model kit (Starfall) in because while I don't mind gently reaming a single tight hole with my hobby knife now and then, fourteen of the same part is kind of pushing it for patience and safety. So I found an appropriate drill bit in the big box and just quietly took care of all of that between calls. ^^;;
I'm in a couple of gunpla discord servers and in one of them, a handful of people are basically playing tariff-chicken and reporting back. Current (and more research is needed) studies suggest that if a holy grail pops up on Suruga-ya in the $100-150 range, or an order around that amount is made, fees+tariffs pretty much negate the free shipping. Obnoxious but not horrific.
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Oh, now I remember - I don't think I even mentioned this, but there was an anime convention last weekend a couple of towns away. I didn't go because it was a first year con, looked messy, and the single-day badges were something like $60.
(SFF Bingo): New-to-me SFF boardgames, August minicon
Sep. 5th, 2025 08:04 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
These are more "first impressions" than detailed reviews. In general a lot of them are like "meh, fine," but there's a selection bias here--if it's something that's really up my alley, I might have heard about it and played it already, the newer ones are more likely to be things I could take or leave. In terms of "what counts as fantasy/science fiction/speculative fiction" it's very arbitrary, in many of these the themes are extremely light so it's kind of like...whatever.
FaeKin: This is a brief, symmetrical, social deduction game (symmetrical in the sense that there isn't an informed minority/uninformed majority, the two teams are comparable) with players trying to deduce the highest-ranked player on both teams. You get peeks at information but there isn't a lot of public communication, and the endgame is just one mechanical action taken by one player, so it's not as engaging as something more substantial like Resistance or Werewolf (Mafia).
The card ranks are like a traditional deck of cards, except there's both an Ace (high) and a 1 (low), which felt needlessly confusing. The way cards are displayed when revealed, you point your face-up card toward the player who showed you a card higher than it. So if I play my 5 face up, pointing at Mike, we know one of Mike's cards ranks higher than a 5. And my card has a 5 printed in two colors at opposite ends, so depending on which one is pointing outwards, we know "Mike has a high white card" or "Mike has a high blue card." This was a nice thought. Unfortunately, in practice, the color distinctions seem very difficult to tell, and when you have a lot of people sitting around a rectangular table, it can be difficult to tell "is this pointing at Mike or Brian who's next to him."
In one of the games I had both the white Jack and the King so I showed people the Jack and kept the King hidden, so there would be some doubt over where the highest card was. One of my opponents tried to bluff by being like "I have the white Jack" and I was able to go "nope, that's a lie" and it was like "dang, good one." (We successfully won that round because he didn't know where the King versus the Queen was.)
It's a pun because "Fae Kin" sounds like "Faking," get it???
A book you could read alongside this: "War for the Oaks" (Seelie Court vs. Unseelie Court).
Alibis: This is a Codenames-type cooperative game where you have to give a clue that links two words, and your teammates have to guess which two words your clue refers to. Then you work together to narrow down the one word that wasn't clued by anyone, so you can be amusingly right for the wrong reasons. The art is based around supervillains, so we could say it's fantasy, but the theme has nothing whatsoever to do with the game and you could probably play this with Codenames cards and some other generic number cards. I don't think this adds anything that Codenames, Decrypto, etc. don't do better.
Valiant Wars: This is a light push-your-luck game with deckbuilder aspects, and the cards are various warriors and treasures from ye olde fantasy land. One of my friends commented later that the funniest part was one of our friends asking for a game that wasn't too "take that," and then immediately going for all the cards that forced other people to draw cards and risk misadventure.
My opinion about deckbuilders is that I strongly prefer games with a variable trade row (like Star Realms) to games with a static market (like Dominion, which invented the genre). I am happy to report that Valiant Wars is of the former type. But there isn't as much deeply synergistic deckbuilding as Star Realms, it's not something where you're going to go through your entire deck and then reshuffle. Push-your-luck games, like Diamant, often have a "everyone simultaneously decides whether they want to keep going or stop" mechanic, so the way that was implemented here created a few issues with turn order, who goes when? Might be more annoying for heavy/more serious gamers.
Like Dominion, you win by purchasing point-scoring cards, but those take up space in your deck and come with downsides, so it slows down people who get off to an early lead and allows others to catch up. I rushed out to an early lead with the good cards, and then slowed down and other people caught up to overtake me, so...working as intended.
Rebirth: This is by the highly prolific and well-regarded Reiner Knizia, and it's set in a post-apocalyptic Scotland. Mechanically, it's a little like Kingdom Builder (which is great); at the end of your turn, you draw a new tile, which will tell you which type of hex you're allowed to play on next turn. You have your opponents' turns to think about it, and then when your turn comes around again, you play a tile, and there are various point-scoring mechanisms.
Every time you build next to a different cathedral, you draw a secret objective card. Some of them are just "score three points at the end of the game," and others are like "if you achieve ___, score five points." I like having these kinds of goal mechanisms to give me something to build towards (one of my friends, who owns the games, likes this even more than I do), so thumbs-up. The little tokens you stack on top of the cathedrals make very cute little stacks, which is satisfying.
The theme is light but leads to some delightfully whimsical tiebreakers. Whoever has the most tiles next to a castle controls a castle. But in case of a tie, food and energy tiles count more than housing tiles, in post-collapse solarpunk world we appreciate the laborers rather than the rich consumers. If there's a tie for most points the end of the game, whichever of the tied players controls Edinburgh Castle wins. If none of the players involved in the tie control Edinburgh Castle, then whoever controls Stirling Castle wins, even if they weren't involved in the tie. I have no idea what was the playtesting conversation that led them to make that choice, but sure, I'm here for it.
IDK, it's fun, I'm just not sure if I'd choose it over Kingdom Builder.
A book you could read alongside this: Jonathan Strange and Mr. Norrell. I haven't finished it yet, but the narrator wants you to know that "Edinburgh is certainly one of the most civilized cities in the world and the inhabitants are full as clever and as fond of pleasure as those of London."
Players are leading vaguely tropey fantasy land kingdoms, with heraldry that displays on the side of the enormous box. You play cards into your build queue. Every round, the queue advances, and cards move closer to completion. Once they pop out, they either go into your army (people), or contribute symbols to the kingdom (buildings). If you get the right combination of matching symbols over time, then you can upgrade your provinces. The army is used to fight the NPCs who may or may not attack at the end of the round. You can also use them to attack other players and steal their cards or their caravans (caravans require a multi-round investment of resources, and then you can establish trade routes, which pay off every time a new caravan returns). There's a cute little spinny component that everyone has and they simultaneously twist it around to indicate "are we doing attack, defense, or resource production this round."
At the beginning, each player gets a Quest, with rewards for completing it by the end of the sixth round out of nine. I like this kind of thing (see above), and this required me to upgrade my Agriculture. Additionally, each kingdom has asymmetric player powers; I had the chance to have special units in my army (but it was a little unclear how those cards worked), while other players had extra "shroud cards" and "market deck." How did those work? No idea, it was complicated enough keeping track of my own stuff.
At the end of the game, it's like, "finish building everything in your queue even if it would normally have taken more turns. Now every leftover resource gets converted into a silver. Two silvers make a gold. Five golds make a gem. Two gems make one point." Fortunately the upgraded provinces are a pretty substantial source of points, so at least the quest gives you something to work towards.
There are rules like "you can trade coins and resources with other players as much as you want," which we kind of ignored for the first half of the game and then had one really good trade round. Then when it clicked how to use resources to "expedite" cards through the queue, being able to convert coins into resources from the bank made sense. But there's just so much to absorb it feels difficult comprehending it all at first. Maybe it would be different if I knew I would be playing it multiple times, with opponents on a similar learning curve, but games this complex to explain usually leave me cold.
The theme has nothing whatsoever to do with "Dune," but it reminded me of the meme: "Can we have Sarduakar?" "No, we have Sarduakar at home." "The Sarduakar we have at home: Sarrukar" (the NPC enemies).
Ankh: Gods of Egypt: You're ancient Egyptian gods, battling to earn devotion and be remembered by history. But religious syncretism might cause the cults of multiple gods to merge together. It's possible that no deity will be worthy of immortality, the game can end with an "everyone loses" condition. And some of you may just be lost to the sands of time.
In reverse order. I don't have a problem at all with player elimination. In modern games, there's often a tendency for designers to be like "player elimination is a problem, it's not fun to sit around and watch while having nothing to do yourself," so some games are designed to avoid that. But if someone is far enough behind that sitting around and continuing to play is not going to be fun, maybe elimination will streamline things. Just funny to see people patting themselves on the back for reinventing the wheel.
Likewise, I don't really have a problem with the way the "everyone loses" condition was implemented here. (It didn't come up in our game, and the people who own this copy of the game have yet to see it.) There are some loud internet posters who are like, "if you're in fifth place, a situation where everybody loses is a better result for you than the one where the first-place person wins and you're still losing in fifth. So given those alternatives, everyone needs to optimize for the former type of strategy." But in practice, for a game like Ankh, I don't think this is a thing--I think the player in fifth is busy trying to accumulate as many points as possible for themselves that they're not worried about "oh, will this potentially prevent the leaders from escaping the everyone-loses outcome or not."
But the "merge" mechanic...well, thematically it's great. The idea of "in the ancient times some people used to worship Amun and others used to worship Ra but now they've kind of blurred together into one Amun-Ra" fits perfectly with the theme (and yes, that was the pair that merged in our game, theological accuracy ftw). But. Sometimes I get insecure when I hear those loud internet guys being like "I MUST PROVE MY SUPERIORITY BY MINIMIZING THE NUMBER OF PLAYERS WHO CAN WIN WITH ME, A SHARED VICTORY IS INHERENTLY WORSE THAN A SOLO WIN."
Similarly, the fact that the merge point is known and predetermined, and scores can be very close going into it (the shared team rounds down to the score of the lowest-place god, and keeps the board position/monuments/troops of the second-to-last one) means there's a lot of room for kingmaking/trying to negotiate who you'll merge with to be in the best position. For someone like me, this is pretty stressful, because I don't want to be accused or suspected of forming alliances for out-of-game reasons, I'd rather it be as anonymous and this-game-only as possible.
There were people at this event who I've been gaming with (online or in person) for over a decade. We're all more chill, organized, nutritious-eating adults than we were ten years ago. But when my first impressions of someone are them going "I AM VERY SMART, ALL MUST BOW DOWN TO MY GREAT INTELLIGENCE, NONE OF YOU CAN BE AS STRATEGIC AND BRILLIANT AS ME..." that's a gut impression that's very hard to shake no matter how much evidence my rational brain has to rebut it. The thought of being like "oh no, I can only compete for a shared win, that'll never be as brilliant or competent as an outright win" is not appealing in that sense.
Something something there's a joke to be made about "behold, the whole army of the Pharoah, all his chariots and chariot drivers, have been thrown into the sea." It's me, I'm the one who got wiped from the map.
Battlestar Galactica: Before Resistance or many of the other contemporary social deduction games, there was this, a much heavier, crunchier, co-op but maybe there are traitors, game, based on the TV show. And I'd never played it. (I watched four episodes of the TV show early in the pandemic when everything shut down and was like "this is SF for people who don't like SF, no thank you.")
I had never played the game. And it's kind of like...it takes two-three hours even among experienced players, if I'm just a n00b, I'll never be able to break in and catch up with everyone else. (There were also some other misunderstandings on my part giving it the mystique of a "this is what we do at the cool kids' club and you're not invited" thing at times, and I think I understand better that it's not that great.) But at this event, there were a couple other people in the same boat of "I'd love to learn but it seems overwhelming if I'm the only n00b/almost-n00b," so we used that as an excuse to try.
Well, the game is very complicated. One of the experienced players wound up sitting out and mostly GMing, but we kept her busy just resolving all of the "Cylon ships" symbols on Crisis cards. (We played with some elements of the Exodus expansion, but I could not tell you what they were.) I could not teach this game to a group of new players because I would be entirely at a loss for "and then...the bad guy ships...IDK, pew pew pew. Look, this blank corner means the humans are no closer to making an FTL jump, though!"
When it comes to succeeding/failing the Crisis skill checks, everyone can put some number of cards from their hand into the pot, then two random cards are added so there's plausible deniability. Some colors are good, some colors are bad. The problem is, if everyone is able to exactly claim what cards they played, that would narrow down the bad guys pretty quickly. So the rules say you're allowed to say only stuff like "my two cards helped a little" or "my one card helped a lot" (with the understanding that, of course, you could be lying). It wasn't a big deal for our group, but it could be an issue for some of the Loud Internet Guys, and I think "semantic restrictions" like this are somewhat of a flaw in principle.
Unlike most Resistance/werewolf games, there's a "sleeper agent" mechanic that doesn't trigger until about halfway through the game, so your loyalty could change at that point. I had been playing as a human for the first half (and nobody seemed suspicious, although it turned out the player next to me was actually a cylon from the start), but switched at halfway. I don't think it's a damning flaw that "you could be playing half the game as a human and then shift," like, you could compare it to something like "Betrayal at House on the Hill" where you spend the first half just running around opening doors but the win conditions/loyalties haven't been established yet. But it's hard to recommend this over something like Resistance that's much more streamlined.
So once I flipped, I started subtly failing crisis checks. The player next to me tried to go outed, but there were rules issues about what counts as an action and what doesn't, so she technically hadn't revealed "yet." The human players were using their powers effectively, launching nukes and stuff (because nothing proves your human bona fides like...wanton use of weapons of mass destruction! It's thematic), so there was suspicion on me, but nothing decisive. But then we had to break for dinner. At that point, they decided to call the game for purposes of moving on, giving other people a chance to play before their bedtime, etc. The way in which this was handled left a bad taste in my mouth because it kind of felt like they'd just declared me a Cylon in absentia and flipped my card to see my power (I had the "use this as an action to push the FTL jump tracker back two spaces," which I could have done the next turn to powerful effect), and because one of the other players had been part of an abortive/not-really-complete game before, I didn't want him to feel like he was missing out or being screwed over again. But it worked out okay and I think all of us felt like we'd actually gotten a chance to see what the game was about, enough to say that I could try it again some other time but I wouldn't feel like I was missing out on something amazing if I didn't.
There's still a lot more that we didn't see, though--like, there's another region of the board with special actions for outed Cylons to take, we never got to that. I had a once-per-game power that could take place on any crisis check, not just my turn, without an action, so that kind of thing felt like an intriguing balance to "when you're in the brig there's a bunch of stuff you can't do."
tl;dr if I had to pick one of these to play again, assuming no time/player count restrictions, I think Rebirth would be my first choice and BSG my second. But mostly I know what I like, and I'm mostly grateful to have these friends to explore many more games with. <3
Two poems!
Sep. 3rd, 2025 04:07 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
The first is in Merganser Magazine: "Hallucination," about AI, linguistics, and the wish for a better world.
The second, "Cutting the Cord" in Small Wonders, is probably the closest to straight-up science fiction I've ever written? It's got aliens and a space elevator in it, anyway.
Both are free to read online, so enjoy!