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Wednesday, March 2, 2011

A Message From the Hobo Sewer Man

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"Look Karin, I hate to tell you this but I don't read your complaints about this blog. I fact, no one cares about you here. We're trying our best to do what we have to do and it's very difficult with the Hobo constantly fucking with his medications. And he doesn't read any complaints. He just passes it to me or the HoboCryptMaster. And you know about him, right? So do me a favor. Take a flying fuck through a rolling doughnut. Or, better yet, go to a blog of your liking and stop coming here. The truth is we here all know, you are in love with the hobo, you just don't want to admit it. Ask him for his fucking digits and stop harassing me. I don't do shit here but shit. I wish you well getting laid."

Signed
Stuk Deep

Baby trashes bar


Swedish director Johannes Nyholm made this hilarious short film, starring his baby, about a middle-aged woman on vacation trashing a bar. We were dying laughing -- even if you don't like watching videos online, you have to watch it.

(Thanks, Michael)

From the Library: Music of Wales & the Celts


Today we are picking up from where Otenth Paderborn's Terpsichore Tuesday finished off last night, and belatedly recognising St David's Day with a full programme of Welsh music along with pieces from other Celtic Lands.

From Wales, we'll be hearing from a wealth of Welsh performers and music, from the heart-lifting sound of Welsh Male Voice Choirs to the Band of the Welsh Guards, traditional Welsh folk songs and Welsh composers including Karl Jenkins and others. We'll hear songs and choirs in Welsh and English (and a few other Celtic tongues while we're at it).

"Dydd Gŵyl Dewi" to you all!
Today's programme is presented by Elrik Merlin and produced by gullar sahir in conjunction with our friends at the Alexandrian Free Library Consortium of Second Life. You can listen to the programme in-world now at http://main.radioriel.org, or simply click here to start your player, if your browser is configured to do so. Listeners in the United States are encouraged to tune in using this link: http://loudcity.com/stations/radio-riel/tune_in

For more information on the Alexandrian Free Library, current exhibits and the work of Consortium members in general, please visit the Alexandrian Free Library website, or one of their branches in-world.

Tuesday, March 1, 2011

Surviving the Ups and Downs

Gerri Russell returns to the Lair today. She's an award-winning author known for her adventurous and emotionally intense novels set in 13th and 14th Century Scottish Highlands. Her most notable series to date is that of the Brotherhood of the Scottish Templars. She is a two-time recipient of the Romance Writers of America's Golden Heart award and winner of the American Title II competition sponsored by Dorchester Publishing and Romantic Times BookReviews Magazine.

Today's visit, though, will be a little different, as Gerri will explain.


Welcome, Gerri!


No matter how successful fiction novelists are, they will always have ups and downs in their careers. Sometimes the downs come because of a changing market, a change in technology, or in my case lately, a change within my own publishing house. It’s no secret that Dorchester Publishing has been going through some difficult times, as have their authors. But being the “glass is half full” kind of person that I am, I’m choosing to look upon what’s happened to me and my books over the past year as an opportunity for change.

You will not find my book in any brick and mortar book store, and very soon you will not find them in electronic form either, because the rights for all of my books, five published and two yet-to-be-published works, will revert to me by the end of this month. Personally, it will be a moment of great celebration and the beginning of something new and wonderful.

I love being in the lair with the gullar sahir. I’ve visited here before when I’ve had new releases and great things to share. But I wanted to slip into the lair today to share something else that I’ve learned over the past year, and that is how to ride the highs and lows of a writing career without losing balance or momentum. Whether you’re just getting started in your career, you’re an experienced writer in or out of a slump, or a reader who wonders why their favorite authors are not publishing new books at the moment, I hope the following tips will help.

1. Diversify your writing. Every writer, fiction or otherwise, must always look for new writing opportunities. This way, if you do stumble into a slump with one publisher or one specific genre, you’ll have another area to develop.

2. Maintain a blog or a website. Having a place to regularly write not only validates you as a writer, it’s a great place to explore your interests, allow for visiting “experts”, and allows you to grow as a writer in your own skills and in educating/entertaining your audience.

3. Do some sort of work that is not writing-related. Do something for yourself that either feeds your passion or your pocketbook. Finding ways to get away from your writing helps with the insecurities that come with our chosen profession by generating new ideas, writing inspiration, character developments, plot twists, etc. By leaving the writing behind, it truly helps keep the creative juices flowing, and sometimes helps deal with the financial droughts that come with the job as well.

4. Network with other writers and other professionals. Spend time with other writers in groups such as Romance Writers of America, Mystery Writers of America, etc. But also explore opportunities to be with other professionals as well. Find other organizations that cater to entrepreneurs where you can network and share ideas and energy with people who are building and maintaining their own businesses. Learn how they cope with the highs and lows of success.

5. Share your knowledge.
Even if you are not publishing at the moment, you have a wealth of knowledge and experience that can be shared. You can keep your name out there in publishing circles by writing regular columns for magazines, guest blog on popular blogging sites, or write for trade publications that will still help you keep your writing skills sharp.

6. Never lose faith in yourself or your dreams.
It always comes back to this. You decided to be a writer for some reason. You had something to say…a story to tell…a need to communicate with others. It’s a gift. Don’t take it lightly. Highs and lows are normal in any occupation. The trick is to learn how to ride them out, to keep your focus, and celebrate making it through the low times.

For more about Gerri and her work, visit her website.

Do you have any other tips to share? How have you made it through a difficult time in your life or your career?

It Ain't Pretty in the Nose of a Pig

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Why is it that my pharmacy can't get shit right?

I mean it. I'm getting really tired of these retards. I think I can get a gaggle of these miscreants here in my building to go over there behind the pharmacy counter and they'd do a much better job than the screwballs that they have back there. It's just amazing how fucked up their service is, even after Doctor A told me to go to another pharmacy not far off. He said that I would have a much better chance of getting my meds on a timely basis. Well, stupid me didn't do it, and every time I have an interaction with these yo yos I regret it.

I have to say that I do get my meds for free from the Duane Reade, and I do take an assload of medi- cations. If I had to pay for them myself I would be dead in the month. Really. They are expensive and I can't afford them. I can't afford good health. I can't afford to live. It's best to keep your health and stay really fucking young, because as you grow older, you will become dependent on little ball bearings to keep you running. Shit, I take so many pills in a given day that my shit should roll smoothly out of my asshole as if on a funky conveyor belt.

But that's another story. Smooth running shit is the goal of all mankind. What I'm talking about now are the numbskulls that are in my pharmacy department. It never fails with them. No matter how many bottles of pills that I take to either be refilled, or new prescriptions to be filled, they have problems with them. I mean, I used to go over there with...I tell you no lie, eight or ten prescriptions to either be filled or refilled and they would give me back only 80% of what I gave them.

Okay, I said, maybe I gave them too many. I mean ten pill bottles is enough to throw anyone off. So I go back with five. They give me three back. They are having a problem with the other two. What? I just gave you five pills this time and you come back with even less? What the fuck is this about? Okay. Now I'm thinking, probably these people are not on the money to begin with, and five bottles of pills for a refill might be too much still for them to handle expediently. So the next time I come back with TWO prescription bottles. Can you believe it, I go to pick them up and they have ONLY ONE!!! What the fuck? You can't even handle TWO fucking refills now?

And it's always something that they have no fucking knowledge of. That's what gets me. I'll drop off four bottles. They'll give me back two and go to the cash register to ring it up immediately. Hey, I say to them, didn't I give you four refills? "You did?" The counter woman, an older lady blinks at me, then goes in the back and scans the alphabetical hangers that have the bottles in plastic bags with your name on them. She can't find the other two. "No, there's nothing there."

Then she stares at me. I stare back at her. She continues to stare at me. I continue to stare at her until I can take it no more. Well? Where are they? Am I supposed to read someone's mind back there or are you going to tell me what happened to my other two prescriptions. "OH! The woman says and goes back to the pharmacist behind the wall, who is no doubt smoking dope, or masturbating or something. She comes back out a minute later, "They're on order," she informs me with a smile. So, when can I pick them up, lady? She blinks at me again. This is an entirely new concept to her. "Hold on," she raises a finger and disappears into the back again, only to come out later. "Tomorrow." It's like pulling fucking teeth.

It's always something. Something that I have to read minds to get the answers to. The prescrip- tion is too old, the prescrip- tion is on order, the prescription will have to be filled later today, the prescription is up the pharmacist's asshole, the prescription is being used as a sex toy. Always something. And they never tell you when they bring out your shit. You have to remember just what you gave them and how much. I remember one time the woman behind the counter asks me, after I gave her eight empty bottles to fill and she gave me back six, asking me, "Do you know which ones are missing?" Shit, don't you? You fucks are supposed to be filling them. You don't know the ones you can't by name? I have to take them all home and play process of elimination to figure out which ones I don't have.

Stupid bitches, drive me up the fucking spout. So today, when I go out to pick up my large prescrip- tion order, there are two more missing. BENAZAPRIL and ALLOPURINOL. Where are they? I ask the woman behind the counter. "They're on order."

Fuck it. I'll just come back tomorrow.

Hobobob

Wizard Microgame: Micro-art

One of the really interesting things about the microgame phenomenon, which, while true for the wargames that proceeded it, was significantly amplified by the explosion of games in the compact game segment, was the development of what I sometimes refer to as micro-art.



By micro-art, I mean artwork that is placed on 3/8" to 7/8" cardboard playing pieces, accompanying the wargames and microgames themselves. I want to share a few examples of micro-art with you, as they appear on the Wizards and Melee playing pieces.



Before the introduction of micro-art into the wargame and microgame segments, most cardboard playing pieces employed military designations and numerical factors to differentiate the game units. Tank units might have been a rectangle with an oval inside. Infantry was a rectangle with an X through it. Combat Engineers were represented by a Capital E facing downwards. And so on.



The numbers on the wargame counters often represented the strength, defense, speed and other abilities of the military unit, and some counters also included the size or name of the unit, if the game was a historical recreation.



That system of unit representation worked fine for wargames. However, with the broadening of the boxed game segment, to include non-wargames, and introduction of the compact game, game designers needed playing pieces that were equally representative of the types of units that their games utilized. Military symbols were not going to be nearly as appropriate for Chitin:I, a game based on rival bug hives harvesting each other for food.



The other consideration for those game designers was that the new cardboard counter symbols had to be both representative of the kinds of units used in the game, and needed to fit on a cardboard counter roughly the size of your thumbnail. Therefore the image had to be iconic and immediately recognizable as representing the unit being activated.



The accompanying images are some of the unit counters for Wizard and Melee. The actual size of those counters is roughly 3/4", but I have scanned them at a higher resolution so you can see the fine detail. While some microgame counters -- like those for Ogre, for example -- included printed attack, defense and move numbers, the Wizard and Melee counters used a single letter to allow differentiation between various units.



The first counter is from Wizard, and represents a female mage. Note that the artwork itself is quite minimalist, with no shading or detail. The face and hair are represented by a few short strokes, the inside of the cape is block-filled, the legs and arms have minimal definition. At the original size, you know immediately what or who this counter represents.



The next counter from Melee, sporting the capital L, is a two-blade-wielding swashbuckler, lightly armored and with a flowing mane of hair. Some of the Melee counters were screened to give them a shaded effect. At the normal resolution of these counters, you don't notice the screen, but at this higher resolution it becomes more obvious.



The next two counters are two male fighters. The first appears to be heavily armored and wearing a helmet, with a greatsword held aloft. The second is a sword-and-board fighter, sporting some funky pointy-shouldered tunic or vest. The micro-art for the Wizard and Melee counters have a certain disco vibe, particularly obvious with the sword-and-board fighter and even more so with the bell-bottom-wearing Giant that is included in the Melee counter set.



Another unusual feature of Melee and Wizard was the inclusion of weapon and shield counters. A weapon or shield might be dropped by an opponent, or the encounter might include several spare weapons already on the battlefield, and those counters were intended to be used to represent them. Those weapon and shield counters were nearly impossible to pick up, being as small as 1/4" by 1/2", and were easily lost. Here are three example of those counters: a greatsword, a mace and a handaxe.



Melee included about 40 character and opponent counters and 25 weapon and shield counters. Wizard included about 60 characters and opponents, but those were provided via two identical sheets, one printed in blue ink and the other printed in red.



I don't recall seeing the illustrators of those microgame counters being credited for their efforts, though it may be that I simply did not appreciate their work when I was younger. Looking at the breadth of micro-art now, I can only imagine the unique kind of illustrator who can reduce a image to its essence and place that on a 3/4" square counter.

Wizard Microgame: Micro-art

One of the really interesting things about the microgame phenomenon, which, while true for the wargames that proceeded it, was significantly amplified by the explosion of games in the compact game segment, was the development of what I sometimes refer to as micro-art.



By micro-art, I mean artwork that is placed on 3/8" to 7/8" cardboard playing pieces, accompanying the wargames and microgames themselves. I want to share a few examples of micro-art with you, as they appear on the Wizards and Melee playing pieces.



Before the introduction of micro-art into the wargame and microgame segments, most cardboard playing pieces employed military designations and numerical factors to differentiate the game units. Tank units might have been a rectangle with an oval inside. Infantry was a rectangle with an X through it. Combat Engineers were represented by a Capital E facing downwards. And so on.



The numbers on the wargame counters often represented the strength, defense, speed and other abilities of the military unit, and some counters also included the size or name of the unit, if the game was a historical recreation.



That system of unit representation worked fine for wargames. However, with the broadening of the boxed game segment, to include non-wargames, and introduction of the compact game, game designers needed playing pieces that were equally representative of the types of units that their games utilized. Military symbols were not going to be nearly as appropriate for Chitin:I, a game based on rival bug hives harvesting each other for food.



The other consideration for those game designers was that the new cardboard counter symbols had to be both representative of the kinds of units used in the game, and needed to fit on a cardboard counter roughly the size of your thumbnail. Therefore the image had to be iconic and immediately recognizable as representing the unit being activated.



The accompanying images are some of the unit counters for Wizard and Melee. The actual size of those counters is roughly 3/4", but I have scanned them at a higher resolution so you can see the fine detail. While some microgame counters -- like those for Ogre, for example -- included printed attack, defense and move numbers, the Wizard and Melee counters used a single letter to allow differentiation between various units.



The first counter is from Wizard, and represents a female mage. Note that the artwork itself is quite minimalist, with no shading or detail. The face and hair are represented by a few short strokes, the inside of the cape is block-filled, the legs and arms have minimal definition. At the original size, you know immediately what or who this counter represents.



The next counter from Melee, sporting the capital L, is a two-blade-wielding swashbuckler, lightly armored and with a flowing mane of hair. Some of the Melee counters were screened to give them a shaded effect. At the normal resolution of these counters, you don't notice the screen, but at this higher resolution it becomes more obvious.



The next two counters are two male fighters. The first appears to be heavily armored and wearing a helmet, with a greatsword held aloft. The second is a sword-and-board fighter, sporting some funky pointy-shouldered tunic or vest. The micro-art for the Wizard and Melee counters have a certain disco vibe, particularly obvious with the sword-and-board fighter and even more so with the bell-bottom-wearing Giant that is included in the Melee counter set.



Another unusual feature of Melee and Wizard was the inclusion of weapon and shield counters. A weapon or shield might be dropped by an opponent, or the encounter might include several spare weapons already on the battlefield, and those counters were intended to be used to represent them. Those weapon and shield counters were nearly impossible to pick up, being as small as 1/4" by 1/2", and were easily lost. Here are three example of those counters: a greatsword, a mace and a handaxe.



Melee included about 40 character and opponent counters and 25 weapon and shield counters. Wizard included about 60 characters and opponents, but those were provided via two identical sheets, one printed in blue ink and the other printed in red.



I don't recall seeing the illustrators of those microgame counters being credited for their efforts, though it may be that I simply did not appreciate their work when I was younger. Looking at the breadth of micro-art now, I can only imagine the unique kind of illustrator who can reduce a image to its essence and place that on a 3/4" square counter.