In the past 2 weeks of James going to Boys & Girls club he has come home and obsessed on 2 things: basketball & pool. And I view that as a serious success from a parenting perspective. He is dually interested in something athletic and cerebral.
He has been practicing pool at home the last couple of days and we even played a game this morning before I left for work. He needs that practice, and he needs to learn to slow down and focus. But I know that will come with time. From watching James play soccer and other sports there is little doubt that he knows how to focus when he plays. If anything in soccer he was thinking a little too much. So I know he will arrive at that place with pool.
And it was very instructive to watch him play basketball against a bigger kid at my Dad's the other night. Boy does he have quick hands! The poor kid had a real hard time dribbling against him.
I thought about posting this on the normal family blog, but decided that it belonged here as this site is partially dedicated to my raising my little freerangegeeks. Kids who are well rounded and interested in a multitude of activities. It's important to know (and teach) that life is not all Lego's and computer games.
Friday, June 12, 2009
Monday, June 8, 2009
Friday night Recap
This is the story of FBI Hostage Rescue Team 5
The team leader Sergeant Zim looked over team: Sparks, the radio and bomb disposal specialist (and also logistics when it applied), Red Shirt Duggan, the jack of all trades, Boo Radley, Sniper, Tweak, the team medic, and Hudson Hornet, his second in command and pilot. 'This is one motley group, but it's mine, and I hope we don't end up like my last command' he thought. He has just got word to take the helicopter to some place called the Georgia Guidestones east of Atlanta, the local Sheriff's had a real bad hostage situation and needed their help ASAP.
At first it seemed like a pretty standard situation. The Cult of Alkazari had kidnapped some hostages and taken up positions at the Guidestones, with the intention of performing some ritual where they were going to sacrifice the hostages. And Zim knew that that damn sure wasn't going to happen on his watch. So they did some scouting, found the bus the cult used to come to this place. Then put together a plan. It was a standard, simple plan, like most of his plans.
Sparks would launch a flash bang at the monument when it was dark. Radley would hole up and wait for a shot. Hudson would take the chopper and light up the monument with the spotlight. And he and Tweak would run in on the opposite side. Duggan would back up Sparks and Radley.
And the plan was going without a hitch, he took a few shots, 'thank god for kevlar!' But he had made it to the monument, with Tweak following him. Sparks had taken out 2 other groups of cultists with tear gas. When all hell broke loose. Out of no where some thing that could only be described as a Demon screamed out of the sky and landed on top of the monument. Everyone was just frozen, except Hudson who at least landed the chopper. Then something that could only be described as an Angel appeared from under the monument and flew up to the Demon, and a fight of biblical proportions took place. At the end of which there was an explosion a blinding flash of light and he passed out.
When he woke up the team was all exactly where they were, but everyone else: the cultists, hostages, sheriffs, were all gone. The team chimed in as OK, just shaken. Until Hudson emerged from the chopper and removed his helmet, he had gotten taller, dropped some weight and he could only be described as an elf. Although how the hell that could happen Zim had no idea. But then again nothing was normal after seeing a battle between and Angel and a Demon.
(The night went well, the group took the restrictions on character creation in stride. I liked the characters they came up with. Everyone got off a few zingers. Overall it was a good start, and I am looking forward to the next night. Only 1 person drew and Ace, but there were 3 Jokers, so we shall see where that takes them. I am looking forward to how they adjust and gel. My plan is 2 more nights through a ringer, with little choice of what they want to do, then I will open things up for them to dictate what they do.)
The team leader Sergeant Zim looked over team: Sparks, the radio and bomb disposal specialist (and also logistics when it applied), Red Shirt Duggan, the jack of all trades, Boo Radley, Sniper, Tweak, the team medic, and Hudson Hornet, his second in command and pilot. 'This is one motley group, but it's mine, and I hope we don't end up like my last command' he thought. He has just got word to take the helicopter to some place called the Georgia Guidestones east of Atlanta, the local Sheriff's had a real bad hostage situation and needed their help ASAP.
At first it seemed like a pretty standard situation. The Cult of Alkazari had kidnapped some hostages and taken up positions at the Guidestones, with the intention of performing some ritual where they were going to sacrifice the hostages. And Zim knew that that damn sure wasn't going to happen on his watch. So they did some scouting, found the bus the cult used to come to this place. Then put together a plan. It was a standard, simple plan, like most of his plans.
Sparks would launch a flash bang at the monument when it was dark. Radley would hole up and wait for a shot. Hudson would take the chopper and light up the monument with the spotlight. And he and Tweak would run in on the opposite side. Duggan would back up Sparks and Radley.
And the plan was going without a hitch, he took a few shots, 'thank god for kevlar!' But he had made it to the monument, with Tweak following him. Sparks had taken out 2 other groups of cultists with tear gas. When all hell broke loose. Out of no where some thing that could only be described as a Demon screamed out of the sky and landed on top of the monument. Everyone was just frozen, except Hudson who at least landed the chopper. Then something that could only be described as an Angel appeared from under the monument and flew up to the Demon, and a fight of biblical proportions took place. At the end of which there was an explosion a blinding flash of light and he passed out.
When he woke up the team was all exactly where they were, but everyone else: the cultists, hostages, sheriffs, were all gone. The team chimed in as OK, just shaken. Until Hudson emerged from the chopper and removed his helmet, he had gotten taller, dropped some weight and he could only be described as an elf. Although how the hell that could happen Zim had no idea. But then again nothing was normal after seeing a battle between and Angel and a Demon.
(The night went well, the group took the restrictions on character creation in stride. I liked the characters they came up with. Everyone got off a few zingers. Overall it was a good start, and I am looking forward to the next night. Only 1 person drew and Ace, but there were 3 Jokers, so we shall see where that takes them. I am looking forward to how they adjust and gel. My plan is 2 more nights through a ringer, with little choice of what they want to do, then I will open things up for them to dictate what they do.)
Thursday, June 4, 2009
Am I ready?
Let's see if I have what I need for tomorrow night:
1. Listed rules for character creation with stat minimums and requirements for each role? Check, I have it all broken down, along with having memorized the basics of Savage Worlds character creation
2. Chart for random character creation events? Check, it's all written down, with a listing of what each potential change means
3. Initial adventure plan? Check, I have the setup, the bad guys, main stats for the bad buys, and a way for things to occur if they are more efficient than I expect (always a god idea with the group that once ended a potentially long drawn out sea battle with one characters dice roll and action).
4. Follow up adventure in case they want to keep going? Check, unlikely as that is with this group. It won't be the full second night, but I can give them a taste or prologue if they want.
All I have to do tonight is print everything out tonight before I go to bed. Throw it in my bag so I am ready to go. I am excited, and ready to get things rolling.
I hope/expect to write up what happens sometime on Saturday, so look forward to that.
1. Listed rules for character creation with stat minimums and requirements for each role? Check, I have it all broken down, along with having memorized the basics of Savage Worlds character creation
2. Chart for random character creation events? Check, it's all written down, with a listing of what each potential change means
3. Initial adventure plan? Check, I have the setup, the bad guys, main stats for the bad buys, and a way for things to occur if they are more efficient than I expect (always a god idea with the group that once ended a potentially long drawn out sea battle with one characters dice roll and action).
4. Follow up adventure in case they want to keep going? Check, unlikely as that is with this group. It won't be the full second night, but I can give them a taste or prologue if they want.
All I have to do tonight is print everything out tonight before I go to bed. Throw it in my bag so I am ready to go. I am excited, and ready to get things rolling.
I hope/expect to write up what happens sometime on Saturday, so look forward to that.
Monday, June 1, 2009
Getting Ready
Friday night I will start my Savage Worlds game for my gaming group. I am excited/apprehensive at the same time. I want this to go well, to have them enjoy themselves and keep wanting more. And I am looking forward to introducing this campaign.
When Stephan asked what type of game it would be I running all I would agree to saying was that it would be 'modern'. Partially because I want to keep things mysterious. I think that one of the things that this group needs to play well is to shake things up. Throw something new and unpredictable at them. When everyone keeps playing the same characters (more or less) over and over then it is time to push something new where those roles can't be played.
Everyone will make their characters together, and with a pretty rigid set of minimum requirements. So there won't be a lot of variation to start other than how players play things. And then I will introduce an element of randomness to things, which should challenge people, make them do something different for a change. We'll see how they react. Worst case scenario is they hate it and don't want to play a second time. In which case I get this load off my shoulders of running the game.
One question I have asked myself today is how do I handle the language problem? Because they will be dropped into an entirely different world how do I want to handle the language issue? There are some pretty clear ends of the spectrum:
Super Easy (or the Star Trek solution):
Everyone just magically speaks the same language as the players, kind of like running into just another Class M planet.
Easy (the Hitchhikers Guide solution):
A magical or technological device is available that automatically translates everything i.e. the Babelfish.
Moderate:
The locals have access to a magical or technological device that allows for easy translations, but only on demand.
Hard:
Everyone speaks a different language on the new world, and there might be someone capable of translating, but the characters will have to take the time to learn the new language.
Super Hard:
There is no translation capability, all language has to be learned by pidgin and pointing and pictures. Only the bravest of GM's and most dedicated role playing group would want to undertake this.
My inclination will be something along the line of easy to moderate. I won't have to make a decision for at least the first 2 nights anyway and by then I should have a better idea of how the group is handling their characters.
When Stephan asked what type of game it would be I running all I would agree to saying was that it would be 'modern'. Partially because I want to keep things mysterious. I think that one of the things that this group needs to play well is to shake things up. Throw something new and unpredictable at them. When everyone keeps playing the same characters (more or less) over and over then it is time to push something new where those roles can't be played.
Everyone will make their characters together, and with a pretty rigid set of minimum requirements. So there won't be a lot of variation to start other than how players play things. And then I will introduce an element of randomness to things, which should challenge people, make them do something different for a change. We'll see how they react. Worst case scenario is they hate it and don't want to play a second time. In which case I get this load off my shoulders of running the game.
One question I have asked myself today is how do I handle the language problem? Because they will be dropped into an entirely different world how do I want to handle the language issue? There are some pretty clear ends of the spectrum:
Super Easy (or the Star Trek solution):
Everyone just magically speaks the same language as the players, kind of like running into just another Class M planet.
Easy (the Hitchhikers Guide solution):
A magical or technological device is available that automatically translates everything i.e. the Babelfish.
Moderate:
The locals have access to a magical or technological device that allows for easy translations, but only on demand.
Hard:
Everyone speaks a different language on the new world, and there might be someone capable of translating, but the characters will have to take the time to learn the new language.
Super Hard:
There is no translation capability, all language has to be learned by pidgin and pointing and pictures. Only the bravest of GM's and most dedicated role playing group would want to undertake this.
My inclination will be something along the line of easy to moderate. I won't have to make a decision for at least the first 2 nights anyway and by then I should have a better idea of how the group is handling their characters.
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