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Wednesday, November 4, 2009
Saturday, October 31, 2009
Blood Energy Drink Review
From the website: "Synthetic blood substitute. The fruit punch flavor packs 4 hours of energy along with iron, protein, and electrolytes. Not only does Blood Energy Potion have a similar nutritional makeup to real blood, but it has the same color, look, and consistency. Get real blood nutrients without that real blood taste! Re-sealable transfusion bag style pouch. Contains no real blood, just synthetic!"
Monday, February 9, 2009
You Forgot the What?
by Yehudah of Nuremberg (Barony of SunDragon, Atenveldt)
Greetings!
After many years of camping, you develop a memorized routine of packing everything you need for an event or war. However, after this same number of years, I have also come to the realization that I will still forget something ranging from semi-important to very important.
Usually these oversights can be reduced by creating a packing list. Check off each item as it is gathered in a ‘staging area’ for packing. Then you know you are finished packing the car, truck, AND trailer when this staging area is empty.
Unfortunately, there is one flaw in this method. The packing is done by us SCAdians. I’ve found that planning and organization seem to be out of period and therefore not in general practice in these Current Middle Ages.
In spite of this and other traditions, I’ve cobbled together years of hard-won, and lost, experiences of my own and a number of others for the benefit of anyone who cares. Some items are deliberately noted on more than one list.
Feast Baskets:
The simplest of events to prepare for is a one day event and feast. Simply said but making sure you take all the items you want is not as easy. I suggest having a basket always stocked, ready to grab-and-go.
We use a large wicker basket with a good lid. I have also lined the inside to keep out dirt and insects (scorpions, Black Widows, etc.), with out-door feasting in mind. Eventually, all this junk will weigh about the same as a medium sized javelina so be sure the handles or straps are pretty heavy duty and well attached to the frame. Also keep in mind, the feast environment and clean-up facilities when selecting your dinnerware. Metal doesn’t insulate at all but doesn’t break. Wood is a fair insulator and far more durable than ceramics, glass or china. I have seen plastic ware (ie. Melmac) that has a period appearance and avoids embarrassment when sitting across from Their Graces and their exquisite place settings.
We have the large feast basket with all the regular gear and a smaller one with nice plates, glasses and napkins for civilized in-door feasts. So! What to keep in a feast basket? Some items are obvious, some not. You may think of more.
Feast Gear Basket Checklist
Besides a dinner set for each member of your family, I also keep a couple of extra set for guests or to use.- Alcohol based ‘waterless’ cleaner. (Kills bacteria on contact. Bacterial soaps need much more time for effect.)
- Kitchen garbage bags. (For trash, dirty dishes. Great liner in a basket for a make-shift wash tub or water bucket.)
- ZipLock storage bags. (Several quart and gallon sized for left-overs, etc.)
Put your SCA name on the bottom of your drinking stuff. They get lost more than any other item.
Cooler Tips: Keep a couple of 2 liter bottles in the freezer ready to grab. Fill to about 1-2 inches from the top and squeeze the bottle a bit before capping. This give room for the expanding ice. They hold up better than loose ice, your cooler stays dry, and they provide additional cold drinking water as they melt.
First Aid Kit Checklist
This is for FIRST and minor aid. Always seek the advice of a Chiurgeion on any injury.
Now you are ready to really camp and setup up your very own kitchen. As with the feast basket, I suggest keeping a stocked camp kitchen ready to go. Mine is in a large plastic tub. Most of the gear is from 2nd hand stores and “Wally World”. (The following items fit into a 24"x18"x18" Rubbermaid tub with a high lid. ‘Tetris’ experience is a plus.
Camp Kitchen Check List
What does not fit in the Kitchen tub:
- Lg 2' diameter wash & rinse tubs (optional)
- Collapsible soft-sided trash barrel (garden section of Home Depot, et al)
- 6-8 clothes pins to hold trash bag in place
Kitchen tip:Pack a 3lb coffee can. The gallon sized sealable bags fills the can and folds back nicely over the top. This holds the bag wide open for filling. Make sure there are no burrs on the lip of the can. Try to keep all your food stuff in sealable tubs. This can be a life saver after a major storm.
Camping Gear Check List
'(Make sure you have ALL the poles!)' | BTU heaters on while sleeping!) |
(Plan on at least a gallon of fuel for every 3 days. 1 10oz. propane bottle per day for each lantern and heater.)
Suggestion: The propane ‘trees’ that mount on the large tanks are about $20 but are much cheaper in the long run for propane lanterns. I set the 5 gallon (20lb.) tank on a table or stand so the top of the tree sits above head height to provide good lighting.
‘SECOND CHANCE’ is the name of a brass adapter that I have that screws onto the tree with the large propane tank threads on the other end for connecting large grills and other stuff.
I keep my stakes, tie down ropes, repair kits, etc. in a 5 gallon detergent bucket with lid.
NOTE: Leave the lid off for a couple of days when you get home from a rainy trip so it can dry out EVEN IF YOU THINK IT’S DRY! It won’t be a pretty sight when you open it a few month later. (Last year’s lesson.)
screwdrivers, pliers, hose clamps, etc.) |
MAKE SURE ALL OF THESE ARE ACCESSABLE! It sucks to unpack everything to just get at that tire iron.
Address book / EMERGENCY NUMBERS Event directions (stick in sun visor) Map Notepad Watch SCA card and fighting cards Cell phone AND the bloody charger Toilet paper Hair brush / comb Tooth paste and brush Bar / liquid soap MEDICATIONS!!!! Shaving cream Hair ties Bath towels Safety pins Handy/ baby wipes Feminine hygiene supplies Contact lens case & solution Sewing repair kit Stapler (great easy fixer) Carrying basket | Lg metal camp mirror (no glass) Glass repair kit (mini-driver & screws) Heavy duty portable power jack for dead batteries Wallet & ID & credit cards Money (sounds dumb but I've forgotten) Pen / pencil / calligraphy set Alarm clock Camera Film & batteries Tissues Shampoo / Conditioner Deordorant Sun screen Razor(s) Wash cloths Insect repellant Spare eye glasses Alcohol based "waterless" handcleaner Sun glasses Walking cane / staff Make-up Umbrella |
Clothing:
Spare MUNDANES (2 set) Socks (hvy & lt) Work boots SCA boots Slip on footwear (for privy dash) GARB (court, field, warm & light styles) Favors / medallions Hats Laundry bags | Under garments VERY comfortable footwear Cloak(s) Head coverings Sweat pants / leggings Scarves Rain ponchos Shower tunic / robe Belts |
Tuesday, January 6, 2009
It Takes Two to Tango
Player and Game Master Responsibilities
by Johanna Mead
Listen to each other That means the GM needs to focus when a player asks for a moment of their time - be it at the game, on the phone or via e-mail. It means the players need to pay attention when the GM speaks, and heed their words when given. Neither side is speaking because they like the sound of their own voice.
No-one can read anyone's mind - which means you must speak up! As I have often lamented myself, game-masters are not telepathic. GMs cannot read players' minds and vice versa. For a game to evolve and grow, information and opinions must be exchanged. Hoping that "someone else" will share your opinion with the other side never, ever work.
- Players, if you're having a good time, or enjoyed a particular plot event, tell the GM.
- Game-masters, if you want to learn what the players are enjoying, or if those grumbled-rumors are really true, talk to the players. I know this sounds like common-sense stuff, but you might be surprised at how often even simple communications fail to happen.
I have heard the following phrases uttered by Game Masters, to their players:
- "I hate running this game, but I'm doing it *for you*"
- "I can only cope with running this game when I'm drunk."
- "I hate the players. But I can pretend I care, and they won't know any differently."
- "I'm not having any fun, but I feel obligated to keep doing this. I wish I could stop."
- Some players will say, "This game sucked!" to each other, and then smile sweetly to the GM and tell the GM they had a great time.
- Some players will say, "I'll recommend you to other troupes." and then talk trash about that game to anyone who will listen.
- I have seen players cheat, lie and steal - yes, steal - from a game they claim to have respect for.
- Rule One: You must have a good time. If you're not, your players won't, either. If you are starting to perceive your game as an unwelcome chore, or burdensome obligation, then burnout is on your horizon.
- Rule Two: If you're not having a good time, do whatever it takes to change that.
- The players aren't as oblivious as you think they are. If you are not having a good time, they will sense the disturbance in the Gamer Force, and it will make them feel vaguely guilty and resentful. Players who feel guilty and resentful will leave your game.
- You're overall obligation is simple, yet complex: You will present a game, with coherent goals nd plot lines, with some kind of regularity. Anything beyond or above that is gravy. Learn to tell the difference between essentials and the rest. Strive to achieve the essentials, gloat like hell when you get gravy.
- You must listen to the players' needs, and balance them with your chronicle concept.
- However, you will not put the desires of an individual player above your troupe's vision or goals. Accept that you cannot make every player happy, all of the time lest you become known as the "Pushover GM" - I've been there, and it stinks.
- Never, ever let a player make an ultimatum to you, particularly of the "If I don't get what I want, I'm going to take my ball and go home" variety. No game should hinge on one player, nor should you let yourself be pushed around by one player. Remind an ultimatum-giving player that there are games for everyone, but maybe your game isn't one of them - that usually takes the wind out of their sails.
- You must keep in touch with your players, by whatever appropriate means. If you set up an e-mail account for the game, check it regularly. If you allow players to call you at home, return their calls
- You have to be the grown up. Be prepared to make, and enforce, decisions that your players may not like. See "Doormat GM", above.
- Never get into a heated argument with a player. If that starts, insist on a time-out - for days if necessary - and suggest that the matter be dealt with later. When angry, you will make decisions for the wrong reasons.
- You have to be the grown up. Even when you're tired and cranky, and just don't wanna, you have to be the grown up, because you are an example to the players, whether you like it or not. Of course, if that makes you unhappy, perhaps it's time for you take a break.
- You have to stay on top of what's going on. You have to chase down your assistant storytellers who are running the side plots, the players who promised to call, the newsletter editor who punted the deadline. You can delegate some work, sure, but when all is said and done, you are the one that the game depends on. If you drop the ball, then your game will
collapse. - The game might take up a large chunk of your free time, but it should not take up all of it. If that is the case, start looking for assistants. You need some things other than your LARP to do with your time, otherwise your obligation to the LARP will quickly become too much to bear.
- The first rule is: Always have fun. Not every LARP out there is going to be perfect foryou.There is no "unwritten law of gaming" saying that you must commit to a game that doesn't suit your tastes, or that you can't shop around until you find a troupe that's right for you. If you decide to leave a game, do the GM a favor of letting them know why you are going, and then make your leave with the minimum of fuss and melodrama.
- Leave the schoolyard-dynamic at the door. The game is not about any one character, and particularly not your character. There is no such thing as "winning" in an RPG, and anyone who thinks otherwise has ego-issues too severe to be bringing to a role-playing game.
- That said, accept that sometimes, bad things might happen to your character. Your character might even - gasp! - be killed out. Learn how to deal with adversity gracefully. A minor fit of sulking is forgivable - particularly if you have been playing the character for a long time. A temper tantrum and frantic e-mails to the GMs looking for loopholes out of the situation are not mature ways to deal with the situation.
- Respect the GM. Address them with some manners and pay attention when they speak.
- Never get into a heated argument with your GM or a fellow player. You will almost certainly say something that you will regret later. If your temper starts flaring, step back, take a time out and do not discuss the matter until you can be calm about it.
- Respect the game. Bring a character that fits your GM's needs and the needs of their game. If the game asks for lawful-good concepts, don't be the pain-in-the-ass player who is convinced that they can talk the GM into allowing a chaotic-evil concept. GMs encounter this type of player every day and, believe me, that type of player is not popular.
- Respect the rules. If you don't like them, then you have the freedom to tell the GM that, at a reasonable time, in a reasonable tone.
- Don't forget that your Game Master needs feedback - positive as well as negative. Don't assume that just because you keep coming to the game, that the Game Master must know that you're having a good time. An honest compliment will brighten their day and make both of you feel good.
- Keep the other players' fun in mind. Sure, you want to have a good time, but remember that everyone else does, too. Always consider the affect of your character's actions on other players as well as other characters. This can be considered a postscript to the "Role-playing is not about winning" rule.
- Learn to roleplay. Define your character beyond simple numbers and a half-dozen sentences. Hint: the more interesting history your character has, the more likely the GM will think of ways to write you into the plot.
- Remember that the GM may have a life outside the game, and that they may want to enjoy it every now and then. There is a time and a place to discuss game, and there is a time and place to bitch about how the Raiders are playing like sick nuns. Learn to tell the difference, respect it and enjoy it.