Category Archives: Games

#197: Launching the mark Joseph “young” Forums

This is mark Joseph “young” blog entry #197, on the subject of Launching the mark Joseph “young” Forums.

Once upon a time, what now seems a long, long time ago in a galaxy far, far away, there were forums at Gaming Outpost.

Well, there were forums almost everywhere, but the ones at Gaming Outpost were significant, big deal forums in the gaming world for a while, and then not so much but still important to me and to many of those who read my work and played Multiverser.  They were probably then the most reliable way to reach me, and there were plenty of discussions, not to mention quite a few games played, on those forums.

Then they crashed, and all of that was lost.

I can’t promise that this won’t happen to these new forums, but we’re going to make an effort, with the help of our Patreon and PayPal.me supporters, to keep them up and running, and to pay attention to what is posted here.

I arranged the forums in alphabetical order; I was going to arrange them in reverse alphabetical order, because I have always hated being the last in line for everything, but as I installed them the software put the next one on top, and although I could see how to resequence them, I realized that that would put Bible and Theology on the bottom, and while I’m not a stickler for silly formalities I could see that some people would object to that, more so than anyone would object to any other forum being at the bottom.  It is probably appropriate that it is on top.  The forum categories correspond roughly to the web log main topics, with a few tweaks and additions.

I long wished for a place to discuss time travel and time travel movies, and that’s there now.  I don’t expect most of the discussions will wind up here, but perhaps at least some will, and that will make it worthwhile.  I’ve also made a home for discussions of the Christian Gamers Guild Faith and Gaming series, and for the upcoming (this December) Faith in Play and RPG-ology series there.  There are music and ministry sections, space for logic problems discussions, law and politics pages, space for games, and a place to discuss my books, if anyone is interested in any of those topics.

I have also added a Multiverser game play forum.  I have in the past been overwhelmed by the number of players who wanted to play, even with my rule that I would only post one time per day to any game thread and expected players to observe the same courtesy (except for obvious correction posts).  Please do not presume that because you want to play Multiverser you can just start a thread and I’ll pick up your game.  I will give first priority to people who have played the game with me before, whether live or online, picking up where we were; I will also open the door on an individual basis to people who have wanted to play for a long time but for various reasons have not been able to do so (such as Andrew in South Africa).  Beyond that, well, talk to me and I’ll see what kind of time I have–after all, I have no idea how many of my previous players will return, or how much work it’s going to be to get back up to speed on their long-interrupted games.

My thanks to Kyler and Nikolaj, who have already helped me track down some of the bugs and fix them.  I’m told that if you are not registered, the link on the top left corner of the page will work, but the one on the top right corner will not–unfortunately, I can neither see either link while logged into the site, nor find how to fix a lot of those problems.  But I am working on it, and there is a forum specifically for contacting me about problems, and a link to my Facebook page if you can’t even get as far as that.

I look forward to seeing you.

#195: Probabilities in Dishwashing

This is mark Joseph “young” blog entry #195, on the subject of Probabilities in Dishwashing.

I was going to call this, What Are the Odds?, but that’s too useful a title to use for this.  Actually, almost every time my bill rings up to an exact dollar amount, ending “.00”, I say that to the cashier, and usually they have no idea, so usually I tell them.  But I’m a game master–I’ve been running Multiverser™ for over twenty years, and Dungeons & Dragons™ for nearly as long before that.  I have to know these things.  After all, whenever a player says to me, “What do I have to roll?”, he really means “What are the odds that this will work?”  Then, usually very quickly by the seat of my pants, I have to estimate what chance there is that something will happen the way the player wants it.  So I find myself wondering about the odds frequently–and in an appendix in the back of the Multiverser rule book, there were a number of tools provided to help figure out the odds in a lot of situations.

And so when I saw an improbable circumstance, I immediately wondered what the odds were, and then I wondered how I would calculate them, and then I had the answer.  It has something in common with the way I cracked the probabilities of dice pools decades back (that’s in the book), but has more to do with card probabilities, as we examined in web log post #1:  Probabilities and Solitaire, than with dice.

So here’s the puzzle.

At some point I bought a set of four drinking cups in four distinct colors.  I think technically the colors were orange, green, cyan, and magenta, although we call the cyan one blue and the magenta one red, and for our purposes all that matters is that there are four colors, A, B, C, and D.  We liked them enough, and they were cheap enough, that on my next trip to that store I bought another identical set.  That means that there are two tumblers of each color.

I was washing dishes, and I realized that among those dishes were exactly four of these cups, one of each of the four colors.  I wondered immediately what the odds were, and rapidly determined how to calculate them.  I did not finish the calculation while I was washing dishes, for reasons that will become apparent, but thought I’d share the process here, to help other game masters estimate odds.  This is a problem in the probabilities of non-occurrence, that is, what are the odds of not drawing a pair.

The color of the first cup does not matter, because when you have none and you draw one, it is guaranteed not to match any previously drawn cup, because there aren’t any.  Thus there is a one hundred percent chance that the first cup will be one that you need and not one that you don’t want.  Whatever color it is, it is our color A.

In drawing the second cup, what you know is that there are now seven cups that you do not have, one of which will be a match.  That means there is one chance in seven of a match, six chances in seven of not matching.  This is where I stopped the math, because I hate sevenths.  I know that they create a six-digit repeating decimal that shifts its position–1/7th is 0.1̅4̅2̅8̅5̅7̅, and 2/7ths is 0.2̅8̅5̅7̅1̅4̅, and in each case the digits are in the same sequence, but I can never remember that sequence (I don’t use it frequently enough to matter, and I can look it up on the table in the back of the Multiverser book as I just did here, or plug it into a calculator to get it).  So the probability of the second cup matching the first–of drawing the other A–is 14.2̅8̅5̅7̅1̅4̅%, and the probability of not drawing a match is 85.7̅1̅4̅2̅8̅5̅%.

So with a roughly 86% chance we have two cups that do not match, colors A and B, and we are drawing the third from a pool of six cups, of which there are one A, one B, two Cs and two Ds.  That means there are two chances that our draw will match one of the two cups we already have, against four chances that we will get a new color.  There is thus a 33.3̅3̅% chance of a match, a 66.6̅6̅% chance that we will not get a match.

We thus have a roughly 67% chance of drawing color C, but that assumes that we have already drawn colors A and B.  We had a 100% chance of drawing color A, and an 86% chance of drawing color B.  That means our current probability of having three differently-colored cups is 67% of 86% of 100%, a simple multiplication problem which yields about 58%.  Odds slightly favor getting three different colors.

As we go for the fourth, though, our chances drop significantly.  There are now three colors to match, and five cups in the deck three of which match–three chances in five, or 60%, to match, which means two in five, or 40%, to get the fourth color.  That’s 40% of 67% of 86% of 100%, and that comes to, roughly, a 23% chance.  That’s closer to 3/13ths (according to my chart), but close enough to one chance in four, 25%.

A quicker way to do it in game, though, would be to assign each of the eight cups a number, and roll four eight-sided dice to see which four of the cups were drawn.  You don’t have to know the probabilities to do it that way, but if you had any matching rolls you would have to re-roll them (one of any pair), because it would not be possible to select the same cup twice.  In that sense, it would be easier to do it with eight cards, assigning each to a cup.

I should note that this math fails to address the more difficult questions–first, what are the odds that exactly four of the eight cups would be waiting to be washed, as opposed to three or five or some other number; second, how likely is it that someone has absconded with one of the cups of a particular color because he likes that color and is keeping it in his car or his room or elsewhere.  However, the first question is an assumption made in posing the problem, and the second question is presumably equally likely to apply to any one of the four color cups (even if I can’t imagine someone taking a liking to the orange one, someone in the house does like orange).  However, it should give you a bit of a better understanding on how to figure out the odds of something happening.

For what it’s worth, the probability of the cost of the purchase coming to an even dollar amount, assuming random values and numbers of items purchased, is one chance in one hundred.  That, of course, assumes that the sales tax scheme in the jurisdiction doesn’t skew the odds.

#188: Downward Upgrades

This is mark Joseph “young” blog entry #188, on the subject of Downward Upgrades.

I have been playing a game on a “smart” cellular phone for the past few months–obviously not constantly, but in spare moments when I am stuck somewhere like waiting for the washer to finish or for the dog to decide to come back inside.  I’m going to name it, because this complaint is in some sense specifically their fault, although they are certainly far from unique in this.  The game is called My Singing Monsters, and it’s a sort of time-eating building game with some interesting twists, the best of which was that eventually I got to create my own songs using their tools.  I reached something around level forty-three or forty-four, which was far above anyone else I ever saw playing the game, the best of whom stopped playing around level thirty.

Then the game stopped working, and I know exactly why it stopped working, and in a very real sense it is the fault of the designer, and in another sense the designer is just doing what everyone does:  I was forbidden to continue playing unless I installed the latest upgrade, but the latest upgrade was too big for the memory space on my phone.

It’s not as if my phone is filled with junk.  I have seven “apps” (that’s short for “applications” but it means “programs”) that did not come as part of the original software–Netflix, but no saved video, Kindle with only two books at a time saved locally, a remote control for my bedroom television, my bank’s access program, a voice recorder for making quick reminder notes, a program that cleans junk off the phone and monitors its functionality, and a very small program that tells me what my phone number is when I look.  I had a couple other games, but I deleted them, and very much for the reason that I just deleted this one:  without me adding any new functions to my phone, the existing functions kept using up more and more resources.

This has been a habit of the software industry for a generation (well, in software terms that’s probably twenty generations, but it’s only a few decades).  Once upon a time making a program “better” involved writing it such that it used less space, had fewer command lines, and did as much with less resources.  Now it seems that making a program “better” means bloating it with more code to provide features the user never requested–if I’m using my phone for directions and I plug it into the power supply, that cleaner program shuts down the running map program and locks the screen; it did not do that when I first installed it, but included that “feature” which I consider a “bug” in one of the upgrades (and there is no option to disable it).

Of course, the hardware manufacturers are even more supportive of this practice in connection with phones than they were with computers.  At one time when the resource demand grew too great you could upgrade the computer–install a larger hard drive, more on board RAM, faster processor, better sound or video card.  With a cell phone, you can’t even add memory–oh, you can put in an SD card, but the system is designed to prevent you from running programs from it, so you can only store media there (I have a thirty-two megabyte card hosting a dozen photographs and a lot of empty space).  Ultimately if you run out of room on the phone you either have to delete programs or you have to buy another phone.  Industry hardware executives are of course hoping ultimately you will be forced to the latter.

So I hope that the My Singing Monsters designers hear that they lost a player because they upgraded beyond his phone’s capacity, and give some thought to whether it’s really worth making the program bigger to add features no one requested, and also that the rest of the cell phone software industry might take to heart the idea that in many cases the best way to improve a program is to make it smaller, remove worthless code and features, and have it accomplish what it is essentially made to do with a much lower use of system resources.

I’m also hoping for world peace, the brotherhood of all mankind, and a perfect hot fudge peanut butter sundae.  I might get one of those.

#184: Remembering Adam Keller

This is mark Joseph “young” blog entry #184, on the subject of Remembering Adam Keller.

Some of you know who Adam Keller is (that is a link to his Facebook profile).  Indeed, some of you know him better than I, although I have known him for over a decade, having met him at Ubercon (I do not recall which number, but I’m betting on III), gamed with him online and at conventions, and exchanged visits to each other’s homes.  Still, he was much closer to my second son Kyler and our perennial houseguest John, both of whom lived in his home for a while, probably more than once.  I knew him, but never very well.  But then, I know very few people very well.

img0184Keller

However, I was notified of this, and ultimately found it on that Facebook profile (dated April 24th, 2017, posted by someone from Adam’s own personal account):

I regret to inform all of Adam’s friends and family that he passed away last night at 11:20 pm at home.

We are looking for any family members of Adam. If you are family or have contact information for family please call….

As we make arrangements for Adam I will post them here.

Thank you very much.

Digging through threads on that page I learned that he died of pneumonia.  Co-workers say he was sick and in some pain for most of a week, but refused to go to a doctor.  Some attributed this to his fear of the high co-pay on his (Lockheed) company employee health coverage policy, and so some blamed the Affordable Care Act.  That is more than I know.  I do know that many excellent company health care plans have been eviscerated to avoid the tax penalties of that law, and there are claims that it is discouraging people from obtaining needed medical care.  If that is the case here it makes the event the more tragic, but it’s also not the point.

Adam was a gamer, and an outstanding one.  He was a champion Hackmaster player (I understand he held a national title thrice) and ran the game at conventions, in some capacity on behalf of Kenzer & Company.  It was while he was running a Hackmaster game at Ubercon that he heard me running a Multiverser game at the next table for Kyler, and became interested enough to inquire about it and test play it.  He became an avid fan, player, and supporter, coming sometimes to company meetings, trying to advise us on our hopeless financial situation, and promoting the game to his gaming friends.  He was one of the best power players I ever ran, and he has left behind a couple of characters who genuinely earned their superhero status and abilities through game play, whom I will seriously consider how to use as non-player characters in the future.  I will not forget him.

Because I am the chaplain of the Christian Gamers Guild, I am often asked whether I believe a particular departed individual is in heaven.  I try not to speculate, but I realize that it matters to people, particularly in regard to those I have at least briefly known.  The only person besides Jesus that I am completely certain will be in heaven is me, because I have that promise from God; for everyone else, there are some that it would shock me were they not there, and probably some that it would surprise me if they were, but I am not the one who makes those decisions.  Regarding Adam, I can only say that I have insufficient information.  He never talked about spiritual matters, but he was generally quiet and with me he rarely spoke about anything other than gaming.

(Just because people will ask, and some (notably Timothy and Anne Zahn) have asked, I am reasonably certain of Gary Gygax, and very sure of Dave Arneson.)

Multiverser gamer John Cross has several times said that he believes that when I created Multiverser, God revealed to me what heaven was going to be like:  that we would leap from world to world becoming involved in adventures of all kinds forever.  I deny it on every level.  God revealed nothing to me; the concept of leaping between universes was not new with us, and most of how it worked came from Ed Jones, not me; it is not the heaven which I am eagerly anticipating.  However, somehow I think if it were so, Adam would like that.

Rest in peace, friend, and whatever adventure you find beyond the grave, may God have mercy on you.

#169: Do Web Logs Lower the Bar?

This is mark Joseph “young” blog entry #169, on the subject of Do Web Logs Lower the Bar?.

I noticed something.

img0169Diary

I don’t know whether any of you noticed it, and there is an aspect to it that causes me to hope you did not, to suspect some of you did, and to think that I ought not be calling it to the attention of the rest.  But it is worth recognizing, I suppose, even if it is at my own expense to some degree.

What I noticed was that some of the web log posts I publish are not up the the same standard I would expect of my web pages.

Certainly it is the case that some of the web log subjects are what might be called transient.  I was quite surprised to see in my stats recently that someone visited the page that covered the 2015 election results for New Jersey.  I’m thinking it must have been a mistake.  Yet at the time it was important information, even if in another year it won’t even tell you who is in the Assembly, because we’ll have had another election.

It is also the case that being an eclectic sort of web log it is going to have pages that do not appeal to everyone–indeed, probably there are no pages that appeal to everyone.  I recently lost one of my Patreon supporters, and that saddens me, but he was the only person contributing as a time travel fan, and was not contributing enough to pay for one DVD per year; I’m sure he is disappointed that I haven’t done more time travel pages, but there has not been that much available to me and the budget has been particularly tight.  With pages about law, politics, music, Bible, games, logic problems, and other miscellany, there will certainly be pages that any particular reader would not read.  Yet that has always been true of the web site, and although the web log is not quite as conveniently divided into sections it does have navigation aids to help people find what they want.

What I mean, though, is that I don’t seem to apply the same standard to web log pages as I would to web pages.

I suppose that’s to be expected.  As I think about it, I recognize that I put a lot more time and thought into articles I am writing for e-zines and web sites that are not my own.  I expect more of myself, hold myself to a higher standard, when I am writing such pieces.  For one thing, I can’t go back and edit them later–which on my own site I will only do for obvious errors, never for content.  For another, something of mine published by someone else should represent the best that I can offer, both for my own reputation and for that of the publisher.  If you’re reading my work at RPGNet, or the Christian Gamers Guild, or The Learning Fountain, or any of the many other sites for which I’ve written over the decades, you might not know any more about me than what you find there.

It’s also the case that, frankly, anyone can set up his own web site, fairly cheaply and easily, write his own articles, and publish them for the world to ignore.  There is a limited number of opportunities for someone to write for someone else’s site, and to be asked to do so, or permitted to do so, is something of a recognition above the ordinary.

Of course, there are even fewer opportunities to write for print, and fewer now than there once were.  Not that you can’t publish your own printed books and comics and magazines, but that those that exist are selective in what they will print, and so the bar is higher.

The web log system makes it quicker and easier to write and publish something.  I suspect that there are many bloggers out there who open the software, start typing what they want to say, and hit publish, as if it were an e-mail.  I maintain a higher standard than that–all of my web log posts are composed offline, and with the only exceptions being the “breaking news” sort (like the aforementioned election results page) they all get held at least overnight, usually several days, reread and edited and tweaked until I am happy with them.  (As I write this, there are two web log posts awaiting publication which have been pending for two days, and I will review this one several times over the time that they go to press.)  But even so, the standard of what I will publish as a web log post is considerably lower than that which I will publish as a web page.

In that sense, the web log becomes more like diary, something in which you compose your thoughts and then ignore them–except that this diary is open to the world.  I think–I hope–all bloggers put more thought and care into their web log posts than they do into forum conversations and Tweets and Facebook posts.  However, while I have read some web log posts that were excellent, I have also read a few that caused me to wonder whether the author was thinking.  I try to keep some standard here, but I admit that sometimes I wonder whether I posted something because I thought it was worth posting or because I wanted to keep the blog living and active.

In any case, if you read something here and wonder why I bothered to post it, perhaps now you have a better idea of that.

#167: Cybergame Timing

This is mark Joseph “young” blog entry #167, on the subject of Cybergame Timing.

I’ve played a few games which I am calling “cybergames”.  “Computer games” would suggest they are considerably bigger than they are.  These are “Facebook games” and cellphone games.  What usually happens is a close friend or family member will be playing a game and will “need” another player in order to get certain in-game benefits (a recruitment tool used by the game designers to get people who are playing to coerce their friends to play), so I will join the game and become involved, and then they will stop playing and I’ll realize, gradually, that I’m the only one I know playing this game, and eventually will realize that I’m wasting a lot of time on something that was supposed to be a way of interacting, in some small way, with this other person, and now is about interacting with a central processing unit somewhere.  However, along the way, being a game designer and gamer from way back, I notice things about these games, and one of them has begun to bother me.

img0167Game

Many of these games have timed processes.  That is, for example, you’ll say “build this here”, and it will tell you that it has started building it and the building will be complete in exactly this period of time, a countdown timer beginning.  That sometimes limits what else you can do (or requires you to spend resources to do some other things you normally would be able to do “free”), but its primary function seems to be to induce you to return to continue playing the game later.  The time units are often intuitively logical–for example, it is often the case that these will be twenty-four hours, or twelve or eight or six, fractions of a day.  With the twenty-four hour unit, you think that means you can play the game once a day and hit the button to restart this for the next day–but therein lies the rub.

Assume that you are playing such a game, and there is one task that can be done every twenty-four hours–collect a specific resource.  Let’s assume you are playing this game every morning before work and again twelve hours later in the evening after supper.  Both of those times are going to have a bit of fluctuation to them, of course, and that’s part–but not all–of the problem.  So at seven o’clock Monday evening you collect the resource, and that restarts the clock.  Of course, there are other things to do in the game–you don’t just collect the resource, you do other game play things at the same time.  So on Tuesday at seven the flag pops up to say that you can collect the resource.  Odds are against the notion that you are simply waiting for that flag to appear and immediately hit the button, so it will be at least a few seconds–let’s say a minute–before you do.  Sure, some days you are going to hit that resource in the same second, but those are the very rare ones.  By the end of a week, you are going to have shifted the time that the twenty-four hour resource renews by several minutes–so the next Monday you come to play at seven, but the flag doesn’t appear until five after, or ten after, or some time after the hour.  That’s not a problem–presumably you are playing the game for more than ten minutes at a shot, or it wouldn’t be much of a game.  However, you can’t make that clock go backwards–by the next week it will be quarter after, or possibly half past, before the flag appears.

Probably it’s not a game that you play for half an hour, at least not every night.  At some point, you give up waiting for that flag, and it “appears” in the program after you’ve shut down the game.  When you restart the game at seven in the morning, there it is.  And now you repeat the same process in the morning, until you have to quit the game and leave for work before the flag appears.  You lose a day of resource generation, and it returns to an evening task.

Not a big deal?  However, this same problem affects all tasks of length, whether twelve, eight, six, four, or even three hours:  no matter how frequently you play the game during the day, eventually the task will be unfinished twenty minutes before you are going to bed, and you will have to choose whether to stay up and hit the button late or go to bed and pick it up in the morning.  What seems like a game mechanic that pushes you toward a regular play schedule actually prevents a regular play schedule, because it shifts against the clock slightly each time.

The obvious solution to this problem is a game design correction:  replace those seemingly intuitive chunks of turnover time with rather unintuitive shorter ones.  Have the resource renew in twenty-three hours, eleven and a half, eight and two thirds, six and a three quarters, four and five sixths, three and seven eighths hours.  This lets the player show at a regular time and find the task complete and waiting for replay.  It avoids the frustration of having to wait until tomorrow morning simply because it’s not worth waiting another twenty minutes tonight.  It’s a better game design.

Anyway, that’s my suggestion.  I would probably find these games a bit less frustrating (and really, do you want your game to be frustrating?) if that were fixed.

#150: 2016 Retrospective

This is mark Joseph “young” blog entry #150, on the subject of 2016 Retrospective.

Periodically I try to look back over some period of time and review what I have published, and the end of the year is a good time to do this.  Thus before the new year begins I am offering you a reminder of articles you might have seen–or might have missed–over the past twelve months.  I am not going to recall them all.  For one thing, that would be far too many, and it in some cases will be easier to point to another location where certain categories of articles are indexed (which will appear more obvious as we progress).  For another, although we did this a year ago in web log post #34:  Happy Old Year, we also did it late in March in #70:  Writing Backwards and Forwards, when we had finished posting Verse Three, Chapter One:  The First Multiverser Novel.  So we will begin with the last third of March, and will reference some articles through indices and other sources.

I have divided articles into the categories which I thought most appropriate to them.  Many of these articles are reasonably in two or more categories–articles related to music often relate to writing, or Bible and theology; Bible and politics articles sometimes are nearly interchangeable.  I, of course, think it is all worth reading; I hope you think it at least worth considering reading.

I should also explain those odd six-digit numbers for anyone for whom they are not obvious, because they are at least non-standard.  They are YYMMDD, that is, year, month, and day of the date of publication of each article, each represented by two digits.  Thus the first one which appears, 160325, represents this year 2016, the third month March, and the twenty-fifth day.

img0150calendar

Let’s start with writings about writing.

There is quite a bit that should be in this category.  After all, that previous retrospective post appeared as we finished posting that first novel, and we have since posted the second, all one hundred sixty-two chapters of which are indexed in their own website section, Old Verses New.  If you’ve not read the novels, you have some catching up to do.  I also published one more behind-the-writings post on that first novel, #71:  Footnotes on Verse Three, Chapter One 160325, to cover notes unearthed in an old file on the hard drive.

Concurrent with the release of those second novel chapters there were again behind-the-writings posts, this time each covering nine consecutive chapters and hitting the web log every two weeks.  Although they are all linked from that table-of-contents page, since they are web log posts I am listing them here:  #74:  Another Novel 160421; #78:  Novel Fears 160506; #82:  Novel Developments 160519; #86:  Novel Conflicts 160602; #89:  Novel Confrontations 160623; #91:  Novel Mysteries 160707; #94:  Novel Meetings 160721; #100:  Novel Settling 160804; #104:  Novel Learning 160818; #110:  Character Redirects 160901;
#113:  Character Movements 160916;
#116:  Character Missions 160929;
#119:  Character Projects 161013;
#122:  Character Partings 161027; #128:  Character Gatherings 161110; #134:  Versers in Space 161124; #142:  Characters Unite 161208; and #148:  Characters Succeed 161222.

I have also added a Novel Support Section which at this point contains character sheets for several of the characters in the first novel and one in the second; also, if you have enjoyed reading the novels and have not seen #149:  Toward the Third Novel 161223, it is a must-read.

Also on the subject of writing, I discussed what was required for someone to be identified as an “author” in, appropriately, #72:  Being an Author 160410.  I addressed #118:  Dry Spells 161012 and how to deal with them, and gave some advice on #132:  Writing Horror 161116.  There was also one fun Multiverser story which had been at Dice Tales years ago which I revived here, #146:  Chris and the Teleporting Spaceships 161220

I struggled with where on this list to put #120:  Giving Offense 161014.  It deals with political issues of sexuality and involves a bit of theological perspective, but ultimately is about the concept of tolerance and how we handle disagreements.

It should be mentioned that not everything I write is here at M. J. Young Net; I write a bit about writing in my Goodreads book reviews.

Of course, I also wrote a fair amount of Bible and Theology material.

Part of it was apologetic, that is, discussing the reasons for belief and answers to the arguments against it.  In this category we have #73:  Authenticity of the New Testament Accounts 160413, #76:  Intelligent Simulation 160424 (specifically addressing an incongruity between denying the possibility of “Intelligent Design” while accepting that the universe might be the equivalent of a computer program), and #84:  Man-made Religion 160527 (addressing the charge that the fact all religions are different proves none are true).

Other pages are more Bible or theology questions, such as #88:  Sheep and Goats 160617, #90:  Footnotes on Guidance 160625, #121:  The Christian and the Law 161022, and #133:  Your Sunday Best 161117 (on why people dress up for church).

#114:  St. Teresa, Pedophile Priests, and Miracles 160917 is probably a bit of both, as it is a response to a criticism of Christian faith (specifically the Roman Catholic Church, but impacting all of us).

There was also a short miniseries of posts about the first chapter of Romans, the sin and punishment it presents, and how we as believers should respond.  It appeared in four parts:  #138:  The Sin of Romans I 161204, #139:  Immorality in Romans I 161205, #140:  Societal Implications of Romans I 161206, and #141:  The Solution to the Romans I Problem 161207.

Again, not everything I wrote is here.  The Faith and Gaming series and related materials including some from The Way, the Truth, and the Dice are being republished at the Christian Gamers Guild; to date, twenty-six such articles have appeared, but more are on the way including one written recently (a rules set for what I think might be a Christian game) which I debated posting here but decided to give to them as fresh content.  Meanwhile, the Chaplain’s Bible Study continues, having completed I & II Peter and now entering the last chapter of I John.

Again, some posts which are listed below as political are closely connected to principles of faith; after all, freedom of speech and freedom of religion are inextricably connected.  Also, quite a few of the music posts are also Bible or theology posts, since I have been involved in Christian music for decades.

So Music will be the next subject.

Since it is something people ask musicians, I decided to give some thought and put some words to #75:  Musical Influences 160423, the artists who have impacted my composing, arranging, and performances.

I also reached into my memories of being in radio, how it applies to being a musician and to being a writer, in #77:  Radio Activity 160427.

I wrote a miniseries about ministry and music, what it means to be a minister and how different kinds of ministries integrate music.  It began by saying not all Christian musicians are necessarily ministers in #95:  Music Ministry Disconnect 160724, and then continued with #97:  Ministry Calling 160728, #98:  What Is a Minister? 160730, #99:  Music Ministry of an Apostle 160803, #101:  Prophetic Music Ministry 160808, #102:  Music and the Evangelist Ministry 160812, #103:  Music Ministry of the Pastor 160814, #106:  The Teacher Music Ministry 160821, and
#107:  Miscellaneous Music Ministries 160824.  As something of an addendum, I posted #109:  Simple Songs 160827, a discussion of why so many currently popular songs seem to be musically very basic, and why given their purpose that is an essential feature.

In related areas, I offered #111:  A Partial History of the Audio Recording Industry 160903 explaining why recored companies are failing, #129:  Eulogy for the Record Album 161111 discussing why this is becoming a lost art form, and #147:  Traditional versus Contemporary Music 161221 on the perennial argument in churches about what kinds of songs are appropriate.

The lyrics to my song Free 161017 were added to the site, because it was referenced in one of the articles and I thought the readers should be able to find them if they wished.

There were quite a few articles about Law and Politics, although despite the fact that this was an “election year” (of course, there are elections every year, but this one was special), most of them were not really about that.  By March the Presidential race had devolved into such utter nonsense that there was little chance of making sense of it, so I stopped writing about it after talking about Ridiculous Republicans and Dizzying Democrats.

Some were, of course.  These included the self-explanatory titles #123:  The 2016 Election in New Jersey 161104, #124:  The 2016 New Jersey Public Questions 161105, #125:  My Presidential Fears 161106, and #127:  New Jersey 2016 Election Results 161109, and a few others including #126:  Equity and Religion 161107 about an argument in Missouri concerning whether it should be legal to give state money to child care and preschool services affiliated with religious groups, and #131:  The Fat Lady Sings 161114, #136:  Recounting Nonsense 161128, and #143:  A Geographical Look at the Election 161217, considering the aftermath of the election and the cries to change the outcome.

We had a number of pages connected to the new sexual revolution, including #79:  Normal Promiscuity 160507, #83:  Help!  I’m a Lesbian Trapped in a Man’s Body! 160521, and #115:  Disregarding Facts About Sexual Preference 160926.

Other topics loosely under discrimination include #87:  Spanish Ice Cream 160616 (about whether a well-known shop can refuse to take orders in languages other than English), #130:  Economics and Racism 161112 (about how and why unemployment stimulates racist attitudes), and #135:  What Racism Is 161127 (explaining why it is possible for blacks to have racist attitudes toward whites).  Several with connections to law and economics include #105:  Forced Philanthropy 160820 (taxing those with more to give to those with less), #108:  The Value of Ostentation 160826 (arguing that the purchase of expensive baubles by the rich is good for the poor), #137:  Conservative Penny-pinching 161023 (discussing spending cuts), and #145:  The New Internet Tax Law 161219 (about how Colorado has gotten around the problem of charging sales tax on Internet purchases).

A few other topics were hit, including one on freedom of speech and religion called #144:  Shutting Off the Jukebox 161218, one on scare tactics used to promote policy entitled #80:  Environmental Blackmail 160508, and one in which court decisions in recent immigration cases seem likely to impact the future of legalized marijuana, called #96:  Federal Non-enforcement 160727.

Of course Temporal Anomalies is a popular subject among the readers; the budget has been constraining of late, so we have not done the number of analyses we would like, but we did post a full analysis of Time Lapse 160402.  We also reported on #85:  Time Travel Coming on Television 160528, and tackled two related issues, #81:  The Grandfather Paradox Problem 160515 and #117:  The Prime Universe 160930.

We have a number of other posts that we’re categorizing as Logic/Miscellany, mostly because they otherwise defy categorization (or, perhaps, become categories with single items within them).  #92:  Electronic Tyranny 060708 is a response to someone’s suggestion that we need to break away from social media to get our lives back.  #93:  What Is a Friend? 060720 presents two concepts of the word, and my own preference on that.  #112:  Isn’t It Obvious? 160904 is really just a couple of real life problems with logical solutions.  I also did a product review of an old washing machine that was once new, Notes on a Maytag Centennial Washing Machine 160424.

Although it does not involve much writing, with tongue planted firmly in cheek I offer Gazebos in the Wild, a Pinterest board which posts photographs with taxonomies attempting to capture and identify these dangerous wild creatures in their natural habitats.  You would have to have heard the story of Eric and the Gazebo for that to be funny, I think.

Of course, I post on social media, but the interesting ones are on Patreon, and mostly because I include notes on projects still ahead and life issues impeding them.  As 2017 arrives, I expect to continue writing and posting–I already have two drafts, one on music and the other on breaking bad habits.  I invite your feedback.

#146: Chris and the Teleporting Spaceships

This is mark Joseph “young” blog entry #146, on the subject of Chris and the Teleporting Spaceships.

I’ve told this story before; indeed, I wrote it up years ago for Dice Tales, and so I was reminded of it recently when I launched the Gazebos in the Wild Pinterest board in commemoration of that more famous Dice Tales story, Eric and the Gazebo.  Alas, Dice Tales is long gone, and although Eric lives on as a meme among gamers, Chris is less familiar.  So I thought it might be time to retell the tale.

I should also say that if any of my players remember any great stories of times in our games that need to be retold, they should drop me a note to remind me of them, and I’ll try to get them posted here.

Spaceship by Mehmet Pinarci
Spaceship by Mehmet Pinarci

It starts with Chris playing Multiverser as one of my original five test players.  I was trying to test a lot of things about the game, like how well it adapted itself to other people’s material (we encourage referees to plagiarize settings and other materials for game play, simply because the game can devour world ideas and the books, movies, television shows, games, and other sources are free for you to use in your own home games), so I decided to have a “gather”, bringing the player characters together, in an old game I always loved, Metamorphosis Alpha.  I had brought Chris there, and he had gathered a couple of followers by then, so he was something of a team.

It occurs to me that Tristan, at that time the youngest person ever to have played the game (I believe he was seven or eight), was one of the other original test players, and his character had attached himself to Chris’s.  Since Multiverser is an “I game”, the characters and players have the same names; I’ll try to keep them straight for you.

The basic concept of Metamorphosis Alpha was that earth had sent a huge colony ship out toward what they hoped would be a suitable colony world.  There were millions of people aboard, and facilities that imitated outdoor parks, huge apartment complexes, and much more.  At some point the ship passed through an unanticipated cloud of an unknown type of radiation, killing millions of people and mutating many more, and the ship, now with only computer guidance, continued its trip through space, passing the original destination with no one at the helm.  However, there were generations of humans, mutant humans, animals, mutant animals, plants, and mutant plants aboard, unaware that they were on a ship, forming new ecologies.  If it sounds familiar, yes, Metamorphoses Alpha was the precursor to Gamma World, the original post-apocalyptic game, and introduced many of the concepts and mechanics that were found in early editions of that game.  It was into this that I dropped my players.

Chris had also by this point learned and created a number of psionic skills, and was always looking to devise new ones.  He was known to be a bit reckless sometimes in that regard, but the other players often gave him reason to exercise some caution.

I had decided to put an expiration date on the world, of sorts, or perhaps to create a problem that would require their ingenuity to solve.  There was, at the top of the ship, an observation deck from which one could see space and some of the exterior of the ship, which would for the player characters explain where they were.  To make it interesting, I positioned the ship (Starship Warden) in a place where it was headed directly toward one star, and near enough that it would be evident that they were on a collision course.  They would have to figure out how to avoid this.  Chris and Tristan were the players who reached the observation deck first, and Chris immediately recognized the problem and started considering how he might solve it.  Not wanting to be rash, he decided to go away and come back the next day to try his idea once he had considered it.

What Chris wanted to do was teleport “the ship” forward to the other side of the star, so that it would bypass it completely.  He wasn’t stupid about it, though–he decided to run a test.  Taking his team, including Tristan, to the top deck, he prepared to test his idea by teleporting the ship forward ten feet.  Tiny Tristan wrapped himself around tall Chris’ leg (he did this whenever Chris announced he was going to try something crazy and dangerous hoping to avoid being separated from him), and with a successful roll on the dice Chris moved the ship ten feet forward.  It worked exactly as described:  the ship shifted forward ten feet, but everything and everyone on it that was not part of it or securely attached to it was now ten feet aft of their previous positions.  It was obvious that were he to teleport the ship to the other side of the star this way, he would leave himself and everyone else adrift in space here.  It was time to return to the drawing board.  It wasn’t a useless skill, and it was added to his character sheet, but it wasn’t the solution he needed here.

He came back the next day with a different idea.  As Tristan again clung to his leg, he opened a huge portal in front of the ship (it really was huge–the Warden was, if I recall correctly, twenty-five miles in diameter and football shaped) with an exit portal ten feet beyond it.  The ship began to pass into the portal and, as if it were a wormhole, to pass out ten feet away; everything and everyone aboard was similarly carried into the portal and out the other side, so it worked perfectly.  He had his solution, and it was added to his character sheet.

The next day he implemented it.

Chris never asked–I’m not sure he has ever asked even since–but I wasn’t really cruel.  I had figured that if anyone had taken sightings and done the math they would have figured out that they had a year before they would actually crash into the star–a year during which the ship would have gained momentum as gravity pulled it ever closer.  He had no idea how far from the star he was, so when he said he wanted the portal to open on the other side, I asked for some notion of where on the other side, and the answer he gave led me to understand that it was not really, in astronomical terms, far at all–maybe inside one astronomical unit.  So I let him teleport the ship to the other side of the star, but then informed him that he was really a lot closer to the star than he had been, and that gravity was slowing the ship’s forward momentum.  In a panic, he teleported the ship again, a short hop, and then again, and then on the third attempt to move away from the star he botched and teleported the entire ship into the core of a planet.  Everyone was dead, which of course in Multiverser means that all the player characters “verse out” and wind up in some other world.  I don’t remember where he went, but he had some other wild adventures, and then I tested something else.

I had put a lot of time into pirating Blake’s 7, and figuring out how to put a verser into the episodes and remove Blake.  I used this for two of my original test players, and Chris was one of them; he might have been the first one.  He did very well for quite a while, until we got to an episode which seems to have something very like magic in it, a world in which there are ghosts on a planet who are tasked with teaching people lessons about fighting.  It has a difficult set-up–I had to use three fast Federation ships under the command of Commander Travis to corner Chris with his back to this planet, and I had succeeded.  In a moment I expected it would come to a direct combat confrontation, the ghosts would intervene, and Chris and Travis would find themselves on the planet being told by the ghosts what was expected of them.  But Chris had not yet given up.  He grabbed his character sheet, and said, “I know what I’m going to do.  I know what I’m going to do.”  He thumbed through to the psionic teleport skills, pointed to one of them, and said, “I’m going to do this.”

I may have cocked an eyebrow Spock-like; I do that sometimes.  I asked if he was sure that’s what he wanted, and he was very confident.  I asked him to describe the teleport target spot to me, and he gave me a position just to the other side of the three ships that had him trapped.  I had him roll the dice.

“You succeeded,” I said.

“Yes!” he exclaimed.

“…and,” I continued, “you can see your ship adrift in space on the other side of the three Federation ships just before the vacuum of space kills you and all the members of your crew, and you leave for another world.

It was the wrong teleport spell, of course, but it was one of the most memorable moments in our games, and we have laughed about it for decades since then.  I hope you enjoyed the story as much as we did.

#90: Footnotes on Guidance

This is mark Joseph “young” blog entry #90, on the subject of Footnotes on Guidance.

Recently I have encountered someone several times who appears to me to be struggling to find God’s direction.  I could be wrong, and in any case we have no relationship which forms a basis for me either asking or advising.  Yet I was considering what advice I might give, and a number of thoughts came to mind.

There is a significant chapter on Guidance in my book What Does God Expect? which is in the main a reworking of the earlier web page Objective and Subjective Christian Guidance.  This present work does not touch on that significantly, and I still regard that an important part of finding God’s direction in our lives.  This is rather a more informal collection of observations about that direction as we experience it.

img0090Rose

The individual in question was suggesting an interest in a particular direction; I asked why, and was given a reason which seemed from my experience to be inconsistent with reality–that is, it was thought that this direction would make money, and I have been down that path many times and never profited financially from it.  Since I take it as essentially a ministry direction (although not everyone would) I was a bit repelled by the reason.  Yet as I contemplated it I realized that there were aspects to this I had not considered.  One is that I have often pursued what I perceived as a ministry direction with the notion somewhere in mind that it might incidentally make money; I just had not listed it first on the expectations in most instances (although sometimes it may have been second or third).  The other was more complicated, but I think, too, more important.

It seems to me that God sometimes directs my path by letting me see reasons for something which ultimately have little or nothing to do with why He sent me that direction.  That’s not to say He lied to me; it’s more to say that I don’t get to know the plan, only my next task within it.

The example that springs to mind occurred when I was in college, having finished two years at Luther and started at Gordon.  I had placed out of the first three terms of music theory and had not yet decided whether I should be a music major or a Biblical studies major.  My career objectives were to become a Christian rock recording artist and performer, and I could see that either direction might be valuable.  Yet at some point I came to the conclusion that a degree in Biblical studies would aid my career in Christian music more than a degree in music.  I thought it might open doors, that people would be more interested in a Christian singer with a degree in Bible than a musician who happened to be Christian.

I am certainly not going to say that the degree in Biblical studies did not help my career as a musician.  It has contributed significantly to the lyrics of my songs and “patter” in my stage presentation.  However, that “career” has been at best spotty, and I do not think anyone ever asked me about my theological degrees (I got one from Luther also).  Having a degree in Biblical studies did not do much for that career.  It did, however, open the door for me to work at WNNN-FM, and gave me a solid foundation for the beginnings of my public teaching ministry there.  That in turn, in a very odd way, began my notoriety as a Christian defender of role playing games, and the combination of my degrees and my role playing game connections brought me to the place of being Chaplain of the Christian Gamers Guild, writing several books, and writing for many web sites including this web log.  God was indeed preparing me for ministry; He just was not preparing me for that ministry.

Getting back to that young believer who appeared to be seeking God’s direction, I wrote a note suggesting a possible path, and after a week or so received no reply.  I had written previously, a month ago, on a similar subject, and that had not progressed far, so it is possible that my correspondent had decided not to pursue anything I suggested and also decided not to tell me this.  I am not offended; there is no obligation to me.  However, that caused me to think of another observation:  God often leads us where we had no desire to go.

It was 1997.  I was struggling to get Multiverser into print and promote it.  As part of that promotional effort, I polished up an unpublished article I had written almost a decade before, entitled Confessions of a Dungeons & Dragons™ Addict, and found a space on the Internet to post it.  It got a fair amount of attention, and I received an e-mail from a Reverend James Aubuchon, who together with two others had launched an organization named The Christian Role Playing Game Association.  He was inviting me to join.  I declined politely.  I am not a joiner, I was on dial-up and needed to spend whatever time I had online to promote the game that was expected to make me if not rich at least solvent, and I wasn’t particularly interested in such a group.  However, within a few weeks someone who was playing the game wrote to tell me that someone in that group was making negative statements about it, so I felt it necessary to join and address these (which were apparently entirely resolved before I got there).  Once I was a member I began to become involved, I became interested, I got asked to do one thing and another and wound up temporarily stepping into the Chaplain’s office when it was vacated by the original Chaplain who felt that it was incumbent upon him to step into the Presidency when both the President and Vice President had resigned.  Along the way the outgoing President changed the name to the Christian Gamers Guild.  I don’t know what I did as Chaplain that first year, but apparently they liked me and when finally elections were held I was elected to continue as chaplain–and re-elected to the two-year position every even-numbered year since.  It has opened doors for ministry in places I did not know existed, some of which in fact did not exist when I was in college.  God has taken me on an unexpected path that caused me to think about issues no one else was addressing, write articles and books no one else was writing, and minister to people no one else was reaching.  He did it by pushing me into a place I did not want to go.

So to any young believer seeking God’s direction, let me give this advice.  God is going to lead you.  He is not necessarily going to lead you where you think you are going, nor tell you the plan in advance, and sometimes He is going to open doors to possibilities you did not foresee and which you think are not where you want to go.  If there is not a very good reason not to go there, take the open door, explore the possibility that does not sound like what you wanted or expected, because that’s often the way God is taking you to get you to places you never imagined going.

That, anyway, has been my experience, and while I have disappointments in my own hopes and expectations not having been realized, I ultimately must admit that what God has done with me has been very special, unique as far as I am aware, because I let Him take me where I did not intend to go and went for reasons that ultimately proved to have nothing to do with His plan.

#72: Being an Author

This is mark Joseph “young” blog entry #72, on the subject of Being an Author.

One of my sons was in some sort of meeting or interview and was asked what his father did.  “He’s an author,” was his reply.

I wasn’t present, so I don’t know what was said or done at that moment, but my son got the distinct impression of disdain, a sort of, “Right, he’s a layabout who does nothing and thinks that people should give him money for scribbing on paper, but what does he have to show for it?”  My son, at least, felt that I was being insulted by the questioner’s attitude.

What strangers think of me is of no consequence, although I am concerned about the opinions of my readers and other fans (I am more than an author, being also a game designer and a musician and a Bible teacher).  I am more concerned that one of my other sons seems at times to be of the opinion that I waste my time trying to succeed at such a career, that I should have a “real” job that makes enough money to support the family.  He is not old enough to have known our lives when I was not making enough money to support the family working as a radio announcer, a microfilm technician, a drywall installer and painter, or a health insurance claims processor.  I suppose perhaps there are people who claim to be authors who lack any skill or talent in the field, and I think everyone in creative fields faces some self-doubt, some uncertainty as to whether they are really “good enough” to do this.  However, I think the notion that someone is not an author, or that this is a foolish idea, a flawed self-perception, is difficult to justify.  I am an author; I might not be terribly successful at it, but there are good reasons why the latter is not a good measure of the former.

img0072Novel

This is not really about whether or not I am an “author” so much as about what it takes to qualify for that title.  For my part, I thought I would be a musician, and had the idea of being an author on a distant back burner–in college, circa 1977, I took a class entited Creative Writing:  Fiction, and began work on a fantasy epic that quickly bogged down into trouble and wound up on that same distant back burner.  Either the Lord or happenstance, depending on your viewpoint, landed me at WNNN-FM, a contemporary Christian radio station, first as a disc jockey/announcer, working my way up ultimately to program director, with a side job editing (and largely writing) the radio station newsletter.  Along the way I developed a relationship with the associate editor of a local newspaper (The Elmer Times), which at some point published a couple of pieces of political satire I wrote, about 1983.  I was published, but I was not yet thinking of myself as an author.  I also started putting together some notes about the controversy over Dungeons & Dragons™, and somewhere around 1991 composed a draft of an article which I tried unsuccessfully to farm to a few Christian magazines, impeded perhaps by the fact that I didn’t actually subscribe to or regularly read any magazines.

Late in I think 1992 Ed Jones approached me about co-authoring his game idea, “Multiverse”, which was ultimately to become Multiverser™.  I had been running original Advanced Dungeons & Dragons™ since 1980, and he had been playing in my game for perhaps a year (and I for a slightly shorter time in his) during which we had had discussed role playing games generally at length and I had become one of his Multiverser™ playtesters; he had read the unpublished article.  In the spring of 1997 he withdrew from the project due to complications in his personal life and left me to finish the work and publish the game later that fall.  I now had two books in print (the Referee’s Rules and The First Book of Worlds), but did not think of myself as an author so much as a game designer.  I started half a dozen web sites (now all either gone or consolidated here as various sections of M. J. Young Net) primarily to promote the game; that defense of Dungeons & Dragons™ article I’d drafted a decade before became one of the founding works under the title Confessions of a Dungeons & Dragons™ Addict, along with web sites on time travel, D&D, law and politics, and Bible.  Still, the publication of Multiverser led to invitations to write for role playing game related web sites–starting with Gaming Outpost and extending to include articles at RPGNet, Places to Go, People to Be, The Forge, Roleplayingtips.com, and perhaps half a dozen others which no longer exist.  I was also asked to become the Chaplain of the Christian Gamers Guild, and contributed to their e-zine The Way, The Truth, and the Dice, and wrote a few articles mostly about such subjects as business, e-commerce, and morality in politics, which appeared on various sites around the web.  Multiverser:  The Second Book of Worlds went to print, confirming my authenticity as a game designer.

Sometime in 1998 Valdron Inc started discussing publishing a Multiverser comic book series, and since I was the in-house writer it fell to me to create the stories.  I began these, working as if they were comic books, writing individual panels.  I actually did not know that many authors who wrote books also wrote comic books and “illustrated novels”, but it was a short-lived endeavor–I wrote three issues, two episodes for each, and then the in-house artists said that there was no way that a comic could be produced on the kind of budget we had, and everything went onto that proverbial back burner, where it simmered.  However, this one started to boil over, and after consulting with Valdron’s people I rewrote those episodes and created Multiverser‘s first novel–my first novel–Verse Three, Chapter One.  Valdron put it into print, and we sold a few hardcover copies; I have no idea of the number.  However, at this point I thought of myself as an author:  I had a novel in print.

When I was in high school I worked stage crew (yeah, you probably guessed that, right?), as a sophomore for the junior class play.  At one point one of the characters questions another about a book he’d written.  It wasn’t a big deal, the author says; it only sold three hundred copies.  I’d like to read it, the questioner continued; where can I get it?  From me, the author responded; I have three hundred copies.  In the trade there has long been what is disdainfully called “vanity press”, the ability to write your own book and have it printed for a few thousand dollars, receiving a few hundred copies which you then can sell entirely on your own.  In the digital age that has become more complicated.  It is now possible to go through companies like Lulu.com and print your book at very little cost, get an international standard book number (ISBN), and have it listed through Amazon and other retailers.  That is not how those first four books went to press, but some might think they were “vanity press” anyway.  Having been through law school, I undertook the necessary steps to create a corporation, sold stock, got the stockholders to elect a board of directors who in turn appointed corporate officers, and spearheaded the effort to publish and promote the Multiverser game system and supplements.  I would say that none of us had a clue what we should do, but that’s not quite true–we all had a few clues, and we proceeded to stumble through the effort.  It would be wrong to say that the company was entirely comprised of my friends and family.  Many of the stockholders were family or friends, and most of the rest were friends of family or friends of friends, and of course it being a small company I ultimately met all of them, chatting with them at stockholder picnics and such.  My next few books were closer to the “vanity press” sort.  I wrote What Does God Expect?  A Gospel-based Approach to Christian Conduct, and when Valdron decided they did not want to be more closely associated with Christian book publishing I asked people for ideas on getting it in print, and thus was introduced to Lulu.com.  That was also the venue I used to release About the Fruit, and I have not quite completed the process of releasing a book entitled Do You Trust Me? due to a failure on my part to stick to the process.  Valdron released a book version of what might be called the first season of the Game Ideas Unlimited series from Gaming Outpost; at the same time I did the same for the series entitled Faith and Gaming that had been published at the Christian Gamers Guild web site.  Some time after that Blackwyrm Publishing approached me about permitting them to publish an expanded edition of Faith and Gaming, and thus one of my books is in print through a publishing house in which I hold no interest otherwise.

The question, then, is not really whether I am an author.  Depending on how you count them I have between eight and ten books in print (two titles were published in two different editions); some of my online articles have been translated and printed in the French gaming magazine Joie de Role, and I was for quite a few years paid for regular contributions to TheExaminer.com.  The question is at what point I became an author.

In this I am reminded that many authors struggle for many years.  Steven King’s financial problems were so great that even after he was famous and made a television commercial for them, American Express would not authorize a card for him; he kept a day job as a teacher until he sold the movie rights to Christine, which is when the tide turned for him.  Was he an author when his books were not bestsellers and he had to teach to support himself?  J. K. Rowling struggled as a single mother, and reportedly received a mere six thousand pounds for the rights to the first printing of Harry Potter and the Philosopher’s Stone; she is now reportedly wealthier than the Queen of England.  Was she an author when she was writing the book that started it all–and if so, who knew?

I have always been a musician; I have never made much money at it.  I have composed hundreds of songs, performed thousands times, been part of dozens of bands, choirs, combos, performing groups, and accompanist groups, and had some avid fans (in college some wanted to print Bach and Young T-shirts, but it was not so easy then).  I have one album, Collision Of Worlds, on the market.  Am I not a musician because I don’t make a living at it?  There are thousands upon thousands of singers and instrumentalists who play bars and nightclubs, weddings and parties, who hold regular jobs; it is a joke in the music industry to say to a young musician, “Don’t quit your day job.”  Are those not musicians, because they cannot support themselves doing what they love?

I am not an artist, but it is typical in the art world that painters and sculptors struggle for decades to make a name for themselves, to make a living creating artwork, only to die penniless–and then suddenly to have everything they ever created leap to new values.  Were they not really artists during their lives, but became so the moment they died?

In the creative world, people create, and it is that aspect of creating that makes them authors–or poets, artists, musicians.  Some authors eke out a living; some become incredibly wealthy; some spend more than they earn trying to become known.  That is true in all the creative arts, including filmmaking–for every Robert Townsend Hollywood Shuffle success story there are dozens of good but failed independent films.  Herman Melville was not well known prior to writing Moby Dick, despite having written for newspapers and magazines.  Being an author is not primarily defined by commercial success; it is defined by creative product.

I should footnote this by mentioning that that first novel has now been released on the Internet, and the second is following it in serialized format beginning today.  I am an author, even if I give away my product.  Your support through Patreon and otherwise helps make it possible for me to publish and you to enjoy some of that.  It does not change whether I am an author, only whether I am viewed as successful.