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Below are the 20 most recent journal entries recorded in lumpley's LiveJournal:

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Sunday, May 29th, 2005
10:04 am
Star Wars 6, or 3, or whatever the hell
The Revenge one not the Return one, is the one I mean.

Anyhow on the movie list I didn't list it! On account of how I watched the kidz0rs instead so that everyone else could go see it, on account of I can tell which way the wind blows. Sucky movie + peeing on my childhood = maybe I'll skip it.

Anyhow, the point is: Star Wars III [or VI, whatever] in 15 minutes. Link via madmoses.
9:30 am
Waaaaaay over 70
Movie meme
Last seen at lelak

Take this list and post it into your own LJ, and bold the movies you've seen. Add five more movies to the end of the list. Count how many movies you have seen. If you've seen more than 70 movies, you are a "movie whore". Post the score of how many movies you've seen in the subject line. Use a LJ-cut since you've got at least one LJ-friend who doesn't really want to see an ungodly number of movies snaking its way down the computer monitor.

Accordingly...Collapse )
Tuesday, March 29th, 2005
6:40 am
Soul Mama number 14 in my pants
This morning in my pants
Trying to see Jesus in my pants
Jealous lover in my pants
Something's going on with the nation's army in my pants
I don't want to have sex with you in my pants
Come together in my pants
Cold and lonely in my pants
Gaudete in my pants
Chose to lose you in my pants

This is a song title game, in case you're baffled.
Wednesday, March 9th, 2005
10:28 am
Oh all right, I'll take the real religion quiz, the BeliefNet one. I already know I'll score as a secular humanist first and not an atheist until like #10 or something, but here:

1. Mainline to Liberal Christian Protestants (100%)
2. Secular Humanism (99%)
3. Liberal Quakers (98%)
4. Unitarian Universalism (98%)
5. Neo-Pagan (82%)
6. Theravada Buddhism (73%)
7. Bah?'? Faith (71%)
8. New Age (69%)
9. Nontheist (66%)
10. Taoism (61%)
11. Christian Science (Church of Christ, Scientist) (59%)
12. Church of Jesus Christ of Latter-Day Saints (Mormons) (58%)
13. Orthodox Quaker (57%)
14. Reform Judaism (57%)
15. Mahayana Buddhism (56%)
16. New Thought (47%)
17. Mainline to Conservative Christian/Protestant (45%)
18. Jehovah's Witness (43%)
19. Scientology (40%)
20. Jainism (39%)
21. Sikhism (38%)
22. Seventh Day Adventist (25%)
23. Islam (22%)
24. Orthodox Judaism (22%)
25. Hinduism (21%)
26. Eastern Orthodox (18%)
27. Roman Catholic (18%)

Holy crap. How on earth did mainline protestant edge out secular humanist? Is it because I said that baptism or initiation could contribute to spiritual experience? Is it because I selected low importance for all the questions about God, the afterlife, and the oriins of the universe, and high importance for all the questions about morality and ethics?

I'm thrown a loop.
9:54 am
You scored as Dirty Piercings. AH!!! You dirty person you! Put that away!!! Who did that for you!? Your the kinkiest of the kinkiest and probably think you're hot stuff. Well, maybe you are but that's kinda nasty. Ew. Weirdo.


Dirty Piercings




Cartilage Piercing


Lip Piercing


Belly Button Piercing


Nose Piercing


Labret Piercing


Earlobe Piercing


Tongue Piercing


What Piercing Are You?
created with QuizFarm.com

This one was much less squinty and more fun than the religion one.

I knew what my result would be after like the third question.
9:28 am
You scored as atheism. You are... an atheist, though you probably already knew this. Also, you probably have several people praying daily for your soul.

Instead of simply being "nonreligious," atheists strongly believe in the lack of existence of a higher being, or God.




















Which religion is the right one for you? (new version)
created with QuizFarm.com

I had real trouble with a bunch of the questions.

"Women and men are equal in the eyes of God."
"Jesus: A historical figure; neither God nor a prophet."
"God's existence cannot yet be proven."
"People are not inherently evil; they are just weak and have free will."
"'Evil' as many religions see it does not exist; 'evil' is just imbalance and human mistakes."

I can neither agree nor disagree to those.

Several others made me squint, like "All life organisms alive today were created through random processes." Do non-religious people generally consider natural selection to be a random process? I suppose it is, if you do violence to the definition of "random."

Blah blah blah.
Tuesday, January 25th, 2005
8:49 pm
Via benlehman.

I give this quiz an A+ for hair color.

You scored as Eowyn. You're Eowyn! Eowyn is a brave young lady of Rohan. She is not afraid to stand up for what she believes in, and would be willing to die for her cause if necessary.
"Women of this country learned long ago those without swords can still die upon them."




















Which LOTR character are you?
created with QuizFarm.com
8:15 pm
Via madmoses.

I am a member of 1 clique of size 7

imester, heron61, lumpley, skelkins, kiplet, jemale, jakesquid

Find the largest clique containing:

(Enter your livejournal username here).

That's a happy clique for me! Even though I live waaaay over here, at least I get to hang out with them in an abstract LiveJournal way.
Saturday, January 22nd, 2005
11:23 am
Spotted at blueheron, quiz at Jenny Turpish Slapped Me, particularly: here.

My sense of humor is:

Sunny/Dark: 8/10
drY/Gross: 3/10
Traditional/Offbeat: 6/10
Active/Passive: 8/10

You are a DYO--Dark Dry Offbeat. This makes you a Neurotic.

You are acerbic, cynical and can smile while you're tearing someone apart. You efface others as you would be effaced yourself, and no topic is taboo -- rape, renal failure, the Challenger explosion (Christa McAuliffe so-o-o had it coming). You like characters as quirky and upsetting as yourself. You are Dorothy Parker minus the Ayn Rand aesthetic. I have some friends like you, and they're funny as all hell.

You would watch The Day After and heckle the fashion.

You might like Seinfeld (and Curb Your Enthusiasm), the Fey/Fallon Weekend Update segments, Mean Girls, and anything Michael Ian Black is doing (VH-1 specials, Viva Variety, The State, flossing).

Of the 7482 people who have taken this quiz, 3.9 % are this type.

Your Active humor score of 8/10 means you are a comic house on fire. You are Def Comedy Jam (for the first five minutes, before it becomes repetitive and degrading). You are a library of witty rejoinders, in-jokes, ad-libs and meatballs. Yeah, I said meatballs. They're underrated.

The trick for you is to ease yourself into a situation, since you have the capacity to dominate. If you're socially well-adjusted, you're awesome. If you're kind of nervous and twitchy like Daniel Radcliff in the Prisoner of Azkaban special features, then there can be trouble.
Thursday, January 13th, 2005
7:18 pm
From madmoses:
If there is at least one person in your life whom you consider a close friend, and whom you would not have met without the Internet, post this sentence in your journal.
Sunday, January 9th, 2005
9:47 am
Let's see, I think I saw this one at jasonlblair.

The quiz is here.

I was, in fact, a boy scout, but not a very good one.

eXpressive: 4/10
Practical: 7/10
Physical: 4/10
Giver: 6/10

You are a RPIG--Reserved Practical Intellectual Giver. This makes you a Rock of Gibraltar.

You are loyal, kind, thoughtful and conscientious. You're a good person. You make everyone around you happier and better, even if you yourself are not at your happiest or best. You just care so much about your friends and loved ones that you can't help giving them everything of yourself. It can wear you out, but you'd never let on.

You're successful, smart and fun to be with, but your self-esteem could use some boosting. You don't like conflict, and you don't like demanding things for yourself, so you can feel unappreciated. But then you wonder if you don't deserve to be appreciated. You do!

You have many small crushes, but it takes you ages to get to a serious stage with someone. You get so caught up second-guessing yourself and worrying if the other person really *likes* likes you that you never dare to make the first move. Generally you end up with another clever RPIG who knows one when s/he sees one. This adds up to one long courtship. Fortunately this also adds up to one long marriage.

You would never cheat. You would never hurt anyone's feelings. You are so sympathetic and give so many second chances that it takes a lo-o-ong time for anyone to get on your bad side.

Your only problem is you can be *too* thoughtful -- you can end up worrying and getting hung up over nothing.

You may be a boy scout.

Of the 174732 people who have taken this quiz, 7 % are this type.
9:24 am
And here is: the 23 questions meme!

Why oh why, world, why oh why do we call these things memes?
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9:02 am
Seen at beingfrank, also xiombarg:

1. Go To Mapquest.com
2. Click on Directions
3. Enter your Current Address and the Address of your Childhood Home (or at least the town if you don't remember the exact address)
4. Put the time and distance in a post like this.
5. Don't forget to repost these directions. (Not the door to door ones).

Total Est. Time: 35 hours, 27 minutes. Total Est. Distance: 2353.37 miles.

So that's kind of a hike.
Friday, December 10th, 2004
9:14 pm
Nabbed from mikegentry, a scary and revealing meme.

Family unwelcome. This means you, mom. Keep out.

01. Read it
02. Steal it
03. Bold what applies
04. Add your own, and let grow.
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Wednesday, December 8th, 2004
7:41 pm
Well, huh. I'M love.
[info]lumpley is love
brought to you by the isLove Generator
Wednesday, February 4th, 2004
10:30 pm
Dogs in the Vineyard: Playtest Forum
I wanted to send personal invitations to all of you, but I can't figure out how to do it through LiveJournal, so: one big invitation.

If you've been following Dogs' development, you're invited to join my super-secret playtest forum at the Forge. Scoot on over to http://www.indie-rpgs.com/ , sign up, then tell me your username either in a reply to this post or in a private message to lumpley. I'll add you to the Dogs Playtest usergroup.

If you're already a Forge person, just tell me your username.

I hope that all of you come! I've really appreciated your involvement so far.

Sunday, January 25th, 2004
4:04 pm
Dogs in the Vineyard - thresholdin'
Dogs in the Vineyard is all designed. Now I'm writing.

ScottM, Tom, Ben, PatientFox: here are the final conflict-in-chargen rules:

Make your character. Say something that you hope your character has accomplished during his initiation/training. We set a stage, roll, play out the conflict. Take your win or loss as a 1d6 Trait: "I distinguished myself to the teacher of scripture" or "I failed to overcome my fear of blood" or whatever.

Thank you for your help!

We had a t-rif playtest last night. This new character creation rule works great. The new ceremony rules are sweet. It's as easy as all monkeybutt to GM - seriously, I've never GMed a game so easy. (Although capturing and communicating how to GM it, so it's as easy for my readers, is gonna be hard as all monkeybutt.)

So - there it is. I love the game with my heart again. I'm aiming for a full first draft by the end of February, still. If any of you are considering playing it yourselves, tell me and I'll put together a current document for you. Don't use the outline as it stands right now.

Oh! Speaking of which. I'm thinking about asking Clinton for a hidden playtest forum at the Forge, like Paul had for My Life with Master. You'd all be invited. Any thoughts about that?
Friday, January 2nd, 2004
10:26 am
Dogs in the Vineyard - introducing the conflict dice during character creation
I think I have a solution to the timidity / barroom brawl / mediocre first exposure prob!

This goes in Character Creation
You have to take "I'm a Dog" as a Trait. However, you roll conflicts to assign dice to it. Here are the conflicts:

Facing a Demon
What's at stake: do you deal with the demon effectively yourself, or do your instructors at Doggie School have to step in?
You roll: Heart+Will. You're allowed any Ceremonial Traits you came to Doggie School with, but not "I'm a Dog" or anything else you've learned here.
GM rolls: 4d6+3d10. The demon inflicts d6 spiritual Fallout.

Cross-country Pursuit
What's at stake: do you make it back to base before the guys chasing you catch you?
You roll: Body+Heart. You're allowed any relevant Traits you came to Doggie School with.
GM rolls: 4d6+4d8.

Mock Ambush
What's at stake: do you make it safely to base or do you get "killed"?
You roll: Acuity+Will. You're allowed to escalate to sneaking, running, punching, or whatever, as appropriate. You're allowed any relevant Traits you came to Doggie School with.
GM rolls: 3d6+4d10, plus 3d6 whenever you escalate. "Shooting" with blanks inflicts d4 Fallout, physical blows inflict d6 Fallout as always.

If you lose all three conflicts, your "I'm a Dog" is d4. For each conflict you win, bump it up a die size: d6 for one win, d8 for two, d10 for all three.

You get Fallout for these conflicts! Including good Fallout, which is frankly the more likely. You needn't justify your Fallout by what happened in the particular conflict, you can spin it out of your experience of Doggie School as a whole.

If between you and your GM you'd rather, you can play out just one of the conflicts, assume that of the other two you lost one and won one, and take "I'm a Dog" at d6 or d8. Be sure to choose which one of the unplayed ones you won, and which one you lost - but you don't get any Fallout for them.

If you've been playing and you're making a new character mid-game, skip it. Buy "I'm a Dog" as a normal starting Trait.

I'll provide a stage, stage dressings, and NPCs for the three conflicts, which please feel free to make suggestions.
Wednesday, December 31st, 2003
9:05 am
Dogs in the Vineyard - actual play!
Brennan Taylor of Galileo Games played Dogs! Here's his report.
I ran the playable draft that you had posted, and my memory of the various world details you had put up on the site. Since the only printed material was the draft, I winged the world description a bit. Your continuing discussions of the world contradict a bit of what we did, and I might change a bit of what I did based on the new stuff.

I had four players, two veteran gamers with over ten years' experience and two guys who had never played a pen-and-paper rpg before. These two took a little bit to get up to speed, and were mostly nervous about screwing it up more than anything. Overall, reaction to the game from these folks was favorable. The new gamers were very interested in the hobby as a result of the session. One of the veteran gamers was really impressed with the game world, and she told me that she especially liked the fact that the PC Dogs were welcomed by the whole community in the streets and treated like celebrities, and yet they had come to basically rock the boat in the community.

The basic "Something Wrong" I came up with was a bit unorthodox, but worked pretty well. In a small town, one of the community members has decided to leave town and live in the hills, to better commune with the King of Life (pride). This is unorthodox, and the Branch has tried to persuade the man to come back to town which he refuses to do. Taking pity on him, several women in town have been bringing the hermit food, and he has begun to explain his thinking to them. They believe he is an especially holy man (false doctrine), and although they are not yet followers, they are quickly moving that direction.

We were only able to play for about an hour-and-a-half, so the whole situation didn't get resolved. There were two rolled conflicts in that time, neither particularly physical in nature. Based on these, I have some questions about the mechanics. I understand the See and Raise process when it comes to physical conflict, but in both situations that came up during our play, I was unsure exactly how to implement the system.

In the first instance, the players wanted to track and kill some game for dinner as they travelled through the wilderness. In a situation like this, I had a hard time figuring out how many dice to use as the GM.

The second conflict came up at a group dinner where the players were trying to learn information about the local situation and the townsfolk were trying to stonewall them. Three player characters were involved in the effort, as well as a large number of NPCs. Who got to roll, and when, was unclear, as well as how many dice I should roll as GM.

I was working from a draft only, and that may have been the cause of my confusion, but determining my dice was a problem in both instances. In the case of wild game, how would one determine the number of dice? In both cases, success for the players seemed extremely easy, and I didn't feel the second conflict was challenging enough for them. The player still had half her dice pool when I ran out.

Also, should the GM hide his dice from the players? I rolled them in easy view, which seems to take some of the tension out of the See and Raise process.

One of the players (a veteran gamer) also commented that he didn't like rolling so many dice. I think this is a personal style issue, but he felt too many were required.

Overall, I think the game world is really strong and interesting, but the dice mechanic in the draft isn't explained well enough yet for all of the situations that emerged in play.

First of all, I consider any play of my game a gift. Thank you. Second of all, this is exactly precisely the kind of feedback I need! Thank you again.

Read more...Collapse )
Tuesday, December 30th, 2003
3:43 pm
Dogs in the Vineyard - things
Your standard thing is worth dice if you bring it to bear on a conflict - that is, if you employ it concretely in a See or Raise. Here's how many:

If it's a standard crap thing, it's worth 1d6.
If it's crap but large, it's worth 1d8.
If it's so crap it's dangerous, it's worth 1d4.
If it's not crap, it's worth 2d6.
If it's not crap plus large, it's worth 2d8.

All guns are worth an additional d4:
A standard crap gun is worth 1d4+1d6.
A large crap gun is worth 1d4+1d8.
A dangerously crap gun, rusted, cracked, with a cylinder that won't stay put, like Russell Crowe's in the Quick and the Dead, is worth 2d4.
A non-crap gun is worth 1d4+2d6.
A non-crap large gun is worth 1d4+2d8.

If it's not written on your character sheet, judge its crapness by what you're using it for. For example there's a big, non-crap bowie knife on the table, I don't know whose. I wedge it into a doorframe to stop the door from opening. The GM says "it's kind of crap for that, but it's large," so I roll 1d8 and add it to my side of the conflict. Improvised things are almost always crap. Some are dangerously crap. GM's call, always. In some future conflict, I pull it out of the doorframe and go to gut somebody with it. Now I'm using it for what it was made for, so I get to roll its big non-crap 2d8.

If it's written on your character sheet, however, roll its dice as written no matter what you're using it for. For example: "I've got a big, non-crap bowie knife: 2d8." I wedge it into a doorframe to stop the door from opening. I roll the whole 2d8! That's why I wrote it on my character sheet, yo.

You can lose things from your character sheet and add things to your character sheet only a) via Fallout and b) between towns. (Between towns, update your possessions on your character sheet to reflect what your character's actually got.) Which means you can carry around the big non-crap bowie knife from example 1, and whatever you use it for determines how many dice it's worth, until you spend rolled-a-one Fallout to add it to your character or until you take it with you when you leave.

If you have a thing on your character sheet, a) you can erase it from your character sheet because of Fallout without your character physically losing it, it's just no longer part of your character. (You must, as always, justify this by what happened in the conflict.) Plus b) if I want to permanently take it away or destroy it, I have to make it what's at stake in a conflict, and if you win I can't. Plus c) if I've taken it away, you can call for a conflict where what's at stake is do you get it back, and if you win, you do.

Similarly you can spend rolled-a-one Fallout to write a thing on your character sheet even if your character isn't in possession. Like Wayne and his guitar. It's not worth dice unless you employ it in a conflict, though, of course.

This is pure genre emulation! Watch a movie and you'll see exactly this in big, glorious technicolor! Do not give me grief, you! I'm simulating movie reality here, not reality reality.

I'm almost certain that, while the mechanics in the game text will be just these, I won't call it "crapness."
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