
Philosophers should stop talking about their kids.
What’s killing opera? Hint: it’s not opera.
Philosophy, poetry, Craigslist, and language.

Philosophers should stop talking about their kids.
What’s killing opera? Hint: it’s not opera.
Philosophy, poetry, Craigslist, and language.
The Hemingway Daiquiri:
1.5 ounces white rum
.75 ounces grapefruit juice
.5 ounces lime juice
.5 ounces maraschino liqueur

Theory of the E-book puts forward (in an overdramatized fashion) the idea of the e-book as essentially being an object of spiritual existence. Basically, exhuming the body of Rene Descartes for some old fashioned mind-body dualism.
But, of course, this isn’t inspired by the Cartesian demon, but rather by the modern ‘brain in jar held be aliens’ formulation.
Actually, I like to think of it as the manga formulation – the e-book as the literal ghost in the shell. Meh.
I like Hobby Lobby. I mean, no, it’s a mom and pop place, but it was one of the highlights of certain shopping excursions.
My better half would drag me a to fabric store that was next to a Borders (now a Books a Million; thankfully, there’s still a bookstore in the spot) and then to Hobby Lobby. I loved looking at the sketchbooks and the easels.
It turns out that the management of Hobby Lobby are collective a–hats.
They are suing to deny contraceptive coverage to their employees.
I understand the owner’s religious objections. In my personal life, my partner and I do not, in accordance with my Catholic faith, use contraception. That’s our choice. And if she decided to take birth control pills, that’s also her choice. Her religious beliefs do not require adherence to the non-practice of contraception.
And Hobby Lobby’s spokespeople and lawyers are talking like they’re going to dig in their heels on this one.

The last time I wrote about my D&D’ing, I said that making the characters roll straight 3d6 in order was a mistake. And I sort of still agree, but I am seeing some benefits – the players are very aware that their characters are relatively powerless.
This has created a situation which has made things interesting, in that the characters are fairly wary of engaging and are more likely to find ways to avoid combat. While it’s caught me off guard a couple of times, it has added an element of randomness to the game that I like, the randomness, for me, creating a sort of naturalism.
Of course, as the characters rise in level, that’s changing a bit… I may have to pit them against something really brutal…
I am still struggling, I fear, to paint a clear picture of the world. Partly, this is because I am not very good at drawing maps that could provide an overview of what the world looks. I did do one map, but it was laughably simplistic and bad. Simplistic, in that was I was clearly trying to paint over my inadequacies with crudeness. And bad, because, well, it was bad.
The consequence of this is that the players don’t have as clear a picture of the world their characters exist as they should.
I sometimes fear I am making the ‘plot’ too complicated. Partly, I have gone somewhat overboard in creating options. Having been too directed, at first, I go into each session with, in essence, at least three different adventures for the players to choose from.
The last time we played, I allowed a random dice roll to let them explore a tomb that opened up a whole bunch of plot options. This absence of direction, I think, sometimes makes it difficult for the players to keep up with what’s going on and who’s connected to who. But, then again, maybe that’s how life is?