Monday, February 23, 2015

From the Vault: Write Angry

From the Vault: Write Angry — Blue Ink Alchemy

Today feels like it's going to be a big change for me. Which is good, I have needed it. But I have also been struggling with a lack of inspiration, so while I head downtown for what is hopefully the first day of a new endeavour, here's a reminder to myself - and to you - about the best time to write. Even on a Monday.
Courtesy floating robes
Courtesy Floating Robes
Mondays can be difficult. Yesterday especially was a trial. The days in which I am legitimately frustrated, angry, or stressed about a project in front of me have been few and far between, but this was a doozy. I drove home from the office hours after I'd usually leave, thinking about how tired I already was, the level at which I was enervated, and keeping the fury from informing the hands on the wheel. It occurred to me that it was the perfect time to write. Neil Gaiman has said you need to write when you're uninspired. This is true. Chuck Wendig's advice on when and how to write tends to be condensed into little profane gems like "Art Harder, Motherfucker!" and I agree with him, as well. Indeed, it applies no matter what emotional funk you might be in: a dark one, a dour one, a sad one, an angry one. If you're a writer, it's important to keep writing. Remember that the words you don't write will never be read by another person. That world in your head will never really come to life. Just keep that in mind.
Blue Ink Alchemy

Friday, February 20, 2015

500 Words on Free-To-Play Games

500 Words on Free-To-Play Games — Blue Ink Alchemy

Courtesy Supercell
I know there are a lot of people who consider "free to play" a dirty word. Or a dirty series of words. A dirty turn of phrase? Anyway, they don't like it as a concept. And I can understand why: it sounds like a bait-and-switch. A game like League of Legends or Hearthstone or Jetpack Joyride or Clash of Clans is free to download, sure, and yes, there are ways to play that require zero financial investment. But to really compete, or even enjoy the game? Only the first hit's free, friend. There are a few instances where this is true. However, not every free-to-play game is pay-to-win. A bunch of folks on message boards will certainly contend that idea. "So-and-so is just pay-to-win bullshit," regarding some of the games I've mentioned. But are they really? I can only speak to gaming experienced I've had personally, or am having, but I'd like to think that even with my own experiences, I can contend the points being made by others in a professional, semi-objective manner, without degenerating into name-calling and insults regarding someone's mother. League of Legends, and to a similar extent Heroes of the Storm, alleviate their barrier for entry (i.e. paying for the in-game characters players want to use) with a rotation of free characters that changes from week to week. On one level, this means that folks unwilling or unable to invest in the game always have something to try out. On another, it allows those with discretionary spending habits to try before they buy. One of the things I like about the store in Heroes of the Storm is that quick, helpful descriptions of each hero appear when you select them, including what role they fulfill, how they do their combat, and a general level of difficulty in playing them. It makes me more inclined to play the game, actually, since I have a notion of what I'm in for when I try someone out. Hearthstone is happy to provide you with a brace of basic cards as soon as you get into the game for the first time. And while you might not think it possible, you can put together decks with these cards that actually win games, at least well enough on the ladder to earn you the monthly card back. Decks that have been constructed with Legendary minions and following guides do, in fact, lose to decks built with basic cards from time to time. Such is the nature of a card game with randomization elements like, say, shuffling. As for the mobile games I've mentioned, money tends to get you acceleration rather than outright wins. You can achieve your goals for free, but it takes a long time. It's more a test of patience than anything else. While I have yet to spend a dime on Clash of Clans, I'm also to a point that I want things like upgraded Barbarians and Wizards NOW, dammit. Blast you, Clash! I totally blame Liam Neeson.
[tube]GC2qk2X3fKA[/tube]

Blue Ink Alchemy

Tuesday, February 17, 2015

From The Vault: Let Your Characters Speak

From The Vault: Let Your Characters Speak — Blue Ink Alchemy

I've been completely off of my rhythm for the last few days. I'm trying to get back on track and focus up on the important tasks in front of me. While I do, here's a piece on showing and not telling.
"Because I say so." How many times have we heard that phrase? Parents say it to children. Employers say it to their employees. Unfortunately, writers also say it to their characters. When a character does something that seems entirely unreasonable, or makes a sudden change to their behavior based on little more than impulse, or there is a drastic change in an adaptation between the original character and what we as the audience experience now, it's because the writer says so. The plot or the writer demands it. To me, there are few things lazier. Letting the plot dictate the actions of your characters robs them of their agency. Without agency, your characters become even more difficult for the audience to engage with on a meaningful level. If your audience is disengaged, how are they supposed to care about the story you're trying to tell? Just like a good Dungeon Master in Dungeons & Dragons acts more like a guide for their players than a dictator, so too does a good writer gently guide their characters rather than imposing themselves upon events, undermining the characters' wills and reducing their significance. Even more egregious, to me, is the writer who seems to preserve the agency of a character but railroads them into something that goes against their development for some author-centric reason. If you ever find yourself saying "This character wouldn't do that" or "Why did this scene happen in this way? It makes no sense for them to do this," you've seen what I'm talking about in action. I'm avoiding specific cases in the name of avoiding spoilers, but that's what the comments are for! Let's talk about some of these things, especially ones that piss you off. We need to be on the lookout for this sort of thing. There's no excuse for lazy writing. Not even a deadline is an excuse for a story that makes no sense or does not engage us. If you are writing to inform, to inspire, or even just to entertain, it is worth taking the time to get the words right, set the scene just so, and let your characters speak for themselves, rather than cramming words into their mouths that don't necessarily fit. Your characters are more than pistons in your story's engine. Remember that, and your story will be that much better for it.
Blue Ink Alchemy

Monday, February 16, 2015

Flash Fiction: Sorceress of Flame, Part 2

Flash Fiction: Sorceress of Flame, Part 2 — Blue Ink Alchemy

This week's Flash Fiction challenge over at Terribleminds is to write the second part of a four-part story started by someone else. I picked "Sorceress of Flame" by Toni J, whose site you should definitely check out. --- Part 1, by Toni J --- The magic in dragonflame lingered long after any heat had died away. Lady Sera knelt down and pressed her hand to the ground. The charred earth sent a shockwave through her body. Broken wagons and barrels littered the ground beneath the black skeletons of trees. This place had been a popular trade route not a week ago. Now, it was a grave. Olvar stood a few paces behind. He picked up a skull, and dusted off the ashes. "Poor souls. Is this the work of the monster we seek?" It couldn't be. Her father was drawing a pact between dragons and men. It would be signed by month's end. Why would a dragon risk destroying that peace? But, the forest had all the evidence of a dragon attack. She rubbed her arm as she stood up. "I admit, it feels like the scars of dragonflame. When the villagers described what had been terrorizing them, I didn't believe it." "Dragons are ruthless, uncontrollable beasts. It's only natural they would stoop to this depravity." Lady Sera clenched her jaw at the insult. She'd known many dragons; even the most ruthless could never be called mere beasts. "I… come. Let us find Juniper. Perhaps we can catch this creature before any others get hurt." Olvar spoke a blessing over the skull and placed it back on the ground. They followed the trail of destruction north and west, toward the mountains. A dragon would be impossible to track once it reached the peaks. Lady Sera gripped her staff tight as they approached the shredded carcass of a goat. "Something isn't right." Olvar sniffed the air. "Agreed. The meat's soured, but still smoking." "Over here. Another berry bush, burnt to a crisp. The evidence is too evenly spread to be random." "A trap, then. Very good!" He rushed forward, pulling his longsword from its sheath. Lady Sera reached out to stop him. "Wait! Juniper hasn't caught up yet. Olvar!" It was too late. The paladin let out a battle cry as he disappeared into the darkening woods. Lady Sera wreathed her hands in fire as she rushed after him. The magical flame lit the forest around her. She followed the sound of Olvar crashing through the underbrush. She heard a falcon's shriek overhead; Juniper's hunting bird meant the ranger would be near. Soon after, a bellowing wail pierced the air. Lady Sera's heart sank. It was a dragon after all. Massive wingbeats sent gusts of wind through the trees. When she reached the open cliff, she saw Juniper firing two arrows into the dragon's right wing. The creature flapped once, twice, zigzagging over the foothills. Olvar heaved and wiped the sweat from his brow. Bronze blood tipped the paladin's blade. "We were close. Next time, the monster won't be so lucky." Lady Sera shook the magic flames from her hands. "He won't get far with those injuries. We should rest a while." Olvar wiped the dragonblood from his blade and saved it in a vial. "When you said you were hunting, Junie, I thought you meant boar." "Never fear. Hera and I caught four rabbits. Build the fire and you can have two of them." Olvar piled the wood and set out bedrolls. Lady Sera struck the flint and bent low to blow on the sparks. They only caused a little smoke. She checked to make sure nobody was watching, and spat into the tinder. The fire sprang up instantly. She sat back to find Juniper shaking her head. "Don't waste your mana on our fires. You're going to run out of replenishment potions." Lady Sera laughed, perhaps a little too loudly. "I've never been good with the flint. Magic's expensive, but it's easier!" During their meal, they discussed the scene of the dragon attack, and the creature responsible. Lady Sera had a host of questions, very few she could ask aloud. "Did you see the dragon, Junie?" The ranger shifted in her seat. "It was dark. Must have been a male, though. A real brute." Olvar grunted as he tore off a chunk of leg. "What do looks matter? Tomorrow the beast will die, and we will collect a kingly reward!" Lady Sera's appetite waned as she considered the possible dragons in this land. None that she could name deserved death. An interloper, perhaps? Her father would want to know of it. If she could identify him or her, she could alert the dragon leaders. They would lose their bounty, but what was gold compared to peace? Later that evening, she waited for her companions to sleep. Olvar's snoring kept the mountain wolves at bay. Juniper's breaths grew deeper and more peaceful. Once she was certain they wouldn't follow her, Lady Sera snuck off in the direction of the wounded dragon. Dragonblood made a pungent trail through the foothills. Each drop reeked like a smelting factory. Where it touched stone, the surface became metallic. Lady Sera's nostrils flared as she took in the scent. Mixed in with the blood, there was something… else. She followed that new, strange aspect straight into a bramble patch. She hardened her arm from the thorns while she reached inside. The source of the mystery smell was an arrow. By flamelight, she noticed thin layer of poison coated the barb. She wrapped the arrow in fabric and tied it to her belt. A low roar rumbled up ahead. Lady Sera took off toward the sound of the dragon. She found the wounded creature a mile later. It thrashed in the underbrush, dragging one wing along the ground. She cautiously approached, staying outside the range of a lashing tail or snapping jaw. "Great One, I am Lady Sera of the Flame. Please, speak with me." The dragon wheeled on her. His golden eyes were clouded over. She held up her fire-wrapped hand to see him better. He staggered toward her; his slick, black scales reflected the orange light. Lady Sera's eyes widened. "Father?" --- Part 2 --- For a moment, the grove was covered in an aura of utter silence. Dragon and sorceress stared at one another. Lady Sera's breath caught in her throat. Her father's countenance was aggressive, almost feral; had he been so gravely wounded that he was blinded by his pain and his rage? Even at their most calm, dragons were dangerous creatures. Wounded and slighted, they were far more likely to strike rather than talk. After a hearbeat that felt far too long for its own good, the golden eyes of the dragon cleared slightly. Vertical pupils blacker than obsidian narrowed within molten gold irises. Then, after a moment, she heard what was both a relief and a concern. Daughter. You are the last presence I expected in this wood. Lady Sera bit her lip at the sound of her father's heart-song. In their natural forms, dragons did not have the proper structure in face and throat to make the sounds required for most mortal languages. Instead, when a dragon wished to converse with a mortal (and was uninterested in taking mortal form themselves), they focused their wills into a projection of their part in the song all dragons shared. It sounded like a chorus in Sera's mind, low and harmonious, dangerous and soothing all at once, the words emerging from the song after a moment of clear, beautiful music. The concern was that the voice of Vorathrax, her father, sounded somewhat strained. She approached, eyes on the dark ichor that stained his scales. "Father, you're wounded!" Yes. The dragon turned his head to regard the gash in his shoulder. An envenomed arrowhead, slipping past my scales. An expert shot from a practiced archer. One of your companions? Lady Sera winced. "Yes. Juniper, the ranger." Vorathrax chuffed, smoke billowing from his nostrils in brief, singular puffs. Better her than that oaf of a warrior you slum with. "The wound is deep. You could die." I have endured far worse, and you know it. Even as she heard his words, she watched him settle his four feet into the earth, then turn in a circle three times, reminding Lady Sera of a housecat. As he did, the song she could hear grew in pitch and depth, and she felt a sympathetic chord struck within her own being. Draconic magic was not like the arcana studied by mortals; dragonsong was a fundamental part of creation. As he rested, curling up on the ground, Sera approached. The dragon opened one of his eyes to study her, then closed it again. She slid into the center of the circle created by his body. Her father's breath rumbled deep beneath the scales of his chest. "Did you attack that caravan?" No. Of course not. That was Skarathrax. Sera nodded. Skarathrax was her half-brother, a young and impetuous dragon. "What set him off this time?" Farouk and I were teaching him some of our history. He was struggling to pay attention. I chided him. He flew off in anger. "What were you discussing?" Some of our interactions with mortal-kind. Farouk and I were sharing stories regarding the songs that change form, for a time. "Like how you met my mother." Just so. The music paused, and Vorathrax huffed again. It was perhaps not the best subject upon which to educate him at this point. He needs to shed soon. He is always cranky before a shed. She nodded, resting her head on her father's chest. Serathrax. The feel of her own name, full and in the music of her father's blood, made her shiver. You should come home. "I can't. The mortals have to be taught that you're not all dangerous. And you're far from savage animals." And you come into the wild hunting us as part of this education? "It's my hope that one day we'd find a dragon who would be willing to share their heart-song with someone other than myself." Your optimism has always heartened me. She felt a rumble in his chest; it was a sound of contentment and comfort. But you know, daughter, that those of us willing to mingle with mortalkind are few. And when we do, we prefer to do it in a form more familiar to lesser beings. She nodded. "I know. But I still have hope." For a time, neither of them said anything. Then, her father's heart-song, more melancholy and soft, drifted into her mind. How is your mother? Sera swallowed. "She's ill. Nothing threatening, yet, but she's rather miserable. I had to leave her to investigate the attacks." Vorathrax rumbled. I should come to her. "You should stay with her." You know such an arrangement is impossible for me. Anger flared within the sorceress. "You are one of the mightiest of all dragons. There is nothing that is impossible for you." I have power, this is true. But as one of the eldest wyrms, I also have responsibilities. Few of us yet live to believe in coexisting with the world, rather than conquering it. Without my guidance, hatchlings like your half-brother are doomed; perhaps not to death, but to lonely and completely destructive lives. I will not abandon them. Not even for you, my daughter. Sera wanted to protest loudly, to argue, but a tingle at the edge of her senses pushed the discussion aside. Vorathrax felt it, as well, and his head raised even as he uncurled to stand. Lady Sera got to her feet, calling forth flame to her hand. By the flickering light of her arcane fire, she saw two familiar forms emerging from the underbrush, and her heart dropped into her stomach. "Good work, Lady Sera!" Olvar crowed, the blade of his sword gleaming in firelight. "You found the beast!" Juniper's eyes narrowed, settling on the arrow tucked in Sera's belt. "Something is not right about this." Lady Sera held up her flaming hand. A familiar itch tugged at her forehead, and down her spine. Not now, not now... "Olvar... wait." Instead, Olvar charged.
Blue Ink Alchemy

Friday, February 13, 2015

500 Words on 50 Shades of Grey

500 Words on 50 Shades of Grey — Blue Ink Alchemy

Courtesy Wikipedia
So. Here's the best way I can think of to communicate my feeling about 50 Shades of Gray, since I don't know the onomatopoeia for violent projectile vomiting. If I did, I'd just type that word out 500 times. Or go the Spider Jerusalem route, and type the word "FUCK" 500 times. But alas, you're stuck with the following extended metaphor. Imagine you live in a small town, with limited contact with the greater world at large. You come up with a great recipe for hamburgers. You work very hard getting the right balance of spices right for your patties so that they have their own distinctive flavor. You put them together with care, making fresh-baked buns, selecting high-quality vegetables, good cheese, the works. The people to whom you serve your burgers give you positive feedback, and you think about how to open a restaurant so that as many people as possible can try out your burgers. Then someone opens up a McDonald's down the street from you. The burgers available at McDonald's are not the best. They're not even that good. Sure, they're convenient, cheap, and satisfying in a passable way to a lot of people, but having tasted them yourself, you know for a fact that it's a sub-standard product that is, in the long run, bad for you. It advertises itself as some sort of great burger or meal, but you can taste the lie in every bite. In fact, there's something downright abusive about it, at least as far as your tract is concerned. Still, McDonald's is marketed very well. An inexpensive product is an easier one from which to wring a profit. It may not be good for a lot of the population, and it certainly isn't a great example of nutritional food by any stretch of the imagination, but it's certainly good business. The people in charge of McDonald's rake it in as the people eating the food get the wrong idea about what makes good cuisine, drop dead from obesity and cholesterol, and complain about the prices of burgers elsewhere, including the place you tried to open up but had to close almost immediately because McDonald's drove you out of business. Hopefully, people understand why you're bitter, and glare at every set of golden arches you happen to see. However, you can't stop people from liking what they like, or putting whatever they want into their bodies. As long as people don't feed themselves entirely on McDonald's, and make smart decisions in spite of McDonald's presence, there really isn't a lot of harm being done. You have a personal beef (pardon the pun) for a variety of reasons, but as long as you're not being an asshole about it, you're not going to stop people from consuming something they enjoy. Okay, I think I've made my point. Like I said, it's difficult for me to think of another way to express myself. So... not seeing the movie, but have fun if you do.
Blue Ink Alchemy

Thursday, February 12, 2015

Goblinhearth vs. Gnomestone, Part 2

Goblinhearth vs. Gnomestone, Part 2 — Blue Ink Alchemy

Courtesy Blizzard Entertainment
Picking up where things left off last week, we're talking about the changes and updates to the classes that came from 'Goblins vs. Gnomes', and how I see the decks for those classes shaping up.

Rogue - A Pirate's Life For Me!

Pirates, like mechs, have long been a subset of minions in Hearthstone without much in the way of support. You would occasionally see a gimmick deck built around the scurvy scalawags, but almost never on the ladder. 'Goblins vs. Gnomes' brings not only more pirate minions, but cards that benefit from you playing pirates. The [Ship's Cannon] goes off every time a fresh pirate hits the table, and [One-eyed Cheat] disappears from view under the same circumstances. I still don't know if there's enough there for a competitive deck. However, with the addition of the [Salty Dog] and [One-eyed Cheat], there are more mid-game threats that a pirate crew can present. I like pairing pirates with the Rogue because the Rogue is never without a weapon, and many pirates still operate best when a weapon is involved. While other classes do have weapons, the Rogue gets one from her hero power, meaning that pirates can almost always be at their best. Even in Casual games, when things are going well, you'll be singing shanties in no time.

Shaman - Murlocs? Really?

Much like pirates, murlocs - the barely civilized species of amphibian beings found throughout Azeroth - had several minions with low casting costs, and even a Legendary leader in [Old Murk-Eye], but it was difficult to make things viable for a lasting game against competitive decks on the ladder. And, much like pirates, murlocs got some reinforcements in 'Goblins vs. Gnomes' with beefier minions. However, the biggest changes were exclusive to Shamans, with the [Siltfin Spiritwalker] who benefits from your murlocs being killed or sacrificed... and the elemental lord of water, [Neptulon]. Despite a hero power that always cranks out little minions in the form of totems, Shaman decks have tended towards control schemes, the Overload mechanic keeping their speed under control, for the most part. With the new murlocs, a Shaman deck can be a great deal more aggressive. My experiments with the deck I've built have proven it can be fun, but it doesn't quite have the consistency to be truly competitive. Still, it never hurts to have a fully aggressive weapon in the arsenal.

Warlock - Demonology is totally a viable build, guys.

The above is a statement made within Hearthstone's inspiration, World of Warcraft. Warlocks have a sub-type of minions all to themselves, for the most part - demons. In Hearthstone, you can fill your deck with infernal minions, and Naxxramas added the [Voidcaller], which brings demons into play even more quickly. However, most Warlocks do not take this route. A deck focused on demons would likely sit squarely in the middle between the aggressive ("Zoolock") and late-game control ("Handlock") variants that most people would be familiar with,if they are familiar with Hearthstone's competitive scene at all. As a "Demonology" deck is a more rare sight, it will be more difficult for opponents to predict your next move. There's something to be said for that, what with season after season seeing variations on the same decks returning over and over again to the Legendary ranks. If you're going to try and compete with this deck, however, I would recommend acquiring [Mal'Ganis] - he's a potent threat that opponents need to address.

Warrior - Garrosh Is Still A Massive Dick

Of all of the classes in Hearthstone, I would venture to say that Warriors have changed the least since the advent of 'Goblins vs. Gnomes'. While Warriors can field mechs or pirates like any other class, but there's very little incentive to do so. The most effective Warrior decks are still control-flavored, favoring minions that buff you or your other minions when they are harmed. The only two minions to really earn places in a competitive Warrior's deck are the [Shieldmaiden] and the [Siege Engine], which bolster your armor and continue to put pressure on your opponent. Warriors already have an incredibly solid core for ladder-climbing, and if there's any group of folks who subscribe to the philosophy of "if it ain't broke don't fix it", it's CCG players. I mean, look at the people who play Legacy in Magic: the Gathering! (...please don't hurt me, folks)
So what's the future for Hearthstone? If 'Goblins vs. Gnomes' is any indication, the guys at Blizzard know what they're doing when it comes to designing a cracking good card game. There's an active community that is providing constant feedback, and tweaks are routinely being made to maintain balance between the classes and competitors as much as possible - looking at you, [Undertaker]. I'm still playing when I can, possibly live on Twitch... if people would be interested in watching, that is.
Blue Ink Alchemy

Wednesday, February 11, 2015

From the Vault: Theorycrafting

From the Vault: Theorycrafting — Blue Ink Alchemy

I am giving some serious thought to jumping back into the mix of tactical planning, visceral satisfaction, and utter frustration that is League of Legends. To that end, and since I'm not quite back on the review train yet, here's a relevant post from back in the day that reflects what I'm doing now: planning builds and investigating new Champions. I am, once again, theorycrafting.
Courtesy Riot Games, Art by Akonstad
In this blogging space I've talked about writing and gaming in tandem. I've tried to give each a fair amount of time, but I've never really examined the connection between the two. Other than the overactive imagination, I think a big part of my inclination towards these activities is my tendency towards theorycrafting. I haven't been playing Magic: the Gathering that often in the last couple of weeks, mostly due to the hours I'm spending at the office lately. But I do love deck construction. I like seeing the cards available to a particular set or format and trying to find ways of putting an effective threat together, especially if it's in a way that's been unexplored. They don't always work, of course, but that's part of the appeal of experimentation: taking a chance to see what happens. I try to plan as many contingencies as I can before the game even starts. The same could be said for the way I approach League of Legends. I spend some time looking over the abilities, statistics and build orders of various champions, toying with different sequences and combinations. When Nautilus was released a few weeks ago, I found his art, story and kit so appealing I picked him up and started toying with builds immediately. In fact, I'm still doing so, in order to find that balance between taking punishment and dishing it out. I may go more in-depth at another time as to why doing so in this game feels more satisfying to me than, say, StarCraft 2, but like my Magic decks, crafting and tweaking a champion's progression long before I fire up the game is rewarding, especially when I manage to help the team win. Part of this may be due to my experiences as a Dungeon Master. I delve into rulebooks and supplementary material, draw up maps, lay out stats and even stories for the NPCs and so on. I used to lay out elaborate and somewhat linear stories to lead my players down, but I realized quickly players want elbow room and freedom to choose for themselves. While this undermined my desire to tell a specific story somewhat, it also allowed me to plan more of those contingencies I like to ponder. DMs and players share these stories in equal measure, after all, there's no reason for one side of the screen to hog all the fun. This thread does carry through to my writing. It's been said that writers are either 'plotters' who plan things out before pen hits papers (or fingers hit keyboard), 'pantsers' who fly by the seat of their pants, or a combination of the two. You can read more about the distinction here. For my part, I'm definitely more of a plotter than a pantser, with a great deal of time devoted to outlines, character sketches, expansion on background elements, and research relevant to the story. The problem with all of this theorycrafting, though, is that getting wrapped up in it can take time away from the actual writing that needs to happen. Then again, I know that if I don't take the time to figure out where I'm going in the first place, I will hit a wall and sit looking at it for just as long. Do you indulge in theorycrafting? Or do you jump right into things?
Blue Ink Alchemy

Tuesday, February 10, 2015

White Weenies: A Hearthstone Deck Dossier

White Weenies: A Hearthstone Deck Dossier — Blue Ink Alchemy

Courtesy GiantBomb
"Put your faith in the Light!"
I've been making attempts to climb up the ladder of ranks in Hearthstone: Heroes of Warcraft for the last few months, in my spare time. ... And finally, I have a deck that, while certainly inspired mostly by another of the same name, has had enough tweaks that I feel justified in documenting it here. In Magic, there is a type of deck that is either powered entirely by white mana or features only the tiniest of splashes from other colors, and is populated by small creatures that grow larger thanks to global or targeted 'buff' enchantments. These decks grow from a rather innocuous beginning to present the opponent with a formidable army that is a lot tougher than it looked initially. Due to its color and the size of its creatures, it is called a 'white weenie' deck. The Hearthstone deck in question works on a similar theme. It is a Paladin deck, since the Paladin's Hero Power produces 1/1 tokens (a staple of a White Weenie deck in Magic) and the Paladin-exclusive epic weapon [Sword of Justice] buffs multiple minions as they are summoned. Combined with low-cost minions like [Argent Squire], [Knife Juggler], and [Leper Gnome], the deck presents itself as fairly aggressive.

White Weenies

2x [Noble Sacrifice] 2x [Abusive Sergeant] 2x [Argent Squire] 2x [Goldshire Footman] 2x [Leper Gnome] 2x [Argent Protector] 2x [Ironbeak Owl] 2x [Knife Juggler] 2x [Sword of Justice] 2x [Divine Favor] 1x [Truesilver Champion] 2x [Consecration] 1x [Hammer of Wrath] 1x [Faceless Manipulator] 1x [Leeroy Jenkins] 2x [Argent Commander] 1x [Guardian of Kings] 1x [Tirion Fordring]

A few similar decks like to run more minions with Divine Shield along with the [Redemption] secret, maintaining their board presence and therefore their aggression in that way. I opted for more of a midrange feel, featuring taunts and silence effects towards the lower end of the curve while maintaining powerful finishers like [Leeroy Jenkins] and [Tirion Fordring] towards the top. I also include a Guardian of Kings to recover from early aggression and both [Consecration]s to help stabilize against aggressive Hunters and Zoolocks. For the most part, the strategy of this deck is simple: swing for the face. Early aggression tends to pay off, and if you can force your opponent into trading their minions for yours, especially in a disadvantageous way, all the better for your success. Remember that, in this deck list at least, you have a healing minion that will help you recover any ground you lose against more aggressive decks. Decks that rely on high-cost mid-game responses, such as Handlock or most Mage decks, struggle to keep up with White Weenies, especially if you save your silence effects and direct removal to deal with large taunts and threats. Running up against Zooluck, Hunters, and Miracle Rogues is a challenge. You want to look for good early plays, such as [Argent Squire] followed by [Noble Sacrifice]. Most of the time, a [Sword of Justice] in your starting hand is a good thing, while high-end cards in the same hand are not. Against these decks, it's basically a race, and you'll want to put your opponent on an awkward footing as quickly as possible with some fast damage. Shaman and Priest, so far, are the worst matchups for this deck. They simply have too many early-game answers that either completely undercut your progress or put themselves in a superior position that White Weenies struggles to unseat. Just be aware of this, and try not to take the losses too hard. Let me know what you think of the deck in the comments! If you have suggestions to make the deck better, I'm interested in hearing them.
Blue Ink Alchemy

White Weenies: A Hearthstone Deck Dossier

White Weenies: A Hearthstone Deck Dossier — Blue Ink Alchemy

Courtesy GiantBomb
"Put your faith in the Light!"
I've been making attempts to climb up the ladder of ranks in Hearthstone: Heroes of Warcraft for the last few months, in my spare time. ... And finally, I have a deck that, while certainly inspired mostly by another of the same name, has had enough tweaks that I feel justified in documenting it here. In Magic, there is a type of deck that is either powered entirely by white mana or features only the tiniest of splashes from other colors, and is populated by small creatures that grow larger thanks to global or targeted 'buff' enchantments. These decks grow from a rather innocuous beginning to present the opponent with a formidable army that is a lot tougher than it looked initially. Due to its color and the size of its creatures, it is called a 'white weenie' deck. The Hearthstone deck in question works on a similar theme. It is a Paladin deck, since the Paladin's Hero Power produces 1/1 tokens (a staple of a White Weenie deck in Magic) and the Paladin-exclusive epic weapon [Sword of Justice] buffs multiple minions as they are summoned. Combined with low-cost minions like [Argent Squire], [Knife Juggler], and [Leper Gnome], the deck presents itself as fairly aggressive.

White Weenies

2x [Noble Sacrifice] 2x [Abusive Sergeant] 2x [Argent Squire] 2x [Goldshire Footman] 2x [Leper Gnome] 2x [Argent Protector] 2x [Ironbeak Owl] 2x [Knife Juggler] 2x [Sword of Justice] 2x [Divine Favor] 1x [Truesilver Champion] 2x [Consecration] 1x [Hammer of Wrath] 1x [Faceless Manipulator] 1x [Leeroy Jenkins] 2x [Argent Commander] 1x [Guardian of Kings] 1x [Tirion Fordring]

A few similar decks like to run more minions with Divine Shield along with the [Redemption] secret, maintaining their board presence and therefore their aggression in that way. I opted for more of a midrange feel, featuring taunts and silence effects towards the lower end of the curve while maintaining powerful finishers like [Leeroy Jenkins] and [Tirion Fordring] towards the top. I also include a Guardian of Kings to recover from early aggression and both [Consecration]s to help stabilize against aggressive Hunters and Zoolocks. For the most part, the strategy of this deck is simple: swing for the face. Early aggression tends to pay off, and if you can force your opponent into trading their minions for yours, especially in a disadvantageous way, all the better for your success. Remember that, in this deck list at least, you have a healing minion that will help you recover any ground you lose against more aggressive decks. Decks that rely on high-cost mid-game responses, such as Handlock or most Mage decks, struggle to keep up with White Weenies, especially if you save your silence effects and direct removal to deal with large taunts and threats. Running up against Zooluck, Hunters, and Miracle Rogues is a challenge. You want to look for good early plays, such as [Argent Squire] followed by [Noble Sacrifice]. Most of the time, a [Sword of Justice] in your starting hand is a good thing, while high-end cards in the same hand are not. Against these decks, it's basically a race, and you'll want to put your opponent on an awkward footing as quickly as possible with some fast damage. Shaman and Priest, so far, are the worst matchups for this deck. They simply have too many early-game answers that either completely undercut your progress or put themselves in a superior position that White Weenies struggles to unseat. Just be aware of this, and try not to take the losses too hard. Let me know what you think of the deck in the comments! If you have suggestions to make the deck better, I'm interested in hearing them.
Blue Ink Alchemy

Midnight Oil Doesn't Burn Clean

Midnight Oil Doesn't Burn Clean — Blue Ink Alchemy

Courtesy Wiki Commons
It's pretty much a romantic ideal. The dedicated writer or the voracious student hunched over a desk, illuminated by a single light source, in the dead of night. I've pulled all-nighters myself, in the past. And there are times, these days, where I am up working on something past midnight. But they are becoming fewer and farther between, which might be a good thing. As much as it might sometimes be necessary to burn the midnight oil to meet a deadline or solve a problem, this solution is really only a short term one. Midnight oil is a fuel source that certainly helps in closing the gap between where you are and where you want your work to be, but it also burns you out. Provided you are sticking with the sort of schedule that sees you being productive throughout the morning and afternoon with the evening off, the morning after burning the midnight oil can be extremely challenging. Your levels of energy might be lower than normal. Some people are more irritable. Others will be much less productive, in opposition to the productivity that came about in the dead of night. I probably shouldn't speak in sweeping terms about the reactions other people might have. Individuals, after all, react to things in many different ways. Like I said, not everybody follows the same schedule. Third-shifters and folks who pull double shifts burn the midnight oil all the time. I guess what I'm driving at is that disruptions of the schedule by which you usually operate can throw all of your rhythms off. Writers take a lot of different fuels and convert them into words: caffiene, cheese, positive reviews, sunshine, whiskey, angst, and so on. Midnight oil, while another possible source of fuel, in my experience it doesn't burn as clean as some of the others. I'm curious as to what others have experienced, however. How often do you burn the midnight oil? What sort of residue does it leave on your systems? Do you enjoy pulling an all-nighter when you need to, or do you dread it?
Blue Ink Alchemy

Monday, February 9, 2015

Flash Fiction: Bart Luther, Freelance Exorcist

Flash Fiction: Bart Luther, Freelance Exorcist — Blue Ink Alchemy

I'm getting back into the saddle with the Terribleminds Flash Fiction challenge, and doing so has me writing the first 1000 words of a story someone else will finish. Hopefully, someone will find this interesting.
I can't imagine to understand everything that occurs in my life. I can't account for everything I've seen. At least in terms of science. But those aren't the circles I've traveled in, even after I left the church. Not that me leaving keeps the church out of my life. The balding priest sitting across my desk from me kept looking down at his hat, his fingers on the brim, perhaps because instructions were embroidered on it in really tiny letters. I rested my elbows on the desk's blotter and interlaced my fingers in front of my chin. The clock on my wall ticked away seconds quietly. Finally, he took a deep breath and looked up at me. "Forgive me, Mister Luther. This is not the sort of thing I am used to discussing." I shook my head. "It's okay, Father O'Donnell. This isn't the normal thing your parishioners deal with." "Ah... yes." His brow furrowed. "I would appreciate it if you did not mention I brought this to you." "Right. Because the church would not want to admit that things like this actually exist." O'Donnell shifted uncomfortably in the chair. I kept myself from shaking my head or making a retching noise. Instead, I took a deep breath. "Why don't you tell me about the problem?" "The problem is Samantha. She's the daughter of one of our parishioners. She's sixteen years old." I lowered my hands to reach for my notebook and a pen. "Possessed?" "I'm not sure." I stopped writing. "You're... not sure? Is it possible she just has a fever or something?" O'Donnell shook his head. "She is speaking in tongues. Being... abrasive with her parents, when she never has before. She refers to things she could not possibly know. We cannot think of another way to explain it." "And how are you keeping the family from telling everybody in the neighborhood their daughter is possessed by a demon?" "Her father told me of the trouble in confession. I reminded him that what he told me there remained between us, and that his wife and household were also bound by that stricture." I chuckled. "No wonder the girl was open to possession. It's clear her old man isn't very bright." O'Donnell glared at me. "I don't think I appreciate your tone, Mister Luther." "Not the first time I've heard that." "We don't have time for this." I looked up from my notes. "If you don't like how I do things, Father, the door is behind you. Best of luck finding another freelance exorcist in the phone book." "But you are not listed in the phone book, Mister Luther. The church office has your card on file." Some priests, like most nuns, have no sense of humor. "My point is, I am your only option, unless you want to dust off your older texts, launder a fresh collar, and do this yourself." "I have no experience with such things. You have a great deal. Which is why you charge such exorbitant amounts of money for your... freelance exorcism services." "I also ghost-write inspirational books for churches like yours to sell in their gift shops!" I gave Father O'Donnell my best, cheesiest smile. He glared at me. "Please. Mister Luther." He paused. "Bartholomew. She needs your help." I sighed. "You don't have to use the girl to get me to help you, Mike. I'm going to do it." "You had your reasons for leaving the church, I know, and..." "Mike, come on, it's okay. I'm sorry I was so hard on you. You can relax." The priest clutched his hat and let out a long breath. "It has been a hard time for me. I christened Samantha. Her confirmation is in two weeks. Or, at least, it should be." That got a smile. "Do you know I still have my confirmation bible?" The priest started smiling, too. "Still sentimental after all these years, my son? That's a promising sign." "You know I'm not coming back to the church, right?" "I'm not sure why you left the priesthood in the first place..." "I didn't like the view from the inside." I picked up my valise, opening it to check the inventory. "I still pray every day, Mike, and I do what I can to do right by Christ and my neighbors. But between bilking innocent, gullible people for cash and all of the shady crap the Vatican's been responsible for over the years..." Father O'Donnell held up his hands in surrender. "I do not agree with your reasoning, Bartholomew. But I'm heartened to know you're still serving the Lord." I shook my head. "However you see it. Now, what else can you tell me about Samantha?" Father O'Donnell told me where Samantha and her family lived, the sort of things she'd been saying, and I wrote all of it down. I made a fresh batch of coffee, poured some into a paper cup for Mike with a lid, and handed it to the priest before he left. I returned to my desk and sat. An actual exorcism. From everything Mike had told me, Samantha was now renting out her head to one of the more nasty denizens of Dis. I dug out one of my source journals and looked through my notes. I had it narrowed down to a few possibilities, but I would need more information before I knew for sure. I closed up my journals and notebook, dropping them in the valise on top of the vials of holy water and my blessed crucifix. I needed to get myself to Samantha's family's house to try and save her. But I also needed to make sure I had all the help I could manage. If I was right, I wasn't the only one in danger. So, taking a deep breath, I reached for my phone and started to dial her number.
Blue Ink Alchemy

Friday, February 6, 2015

500 Words on Remakes

500 Words on Remakes — Blue Ink Alchemy

Courtesy LionsGate
I've taken it upon myself, on multiple occasions, to take tales told since time immemorial and put them in modern context. Greek myths in space, Norse myths in the Old West, and so on. So, as a rule, I have nothing against remakes. I think they can be good, if they are done correctly and with respect. I Consider Dredd and the 2011 version of Conan the Barbarian. In both cases, the title character eschews a great deal more towards the material from which they were born. Karl Urban as Dredd never takes off his helmet, doesn't go for bombastic declarations, and the atmosphere around him is gritty and realistic rather than grandiose and covered in shiny metal or neon lights. As for Conan, while the 1982 version is a lovely classic of good old-fashioned high fantasy sword-and-sandals adventure, the 2011 version had a title character who hewed closer to Robert E Howard's text. Conan was never a man of great words or deep letters, but Arnold's nearly silent performance was a bit too stoic. Jason Momoa, in addition to being closer to the description Howard gave us, speaks often and echoes the original tales. I will admit, the statement of purpose we got from Arnold in 1982 is pretty killer:
"Conan! What is best in life?" "TO CRUSH YOUR ENEMIES, TO SEE THEM DRIVEN BEFORE YOU, AND TO HEAR THE LAMENTATIONS OF THEIR WOMEN."
But in 2011, Conan boils himself down this:
"I live, I love, I slay, and I am content."
These words come from arguably the most well-known Conan story, 'Queen of the Black Coast'.
He shrugged his shoulders. "I have known many gods. He who denies them is as blind as he who trusts them too deeply. I seek not beyond death. It may be the blackness averred by the Nemedian skeptics, or Crom's realm of ice and cloud, or the snowy plains and vaulted halls of the Nordheimer's Valhalla. I know not, nor do I care. Let me live deep while I live; let me know the rich juices of red meat and stinging wine on my palate, the hot embrace of white arms, the mad exultation of battle when the blue blades flame and crimson, and I am content. Let teachers and priests and philosophers brood over questions of reality and illusion. I know this: if life is illusion, then I am no less an illusion, and being thus, the illusion is real to me. I live, I burn with life, I love, I slay, and am content."
I for one would love to see Jason Momoa star in a depiction of 'Queen of the Black Coast', or 'Red Nails'. I'd like to think there's potential for an adaptation of one or both of these tales. Especially with the way Mr. Momoa broods, sneers, laughs, and fights when we saw him playing Conan. Basically, I'm adding this idea to my "future content creation" bucket list. Hey, a man can dream, right?
Blue Ink Alchemy

Thursday, February 5, 2015

Goblinhearth vs. Gnomestone, Part 1

Goblinhearth vs. Gnomestone, Part 1 — Blue Ink Alchemy

Courtesy Blizzard Entertainment
The first true expansion for Hearthstone, 'Goblins vs. Gnomes', has officially been released. I've picked up a few packs for it, thanks to some solid questing and saving up my gold, and I am already seeing changes within the meta. Quite a few of the decks remain the same: I can still spot a Zoolock or Handlock a mile away, and Priests are likely to stay annoying. However, since one of my favorite things to do in an CCG is build new decks, especially if I can test them in a competitive environment, I have some ideas, partially based on what I've seen and partially building on prior successes. I basically plan on having a deck for each class, which as of this writing, means 9.

Druid - A Natural Mill

This was a deck that until recently occupied my Rogue slot (jokingly called 'Bouncy Bouncy'). I always felt that 'mill' decks (so named for [c]Millstone[/c]) are not what opponents tend to expect, and are the sort of deck you play when you just want to mess with some heads. The problem with the Rogue incarnation was that it relied almost entirely on [Coldlight Seer]. Sure, landing a [Sap] on a big threat when the opponent's hand is full always feels great, but it felt like a very rare occurance. And by the time it did, I would be on death's doorstep. Enter [Grove Tender] for Druids. Between this new card, the original but rarely played [Naturalize], and Naxxramas' [Dancing Swords], there are plenty of ways for the Druid to fill the enemy hand. Druid also has more ways to stay alive until the late game. There are neat ways to capitalize on an opponent with a full hand, like [Goblin Sapper] and [Clockwork Giant]. With a few of the Druid's old tricks, and new ones like [Tree of Life], this might actually be viable for the ladder.

Hunter - Beasts, Marks, or Survival? WHO CARES BEAT FACE

I feel very torn between a variety of Hunter decks. There are three specializations for Hunters in World of Warcraft: Beast Mastery, Marksmanship, and Survival. To me, Beast Mastery speaks to aggression, Survival to control, and Marksmanship is more midrange. I'm more inclined towards control-style decks, as they make for longer, more interesting games, but aggressive decks make for faster trips up the ladder. So which would be best when it comes to Hunter? Honestly, when it comes to Hunter, I've had the most success when I eschew the greater themes and just build something shamelessly aggressive. There are a couple cards in the new expansion, as well as Naxxramas, that will make this sort of deck both viable and fun to play. I mean, I crafted those golden [Webspinner]s for a reason, right? I still am leery about using [Unleash the Hounds] as a core of any Hunter deck, even one revolving around Beasts. I will revisit a "themed" Hunter deck after climbing a few rungs, but for now, I'm going to do something less esoteric.

Mage - Mechanomancy's All The Rage

'Goblins vs. Gnomes' (or GvG as it's often abbreviated) has a very strong sub-theme of mechanized minions, or 'mechs' for short. The synergy between minions like the [Mechwarper] and [Spider Tank] is pretty nasty, in and of itself, but Mages in particular got a potent addition to their stable of possible helpers: the [Snowchugger]. In addition to decent stats - 2/3 for 2 is already above par - these little monsters also freeze whatever they damage, or anything that damages them. Combine this with, say, Spare Parts like [Whirling Blades] or the old favorite [Defender of Argus], and you have an incredibly strong deterrent for the early game. There aren't a lot of threats that can deal with it, either. Mages are stocked to the brim with removal as it is, from their traditional standbys of [Frostbolt] and [Fireblast] to newcomer [Flamecannon]. It can be very difficult for aggressive decks to get a handle on a Mechanomancer, and control decks suffer from early damage if they cannot themselves remove the threat of multiple mechs rolling across the field. Put it all together, and you have an extremely potent weapon for climbing the ladder.

Paladin - The Silver Hand Wants YOU

This has been my pet class in Hearthstone for a while, now. At 500 wins on the ladder, the hero for your class and his hero power turn gold. I want [Reinforce] to give me golden [Silver Hand Recruit]s, dangit. I've been after this since the previous iteration of my Paladin deck. With GvG, the goal has become even clearer, for two very distinct reasons: [Muster for Battle], and [Quartermaster]. In the early game, Muster lets you respond to aggression, or deal out some quick damage. Later on, when combined with the Q man and, for example, [Knife Juggler], you're presenting your opponent with a serious game-ending threat. Now, there are ways around this, from board clears like [Flamestrike] to underhanded moves such as [Mind Control Tech], but even so, it takes some doing to get around that sheer amount of firepower. For a while, I was running this deck with [Captain Greenskin], since a 2/5 weapon is nothing to sneeze at; plus, on occasion, I'd get a [Truesilver Champion] that could take out Yetis in one swing. However, I recently switched up for a build closer to Strifecro's, and this is my go-to deck for struggling towards the twin goals of 500 paladin wins, and Legendary rank.

Priest - If You Can't Beat 'Em...

Oh, Priest. My love-hate relationship with you is well-known, among the five or so people who actually pay attention to my Hearthstone rants. To me, playing Priest on the ladder is like playing in Magic: the Gathering events with a deck that is almost entirely blue, mostly with counterspells and cards that steal things from your opponent or otherwise completely lock them out of what they want to play. I can respect that style of play, as I have done it myself on occasion, but in Hearthstone having such tactics used on me makes me inconsolably angry. I can definitely get behind little combinations like [Auchenai Soulpriest] and [Circle of Healing] for a sudden and potent board clear, and while I don't necessarily like getting smacked with a minion that's been built up to 22 health and then given [Inner Fire], I have to give it the traditional "Clever Girl" response. I don't know if I'll ever play Priest on the ladder, personally; I do my best to meet the challenge when I'm there, but in Casual games, I tend to concede immediately when I see my opponent is a Priest. Unless I'm playing Priest myself. But yeah, Priest players? Much respect, and you can all go to hell. What are my thoughts on the other classes? What does the future hold for Hearthstone? Tune in next week to find out!
Blue Ink Alchemy

Wednesday, February 4, 2015

From The Vault: Tabletop as Brain Food

From The Vault: Tabletop as Brain Food — Blue Ink Alchemy

I'm working on some board game write-ups and reviews, and it's worth remembering why board games are an awesome way to spend our time.
SmallWorld with the 'rents
I've put myself on a path to improve my physical well-being. Being more mindful of what and how much I eat, walking with the intent to start running, looking into a local gym, and so on. Mostly, I fear the atrophy that comes with a sedentary day job and an equally low-impact life at home, and if I'm honest, I'm unhappy with the amount of flab I currently have on my frame. However, making such a change is relatively easy. The body can adapt to adjustments in schedule and activity rather well, all things being equal, and it's really a matter of establishing and sticking to habits than anything else. But what about the brain? The most vital of organs also needs maintenance and attention as we age. It's important to keep the mind engaged and not just feed it something distracting or shallow all of the time. I mean, I won't begrudge people who really enjoy "Dancing With The Stars" or "Two And A Half Men", some people do need to unwind with that kind of fare. I'm simply not one of them. As much as I like the occasional campy pleasure like Flash Gordon, more often than not I look to have my brain fed, to keep it trained, to present it with challenges it must overcome. That, in part, is why I enjoy tabletop games so much. It took me a while in my youth to really grasp how important it was to me to keep playing them. For a time, I simply enjoyed spending time with my dad, even if I would sometimes let myself get bored between moves rather than studying his strategy and planning my response. Nowadays I can't imagine sitting entirely idle during an opponent's turn, though I do occasionally get distracted. Not only is it necessary to pay attention in order to look for victory, it's an exercise in putting yourself in another's position, or imagining the other as a complex being instead of just someone to beat. That, to me, is just as important as winning. I am quite fortunate to be in a place where I can spend time around other gamers who are engaging in this way almost constantly. My co-workers play and even design games on a daily basis. A fantastic store is within easy driving distance to present all sorts of challenges. My father lives a bit further up the road. When I get home, I have the option to play something like Civilization V, Magic: the Gathering - Duels of the Planeswalkers, or Blood Bowl with other human beings. And on rare occasions, a game of Chez Geek or Dungeon Roll might break out. To me, the important factor in this is that other people are involved. No programmed response or solitaire experience really throws a wrench into your thought processes like another live human being. It makes the problem solving more complex, and thus more rewarding, even when you lose. On top of that, being in a situation with another person as your opponent builds character and social skills. Trite as it may sound, we learn more from losing than from winning, both about how we play and how we act. It's one thing to gnash your teeth and swear at something like Super Meat Boy or Hotline Miami; doing so at a stranger or even a friend is quite another issue. Fun as it can be amongst people who know you to engage in name-calling for the sake of in-game banter, when it comes to playing with strangers or in a competition it's important to know your limits and when and how to gracefully bow out of things, or the optimal way to accept and celebrate victory in front of those who've lost. You can only get that through this sort of play, and you learn it as your brain is trained. Boring as it may seem to some outside observers, when I'm engaged in a game like this, I assure you, I'm never really bored.
Blue Ink Alchemy

Tuesday, February 3, 2015

Rise of the Craptop

Rise of the Craptop — Blue Ink Alchemy

The Craptop
The author and the subject, in their natural habitat.
Writers have a long and storied history of being mercurial creatures. We're moody, we tend towards solitary behaviors, and our passions run hot, even if writing has nothing to do with it. We also get distracted by shiny objects. And the Internet is full of shiny objects. Modern writers do a great deal to curtail their distractions. Some have special rituals they enact. Others put together special areas in which to work. The Hemingwrite was kickstarted succesfully because writers need the sort of mental isolation provided by a device that facilitates writing but it still cut off from the big distractions. For me, that device is known as the Craptop. The Craptop came from the old office, released from their IT department when it outlived its usefulness. It came with a copy of Windows XP, but that too started to give up the ghost on me. This was before the holidays, the travel, and everything else that happened. After some trial and error over this past weekend, I finally got it up and running, with no problems from the operating system (which is now Xubuntu) and a nice, stable user experience. I know ther are some people who would disagree with me, in that the Craptop has trouble running more than one application at a time with any sort of alacrity or smoothness. However, for my purposes, this is perfect. The Craptop can connect to wifi, facilitating loading of files from the Dropbox and backing up my work, but the ways in which it runs means there's little chance that I would be opening a web browser while I'm working on my writing. I have ways to get media in my ears (tablet, phone, etc), and the Craptop can go just about anywhere. Well, anywhere with an outlet. The Craptop needs a new battery, since right now its charge is only held for about a half hour. I have an old-fashioned breifcase for carrying it, and with several of my bags developing holes from strain, I see a Bag of Holding in my future. Or perhaps something nice from Chrome. Anyway. Say hello to the Craptop. It and I will be downstairs after lunch, making words happen.
Blue Ink Alchemy

Monday, February 2, 2015

New Year, New 'Do

New Year, New 'Do — Blue Ink Alchemy

Well. This is looking a bit more professional and whatnot, isn't it? It's been over a month since my last entry here at Blue Ink Alchemy. That I can only chalk up to travel, changing seasons, a few unpleasant cycles of mental states, and general shenanigans involving real life things like looking for work, juggling financial woes, and finding tiny moments of catharsis. It's been a rough ride. But here we are! It's 2015. A new year has dawned. New challenges await on the road ahead. And new projects will be hatched and, hopefully, nurtured into fullness with a little time, attention, and care. The second novella, Bloody Streets, will be assembled and readied for publication as soon as I can afford a professional photographer and designer to tackle its cover. I plan on contacting the same team I used on Cold Iron (ladies, you know who you are), but I need to be a little more financially solvent before I can do that sort of outsourcing. I have some information on freelancing that I plan on capitalizing as you read this. I continue to interview for dayjobs of various kinds in an effort to keep the lights on, the pantry stocked, and this very site going. I might (emphasis on might) begin streaming my efforts to improve in Hearthstone, discussing various topics of the day while yelling in frustration at Priest players I encounter. And on top of all of that, I've started work on a new novel in earnest. I will not say much, other that it is aimed for young adults, has been rather carefully researched so far, and deals with witchcraft, other worlds, tolerance, hard choices, and intestinal fortitude. This year is going to be a good'un. I can feel it.
Blue Ink Alchemy