ouch
president deathtoll not gonna like this summary of how he fucked us all up by destroying anything President Obama created.
It’s amazing but sad how much him and Trump have in common.
The SS Warrimoo, a passenger steamship traveling from Vancouver to Australia, was silently knifing its way across the mid-Pacific waters. The navigator had just finished calculating a star fix and handed the results to Captain John DS. Phillips.
The Warrimoo's coordinates were LAT 0º 31' N, LONG 179 30' W. The date was December 31, 1899. "Know what this means?" First Mate Payton announced, "We're only a few miles from the intersection of the Equator and the International Date Line."
Captain Phillips was prankish enough to seize the opportunity to do the nautical feat of a lifetime. He summoned his navigators to the bridge to double-check the ship's position. He altered his course slightly to focus directly on his target. He then altered the engine's speed.
The calm weather and clear night worked to his advantage. At midnight, the SS Warrimoo rested on the Equator, exactly where it had crossed the International Date Line. The ramifications of this odd arrangement were numerous.
The ship's bow was in the Southern Hemisphere, in the middle of summer. The stern was in the Northern Hemisphere, in the midst of winter. The date on the aft portion of the ship was December 31, 1899. The date on the forward half of the ship was January 1, 1900. The ship experienced multiple days, months, years, seasons, and centuries simultaneously.
Too true.
They warned me your childhood would whizz by in a flash
They warned me and I laughed,
because then,
each day felt like a lifetime.
Each sleepless night was a year, each hour of the day was an age.
All my energy was consumed, with keeping you alive, happy, thriving.
Your smiles became my goal, your laughter my reward, your tears my every waking concern.
And here we are my love, you have grown.
I remember all the firsts, but I have no idea when the ‘lasts’ happened...
Where was I?
The last time you snuggled into my lap to read.
The last time I lifted your warm little body to mould into mine, that fit, just right.
The last time you crawled into my safe space, in the dark of the night.
They warned me your childhood would whizz by in a flash,
And I laughed.
But it did, my love,
It did.
And now I watch you grow evermore strong and I vow to drink in every tiny detail,
lest that go by in an instant also.
I may not remember all the ‘lasts’ my little one,
But I am watching for every ‘new’.
I am watching.
Donna Ashworth
Image credit unknown (but searching)
Joe Biden has won. He will be our next president.
Normally, the loser of the race would give a gracious concession speech, and accept the results.
That won’t happen this time around, because Donald Trump is a pathological narcissist who will never admit defeat. But there’s no legal requirement for the losing candidate to formally concede - it’s just another tradition Trump will choose to ignore.
He can bluster and protest all he wants, but like it or not, the Constitution and federal law establish a clear timeline of how electoral votes are processed, and when the new president takes office. Here’s how that process normally plays out, how Trump might try to undermine it, and why he is unlikely to succeed.
The first date to look out for is December 8th. After Election Day, states have until this date, called the “safe harbor” deadline, to resolve any election disputes. Each state has a unique process outlined in its state constitution for this, and the federal deadline was created so that state electoral disputes don’t drag on endlessly.
Next is December 14th. This is when the electors meet in their states, and cast paper ballots for president and vice president. And then governors certify the electors’ votes.
The governor sends these certified results to Congress by December 23rd.
On January 6th, 2021, the newly sworn-in Congress meets in a joint session to officially accept each state’s Electoral College votes and count them. This is normally a ceremonial event in which the already-settled results of the election are simply made official. This is when the presidential race formally ends.
Lastly, on January 20th, the president and vice president are inaugurated.
Normally, no one pays much attention to this process before Inauguration Day because it goes off without a hitch. But we’ve seen that Trump will do anything to hold onto power. It’s important to know how and when he might try to undermine this process, and also understand how unlikely it is he’ll succeed.
Trump backers are trying to push Republican-controlled state legislatures to appoint their own slates of Trump electors. That’s why the campaign has launched empty legal challenges to perfectly normal vote counts – trying to sow enough doubt to give the state legislatures political cover to appoint their own electors.
This isn’t likely to happen. It would be challenged as an unconstitutional power grab, since state legislatures have almost always deferred to the results of the state’s popular vote in assigning electoral votes. And not to mention, it would spark massive public outrage.
Thankfully, it doesn’t look like Republican legislators in any of the key swing states want to expend their political capital defending a failed president, and some have even explicitly come out against this plan.
All this is to say, be patient, keep the faith, and don’t fall into Trump’s cry for attention. We must see this for what it is: A final attempt of a desperate, bitter man to cling to power.
Joe Biden will be our next president.
I love running a game with a lot of surprises. The challenge to pulling this off well is that, unless you’re playing a one on one game, your players outnumber you: and between them, they have a good chance of figuring out what’s going to happen, no matter how sneaky and clever you are.
The first way of dealing with this - which I’ll just call the bullshit way - is to not give your players the information they need to solve the mystery. Don’t let them find out about the secret society until it’s too late. Don’t give them any reason to suspect that their NPC ally is planning to kill them. Don’t let them find the murder weapon, don’t let them locate the witnesses, don’t give them the chance to skip to the end of their investigation.
This sucks, and if you run your games like this, you’re going to piss off your players. Because it isn’t fair.
In mystery literature, a “fair play mystery” is one where the reader is given all of the information they need in order to figure out the solution before the Big Reveal. It’s what makes the reveal good: that GASP, the “oh shit, the knife! the knife from the party! that was hers! I forgot!”
Pulling off a twist in a fair play game is an incredible feeling. Your players will think you’re a genius (or an absolute dick bastard, which is just as good) and they’ll respect it more when they land in hot water that they plausibly could have avoided. So how do you run a fair play game without your players figuring out the twists ahead of time, given that you’re definitely not smarter than all of your players put together?
By fucking with their expectations.
Here are some things that I keep in mind, to keep my players guessing. And it’s important, with all of this, that if your players see through something, let them have it. They should figure out a lot of things on their own! But if you’re regularly seeding your stories with all of this stuff, eventually your players will miss something. Those are somethings you can build on. The same way that a low level enemy who gets away once can keep coming back again and again until they become an important antagonist, a misapprehension your party proves to have a blindspot for can grow and develop until they get smacked with a breathtaking twist.
What’s a twist if not the sudden overturning of an assumption you never thought to question?
1: Make your powerful friendly NPCs know a lot…but not as much as the players think they do.
Player characters often end up with powerful allies. It would be very convenient for the party if those allies always had accurate information. Make sure they don’t always enjoy that convenience.
It’s a balancing act: you want your powerful NPCs to be powerful. You want this alliance to be meaningful and beneficial to your players. But give your NPC an Achilles heel of some kind, when it comes to the information at their disposal. The Noble General commands powerful forces and knows the lay of the enemy’s land well…but that doesn’t mean he knows what every squadron and scouting party is up to. The Political Mastermind may know the ins and outs of the court, and have keen insight into the motivations of others: but he has an enemy who pisses him off so much that he loses all objectivity around her. The Powerful Wizard can call upon great magic to aid the party: but his divinations aren’t as accurate as he thinks they are, and he’s prone to finding, in his signs and omens, what he wants to see, more than what’s actually there.
Most of the time, their information should be good! That will make it more likely that your players will trust them the one time when it isn’t.
2. Let (apparently) less powerful NPCs sometimes know more than the players think they do.
Most NPCs aren’t the Noble General or the Powerful Wizard. Most NPCs are Daves, designed to get the players from place to place. Most of those Daves know about as much as you’d expect them to. But some Daves have plans of their own.
You don’t always have to signpost with big blinking lights which of your NPCs are ‘important,’ and which ones are ‘unimportant.’ Sneak in a crafty Dave from time to time. That assistant they talk to, every time they go to see the prince? That bitch knows everything, and she’s almost ready to make her move.
3: There is no such thing as a completely reliable witness.
If the players only get information from one person, that information should be flawed in at least one, potentially small, but important way. Smart players will seek a second opinion, or at least allow for the possibility that their information may be incomplete. But even smart players get out over their skis sometimes.
4: Let your NPCs be aware of the power of a first impression.
If an NPC gives a strong first impression of being a particular kind of person, it’s because they’re comfortable giving that impression. That might be because it’s who they are. But maybe not.
One of the first characters the PCs met in a VtM campaign I ran was Gawaine. Gawaine was a good old pine-scented man’s man, with salt and pepper stubble and a blue Ford truck. He listened to AC/DC, and talked about the war. He was affable and honest and willing to lend a hand. You already know Gawaine. Everybody knows a Gawaine. Gawaines are trustworthy, salt of the earth types. You don’t necessarily think to question a Gawaine.
That’s exactly why Gawaine was such a useful persona for Krystiyan, the Tzimisce Voivode, a cruel and alien sculptor of flesh who “never left his haven.” There were plenty of clues that they were the same person, but that campaign was in its endgame before the players put them all together.
5: Sometimes, dangerous and villainous NPCs should be helpful and cooperative.
Not even necessarily because they’re manipulating the players, or even deceiving them about their true natures, but because their interests and the players’ interests genuinely align…for the moment.
One of the easiest levers in your players’ brains to exploit is the expectation that people who help you are your friends. Even if your players know, consciously, that they shouldn’t trust this person, most of the time they kind of can’t help it, if the NPC is genuinely helpful to them and at least a little charismatic.
6: Sometimes, good and valuable NPCs should be unhelpful and uncooperative.
No matter how mature your players are, there’s a natural tendency to react to uncooperative NPCs with a reflexive, “Hey, fuck you! We’re the protagonists! This guy is an asshole!” so from time to time have a helpful, honest, good-aligned NPC have a wholly justified but as-yet-unknown-to-the-party reason to flatly refuse to deal with them.
7: Every NPC should have a secret.
Not necessarily a bad secret. Were it to be revealed, it might even make the party like them more! But for their own reasons, the NPC does not want their secret to come out, and they will lie to the party to protect it. Players go crazy when they realize they’re being lied to, and often jump to some wild assumptions about your NPC’s motivations. I’ve had an NPC lie about the opening hours of a shop, and had the PCs assume that they were black market dealers for the villain when the dude just wanted to be able to close early so he could go smoke weed in the park.
8. As a DM, it’s polite to remind your players of the common knowledge their characters would possess…even when it doesn’t reflect the truth.
We all know it’s tedious when the DM calls for a roll when you’re just asking for common knowledge. I shouldn’t have to make a roll to know the dumb space word for plastic in a Star Wars game. I shouldn’t have to make a roll to know who the Holy Roman Emperor is in a game about medieval vampires. The DM should supply common knowledge for free, whenever it comes up.
That doesn’t mean common knowledge is true.
This is different from just lying to your players, because you don’t put the weight of DM word-of-God behind it. It’s not “You would know this guy is a Ventrue, based on XYZ.” It’s “it would be a common assumption that this guy is a Ventrue, based on XYZ.” He might not be a Ventrue. It might in fact be extremely important that he is not a Ventrue. But if it is commonly assumed that he’s a Ventrue, that is - word for word - something you can share with your players. If they don’t look any deeper than common knowledge, that’s on them.
9. Obviously untrustworthy NPCs provide great air coverage for less obviously untrustworthy NPCs.
The obviously untrustworthy NPC might or might not be planning to betray the party. But if you introduce two untrustworthy NPCs in the same storyline, and one of them seems normal and cool and has a genuine plot-related reason to be there, and the other one is Jaffar, Jaffar’s gonna get clocked, but Susan over there will probably slip under the radar, and might even get tapped to help out with the whole Jaffar situation. They might get Susan’s number, by the end of the session. Susan might become an ‘ally.’ Susan might even get romanced by a party member. Play your cards right, and Jaffar might just end up a footnote in the introduction of Susan, Scourge of Worlds and most hated NPC in the entire campaign.
10. Your villains should always have a secret plan B.
Your villain isn’t stupid, right? And your villain probably isn’t so arrogant that it is inconceivable to them that their plan might fail. They’ve been planning this ritual for ten thousand years, after all. It’s always possible that some plucky band of heroes could show up at the last minute and murder your high priest, or steal your amulet, or seduce your second in command. So what does your villain have in his back pocket to make the players go, “Oh, shit - he planned for this!”
This may mean that there is a whole separate plot happening, running alongside the main story. This is great, because when weird things happen, the players have to figure out whether this is part of Plot A or Plot B, and working out who did what and why gets a lot more interesting. If they end up foiling Plot A, great - your villain was also secretly behind Plot B the whole time, and will transfer all of his resources over to that.
Sometimes your players will figure out that Plots A and B were both the same plot the whole time, with the same villain at the head, and they’ll feel like the smartest people on the planet, and it will be their favorite moment of the entire game. That’s great! You gave them that!
Sometimes, they won’t. And when the villain of Plot A, apparently defeated, starts laughing and reveals that he was also the mastermind behind Plot B, which is now too late to be stopped, that will probably be your favorite moment of the entire game.