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Retreat, Day 22

coffeeToday I am letting myself slack a little, feeling caught up from the weekend’s excesses and so I can game tonight.

Today’s wordcount: 2592
Current Hearts of Tabat wordcount: 119954
Total word count for the week so far (day 3): 13568
Total word count for this retreat: 60229
Worked on Hearts of Tabat, “Moderator,” untitled piece
Works finished on this retreat: “California Ghosts,” “My Name is Scrooge,” “Blue Train Blues.”
Time spent on SFWA email, discussion boards, other stuff: 45 minutes

From the untitled piece:

The magician gestured, and out of the pool came musicians, the very first thing the tip of a flute, sounding, so it was as though the music pulled the musician forth, accompanied by others: grave-eyed singers and merry drummers; guitarists and mandolinists with great dark eyes in which all the secrets of the moon were written; one great brassy instrument made of others interlocked, so it took six to play it, all puffing away at their appointed mouthpiece, and all of them bowed down to the priestess who stood watching, her sand-colored eyes impersonal and face stone-smooth.

“Very pretty,” she said, and yawned with a feline grace, perhaps even accentuating the similarity in a knowing way with a tilt of her head.
The magician smiled, just as catlike, just as calm. “You can do better, I am sure,” he said.

She shrugged, her manner diffident, but rather than reply, she pursed her lips and whistled. Birds formed, swooping down, and wherever they swooped, they erased a swathe of the musicians, left great arcs of nothingness hanging as the seemingly oblivious players continued, their music slowly diminishing as they vanished, the instruments going one by one, and the last thing to hang, trembling in the air, was an unaccompanied hand, holding up a triangle that emitted not a sound.

Landing, the birds began to sing, and though the music was not particularly sweet, there was a naturalness about it that somehow rebuked the mechanical precision of the song theirs succeeded. As they sang, more and more birds appeared, and the music swelled, washing over the pair where they stood, like a river.

The priestess patted the air with the flat of her hand and the birds winked out of existence, leaving the two of them in a great white room, the antechamber of her temple.

“Will you go further in, then?” she said, and her voice was still casual.

The magician’s eyes were green as new grass and the black beard on his chin, which grew to a double point, was oiled and smelled of attar-of-roses. He considered her as though this was the smallest of debates, and finally stepped forward.

“We are still evenly matched,” he said.

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Zen and the Art of Spiral-Carved Incense Burners

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A stone lantern sits along the pathway, waiting to be sold to a Kadian merchant.
This essay originally appeared in the February 2001 issue of Imaginary Realities. The crafting system in Armageddon is something we worked towards for a long time. The implementation may not have been the most efficient (I still, vividly, remember making hundreds of arrow objects so we could have them with every possible color combination of fletching) but getting it into the game was a huge source of satisfaction.

One of the desires expressed at the very first Armageddon player-staff meeting I ever attended was a yen to move away from “a hack and slash economy,” where players made their income by selling the gear off NPCs (and the occasional PC) that they had killed. How, one immortal noted, could the world be realistic when there was no coded reflection of the material underpinnings of it? How to create this economic reflection was a question that remained in the air for several years, and it was not until discussion of implementing crafting code came up that such a move seemed possible.

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Although some objects could be recycled in this fashion, many others had to be made for the crafting code as we began to implement additional skills, including bow making, knife making, cooking, dyeing, leather working, bandage making, etc. Occasionally, obsessiveness got the better of me: after creating four different types of arrowheads, I decided that people should be able to make striped fletching for their arrows, so they could, if they wished, make arrows using their clan or House colors. This required me making some 300 or so arrow objects in a madcap building session that left me not wanting to ever type the word “arrow” again. Here, planning out the entire effort in detail ahead of time and having used a different structure for coding the items would have paid off, instead of having added bit by bit as I went along. For example, I found myself regretting the variety of gems one could forage in the game when I ended up making multiple bone dagger items, each with a different gemstone in the hilt. Having the entire structure sketched out ahead of time, rather than adding in skills as they occurred, might have been helpful, although some of the skills came from player suggestions after they’d been exposed to the new code.

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For example, since wood is more expensive in Allanak than in the Northlands, some players were cashing in wildly by making and selling wooden spears to House Salarr, which I hadn’t realized would happen till I noticed them selling for 300 sid (Armageddon uses obsidian for its coinage) in the shops.

The experiment still continues and new items, many contributed by players, are added every few weeks. Currently, there are some 3000+ possibilities, crafting wise, coded, and there are still gaps. When I initially did the dyes, for example, I left out the color orange, which means that I keep getting inquiries about implementing variations with that color from the players. The fact that it would require writing up another 300 or so objects has stopped me so far, however. But the players are using the code right and left, and some are actually supporting their characters with it. Though there is still a limited market for incense burners.

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