Pre-Review: Shadowrun 6th Edition (Beginner’s Box)

In this short review, I’m going to focus mainly on changes in the Sixth Edition of Shadowrun (as they are explained in the Beginner’s Box) to earlier additions. I’ll do a full review when I get my grubby hands on the main rulebook in early-to-mid-August with the rest of the plebs.

The info on the tin says that the Sixth Edition is a “streamlined” version of Shadowrun, and the Quick-Start rules in the Beginner’s Box bear this out. Those familiar with Shadowrun will see much carried over from previous editions: rolls are generally Attribute + Skill to form a dice pool of d6s, 5s and 6s are “hits” which are compared to the Threshold in a simple test or the hits generated by the opposing person/object in an opposed test. Rolling more 1s than half the dice pool remains a “glitch,” and something bad happens.

The first change you’ll encounter in the new rules (in their simplified form in the Quick-Start) is how Edge is used. Each character still has an Edge attribute and starts each scene with a number of Edge points equal to the attribute. In contrast to earlier editions, Edge flows much more freely now and is expected to be spent more like the Plot Points of Fate. Mechanical effects can be chosen by spending between 1 and 5 Edge points, and the expenditure of 5 Edge points, with GM permission, can even be used to “Create a Special Effect,” much giving the player agency to add a new fact, event, or trait to the scene at hand–essentially an interposition into the narrative itself (again, much like Fate).

This new Edge system, at least based upon the Quick-Start, seems designed to take the place of large lists of modifiers to rolls seen in earlier editions. Edge is awarded when one character is on the better end of a large discrepancy between Attack and Defense Ratings, when the situation gives the character an advantage over others (low-light vision in a darkened room, for instance), or when the GM awards Edge for good roleplaying decisions (based on the wording it’s unclear whether they mean this as a “reward” for playing the character well or for creativity in approaching problems or both). The Quick-Start does not include any lists of modifiers to combat rolls (recoil, lighting, distance, etc.), giving the impression that Edge is to be awarded in lieu of having to track lots of numbers. If this bears out in the full ruleset, I think that this is an excellent idea, basically (in my mind, at least) taking a cue from more narratively-focused systems to streamline the mechanics.

Another big change I appreciate (if I’m reading the rules correctly) is to how initiative enhancement works. In previous editions, those characters with Adept Powers, Wired Reflexes or the like took additional turns in a Combat Round, meaning that they essentially were multiple times faster in all aspects than unaugmented characters. This created an impression that characters intended to have a lead roll in combat situations had to have initiative enhancement. The Quick-Start rules give everyone a single turn in a Combat Round. A character gets one Major Action, one Minor Action, and an additional Minor Action for each Initiative Die the character has. So, most characters will have one Major Action and two Minor Actions per turn, with (if the numbers for initiative enhancement translate) at most five Minor Actions. Four Minor Actions may be exchanged for an additional Major Action. This means that the most augmented characters will (at extensive cost in nuyen and Essence, presumably) be able to make two attacks in a turn at a maximum. This is a much better balance (in my opinion), make characters without augmentation much more viable in combat, and is probably how I’d run things even if the Core Book changes this.

Attacks remain opposed rolls similar to previous editions. The “Soak” roll following a defender losing the opposed roll remains as well, and I wish we’d seen some additional streamlining here by using a flat deduction from damage.

Although the Quick-Start rules contain no modifiers for recoil (or recoil compensation)–and I don’t expect the Core Book to either if I’m understanding the design philosophy correctly, it does retain Fire Modes–Single Shots, Semi-Auto (two rounds fired) and Bursts. A Single Shot does not modify the base rules, while Semi-Auto trades dice from the Attack Rating (for determining Edge, not from the Attack Roll) for additional damage and Burst Fire allows you to do the same or to split your pool between two targets (as if you’d fired at both in Semi-Auto). This maintains tactical options without resort to the dizzying amount of potential modifiers we Shadowrunners are used to.

Matrix and Rigging rules are, necessarily, simplified in the Quick-Start, but the Matrix rules look like they have become much more task-focused rather than the complexity of placing marks and then resorting to all other manner of shenanigans to achieve effects. GOD is still in control (of the Matrix). The result is a simplified system allowing a more seemless move back-and-forth between meatspace team members and deckers/hackers/technomancers. Shadowrun has needed this approach for a very long time, though it remains possible that the Core Book complexifies things and mucks it all up.

Riggers get two pages of rules, mostly some quick notes about which Attributes to use when “jumped-in” and some brief vehicle rules. The attention to “Meters per Combat Round” for vehicle distance seems a relic of former rulesets entirely unnecessary to this approach, but your mileage may vary.

Only sorcery is treated in the Magic rules here; the rules seem to have been streamlined here as well. The greater part of spell mechanics are now determined by the category of spell (retaining the standard categories of Combat, Detection, Illusion, Health and Manipulation), with individual spells now differing in smaller details (area of effect, target type, etc.). Drain remains a separate roll from casting (which again, I would have preferred to see streamlined out).

So far, so good–while I have some nitpicks and places I’ll likely houserule to further streamline (and it’s likely that I’ll want to use this ruleset), I think the design philosophy has by and large gone in the right direction.

What remains to be seen, of course, is the complexity of character creation, particularly in how augmentations (cybernetic, bioware or adept powers) and resources such as nuyen and contacts are worked out. Based on the weapons and decks described by the Quick-Start, the customization options for gear have been simplified in favor of ease of use, and the Edge system also seems to indicate that the details of what certain augmentations do will be left to the provision of Edge rather than factoring in tons of modifiers. I’d very much like to see character creation that no longer takes hours to do correctly. While I must admit that I find character creation in earlier Shadowrun editions an amusing exercise for its own sake, for actually running games a much-abbreviated design process is a must.

My understanding is that we’re about two weeks out from the release of the Core Rulebook, so expect a full review shortly after that!

A Short(ish) Note on Rolling Dice (in RPGs)

This morning, I’m re-reading through the Sixth World Beginner’s Box for Shadowrun 6th Edition to write a short review as a prelude to a full review when the core book releases. As I’m reading through, comparing to other roleplaying games, and thinking about the mechanics and systems that make our games run, a thought occurs to me.

We need a paradigm shift on dice rolling. For some of you, particularly those who play more narratively-styled games, this is likely already part of your repertoire, and a number of games that have been out for quite some time make a point of this explicitly, or at least imply it heavily. Others may say, “yeah, that’s not necessarily in the rules, but it’s the heart of ‘Old School’ gaming.” But I think that the approach I’m about to describe (wait for it!) should apply to all roleplaying games, because it’s fundamental and universal to the way stories are told.

Dice should only be rolled with the result increases drama and drives the story forward. Seems simple, right? But if it’s so simple, why do games keep using a different formulation, one that goes something like this: “Easy, mundane or routine tasks do not require a roll. Complex or more difficult actions do.”

If you want to lean heavy on the simulationist side of the GNS theory (and if that’s what’s fun for you, I’m not going to say you’re doing it wrong!), then this formulation does make some sense.

But from the standpoint of telling a story–even if aspects of that story are governed by intricate and complex systems to govern outcomes–the difficulty of a task is not the standard by which we should determine whether to pick up the dice. Novels and short stories often compress into tiny fractions of the narrative those tasks which, while difficult, are necessary to the story but not terribly interesting to focus on. Perhaps the epitome of this approach is the oft-maligned (and oftener-used) “montage” of film fame. The training or preparation depicted in the montage is crucial to understanding where the narrative goes next (or explaining why it goes where it goes), but it’s not where we want to spend our time. Rocky immediately comes to mind, right? All that training that the eponymous character does provides context and justification for everything that comes after, but if the film had two hours of watching Stallone work out as “character development,” many of us would never make it to the story’s climax.

Dice rolling should be treated similarly, and the best example I can give in practice is the Gumshoe system and its treatment of investigation. In an investigation adventure arc, the discovery of the clues to move the plot forward is essential and integral to the success of the story (unless the investigation is a side-story which will turn up again whether or not the characters are successful). Therefore, the characters must succeed at discovering the crucial facts, though it’s just fine if they don’t discover all of the available clues.

If you predicate the discovery of clues on successful dice rolls placing difficulty as the first concern, you get a realistic approach to be sure–but plenty of mysteries are never solved, and that’s just not interesting in a roleplaying game when the mystery serves as the main plot! So, as Gumshoe suggests, don’t roll the dice–just give the players the core clues in ways that match the particular characters’ skills and backgrounds. Sure, you can let them roll (or, as in Gumshoe, let them spend character resources) to gather additional helpful but non-essential clues, but we don’t want to hide the narrative ball (as it were) or put our foot on it to stop it altogether.

This goes well beyond investigation, though, and applies to all types of actions and scenes. Do the characters need to scale that castle wall–no matter how difficult–for the next central plot point to occur? Then success cannot be predicated on a roll of the dice, and the GM shouldn’t put himself in the situation where s/he must fudge the roll or the story hits an impasse.

There are plenty of narrative ways to keep these challenges interesting to the players (and GM), and we can return to the montage for one example. In our scaling the castle wall, maybe the characters need some manner of assistance to do it, so it’s not about a roll of the dice but the proper preparation. This may be as simple as having the players come up with a feasible strategy and concomitant preparation and having that influence the description of the ascent. The obstacle could simply require the expenditure of some character resource (to represent the difficulty) without being predicated on a dice roll. Or, you could make them do the legwork of the preparation as dedicated scenes in the adventure (if interesting), and have these subtasks involve dice-rolling, so long as the last feasible strategy available to the characters automatically succeeds (otherwise you’ve just move the same problem to a different location in the narrative).

Whether in the GM’s section of an RPG book, or in the growing number of books about the craft of GMing, it’s an axiom that a good GM will give each character (and therefore player) a chance to “shine” and take center-stage in the narrative for a bit of awesomeness. If there’s a challenging task in the characters’ way that must be successfully resolved, consider dictating that one of your player characters is able to accomplish it readily because of particular skills, backgrounds, or other character traits that make the character especially suited to success.

You could also use the “failure at a cost” principle on rolls that must succeed to drive the story forward. Rolling the dice isn’t about the success of the roll, but about the severity of the cost of that success. See the Powered by the Apocalypse games for an example of this principle writ mechanically. Like Gumshoe, though, the principle can be applied to any roleplaying game whether or not codified in the mechanics.

My key concern in this rant (which is already longer than I’d originally intended) is to decide when to roll the dice based on when doing so pushes the players toward the edge of their seats, not the objective/realistic difficulty of a task at hand. Choosing when to roll the dice is like zooming in the camera–you’re telling the players, “here’s where the story gets interesting.” Always make good on that promise!

There’s a corollary to that–always have a back-up plan when you roll the dice. If you’ve asked your players to roll, there ought to be an interesting result no matter how the dice fall. If there’s not, consider avoiding the roll altogether and simply dictating the interesting result.

At this point, if you’re working out in your head some criticism about player agency, let me address you specifically (I’m tempted to put a random name here in hopes of blowing the mind of some fortuitous reader, but I’ll not). Player agency is not an absolute in a roleplaying game (just as it’s not in real life); it ebbs and flows and is often a “negotiation” between player and GM. Sometimes the characters have more ability (and therefore agency) to freely respond to a situation than others. And the dice are not the only mechanism of player agency–far from it. On top of those points, most players intuitively understand the idea that their character’s agency changes from scene to scene and will accept that without complaint. Problems arise when (the lack of) player agency gets pushed beyond the breaking point and players feel “railroaded” or as (unwilling) participants in a story told solely by the GM. There is a great distance between dictating the occasional outcome without resort to the dice and reaching this point. If you’re basing dice rolls on drama anyway, you’re going to blow past the dictated results to focus on the times when the players have the greatest amount of agency in the story (and thus drama is at its peak). That’s the whole point.

I’m going back to my reread of the Beginner’s Box to hopefully get my pre-review up this morning as well. Rant over.

(Roleplaying) Gaming as an Adult

With kids in the house again, I’m reminded of how precious little time I often have for some of my favorite pursuits–reading, writing and games of all types. The change in lifestyle has brought about for me a new opportunity (or perhaps mandate is a better word) to consider my priorities (for both life and leisure) and develop some strategies to meet those priorities.

My Xbox One X developed an issue about six weeks ago–the HDMI out port has blown, meaning I can run the system if I stream it through my computer (which is a poor substitute) or otherwise not at all. It’s currently sitting in parts on my study table, waiting for me to receive the new HDMI port, finish desoldering the old port, and hopefully complete the repair without having damaged anything else on the motherboard. I’ve learned a lot about soldering in this effort, which is cool (I like learning and improving skills, not matter how tangential to everyday life), but I’m not yet sure of the cost. Given my past history with DIY electronics repairs, I may well have completely botched the whole thing.

Regardless, the break from my Xbox (between its state of disrepair and the kiddos taking up most of my time) has been an unexpected but welcome change. Even if I fix the Xbox (and I hope I do!), I’m looking forward to devoting more of my free time to analog gaming for a while–roleplaying games and (one of my first loves) miniatures games.

Writing is still the priority, and though the children have drastically slowed the rate of progress on my pending novel, I am still finding small bits of time where (for lack of distractions and sufficient energy and focus) I’m able to push things along ever so incrementally. My goal is still to have the first draft of the novel finished by the end of the year; the goal remains a seemingly reasonable one.

That brings me to my leisure activities. While I love writing and feel compelled to do it, it’s not always a leisurely thing. Sometimes I hit that magic “flow” state and the rhythm of it becomes intoxicating, sometimes I write that magically-worded sentence that causes me to glow with pride, sometimes I discover something new about my narrative that gives me an indescribable joy of creating something with a hint of life in it. Most of the time though, writing is work, and hard work at that. In some ways, then, it’s like running for me. While I sometimes enjoy running, I usually don’t. I do enjoy having run. I like writing a lot more, but it is often a difficult thing.

So, my writing remains a priority along with work, family and other obligations. But I need to look elsewhere for those times to recharge my creative batteries and replenish my energy while bleeding off some stress.

But, as all adults, and especially those with young children, time for other things is rare indeed. Gone are the days when I could call up a few friends on short notice for an all-weekend or all-night roleplaying session. Gone are the days when I got home from school at 3:00, finished homework in an hour, and had all the rest of the day to play videogames and paint miniatures.

Multiply that problem by however many other adults you have in your gaming group, and getting everyone together for a game at one time seems Herculean.

There’s no panacea to this ailment of course; it’s just a fact of life. But I have thought of some things (none of which are shocking or new, but I’ll tell you how I’m using them) to make my leisure goals a little more attainable. These ideas are specifically focused on “pen and paper” roleplaying games.

(1) Online Gaming

I don’t mean for video games, as I’m focusing on “analog” games here. About a year ago, I ran an online game for some Methodist pastor friends of mine (which arose out of the Israel trip, believe it or not). It lasted for a few months and played relatively smoothly. There are a lot of virtual tabletop programs out there, and we used (for a time) Roll20. It’s an excellent program, with many great features, but I’m of a mind just to use Skype or a different video-conference platform to run games.

A few reasons for this: First, as I’ll state below, I think running games of a more narrative style makes a lot more sense for the time-strapped gamer. Second, it became an extra time-burden for me to try to learn the systems that make Roll20 run smoothly in addition to all the other gaming-planning I had to do for the game. The KISS principle seems to work for my adult-oriented gaming schedule. No, that phrase isn’t the right one. You know what I mean.

I’m looking simply to recreate the feel of sitting at the table together as simply and authentically as possible. I think a lot of “set pieces” and battlemaps and miniatures focus a roleplaying game on the wrong things (as I prefer to play, not objectively–there’s no “one true way” to play an RPG, and that’s one of the wonderful things about them), so I don’t really need most of the features that Roll20 has to offer. If I can email or fileshare handouts easily enough, and if I really need to visually display something I can manipulate in realtime, I can set up an extra device to put a camera specifically on that.\

The online venue doesn’t fully substitute for all sitting down at the same table, but it does make things much easier in terms of scheduling everyone or being able to game with friends across large geographic distances.

(2) Pick a Ruleset

We all know that there’s a learning curve with any new roleplaying game, and even a “relearning” curve when returning to games that you haven’t played in a while. The fewer rulesets you can manage in your gaming group, the more you cut down on this learning curve and keep it easy to jump into a game with little preparation.

There are some rulesets that lend themselves to (relatively easy) adaptation across settings and genres–those of you who read regularly (or as regularly as I write!) know that I’m a big proponent of Fate and Cortex Plus/Prime.

But the Fifth Edition D&D rules are being constantly tweaked to be used in different genres and settings, so if that’s your bag (or GURPS or anything else for that matter), no reason not to use one of those.

The point is to find efficiency in consistency. The fewer rulesets to jump between, the faster character generation is and the faster gameplay goes.  That said, specific rulesets built for certain games are often better at evoking the mood for that setting (The One Ring comes to mind), so there’s a balancing act to consider here.

(3) Run Narrative-Focused Games

Quite simply, narrative-focused games run more intuitively (in my opinion) and keep the action focused on the story over the mechanics. I have a strong personal bias in this direction, admittedly, and if I want to focus on detailed tactical combat, I’ll play a video game or a miniatures game.

Games like Fate, Cortex Plus/Prime, the Powered by the Apocalypse games and the Forged in the Dark games have enough “crunch” to structure gameplay and create consequences for failure and success based on more than mere GM fiat, and I think they’re easier to run spontaneously (certainly at least the Apocalypse games were designed with that in mind).

What I don’t want to do is spend lots of time balancing “encounters,” looking up charts and carefully choosing enemies from lists with large stat blocks. That can be a fun exercise, but it’s not were I want to spend my personal gaming budget.

(4) Personal Setting Books, OneNote and “Emergent Gameplay”

This one is part well-trod ground and part personal eccentricity. For me, though I don’t think this is a necessary consequence, this goes hand-in-hand with running more narratively-focused games.

I’m not by most definitions an “old school” gamer. I cut my teeth on West End Star Wars, Shadowrun Second Edition and Vampire: The Masquerade (and its sister games). But I’ve always like the idea of the sandbox game and the hexcrawl.

My tack here is to adapt the mechanically-focused idea of the “old school” hexcrawl to a narrative focus. By that, I mean the creation of a narrative sandbox rather than a “physical” one. Instead of filling in hexes on a map and developing random generators for what players might find in that hex, I’m working on building the practical setting to run a game in–collections of NPCs and their relationships, important location descriptions, events and conflicts underway.

Right now I’m working on building a setting for Houston in the Shadowrun universe. I can do this a little bit at a time–do a quick write-up for an NPC who could be a contact here, fill out organizational charts of the important criminal organizations and local megacorp executives, etc. Since I can do one thing at a time, or even jot some notes down to return to and flesh out later, I can fit this kind of work easily into small opportunities to write. The more I develop, the more links between characters, events and locations that naturally develop, bringing the world alive.

This allows for emergent gameplay. You can drop the characters into the setting and you have all of the elements you need to organically respond to the actions they take and the direction they lead the narrative.

This makes the work persistent, as I can do this for each of the settings I know I’m likely to want to run in the future. I can start a Shadowrun game with what I’ve got in my “setting database,” add to it both as a result of play and in my free moments away from the table, and whether that game fizzles and dies, I’ve got the background material ready to go to run a fresh game immediately or later without going back to square one with a campaign idea. Efficiency is key here.

A setting can sit for a very long time and, when the urge to run that setting returns, it’s ready for you at a moment’s notice. You can even have your gaming group build characters in advance for various settings and you can play “pick up” games with very little prep-time. This takes a lot of the GM stress out of gaming and helps me be excited to run games and to enjoy them to the fullest when I do.

As an added bonus, this kind of writing seems lower risk to me than writing for Avar Narn, so when I’m feeling “stuck” in my “more serious” writing or just needing to get my creative juices flowing, I’ve got ready prompts to turn to where the work I do will be useful elsewhere.

You can also use these setting portfolios like gaming scrapbooks–see a character idea or an interesting location that would work for one of your settings (whether in an official book for the game or as a riff off of something you experience in the quotidian)–and you can create an entry for it, import text or inspirational pictures, etc.

This system can easily translate to a setting bible for your own fictional universes as well.

I prefer OneNote for this kind of work. It’s inexpensive, it’s relatively intuitive, and it has a lot of hypertextuality which allows me to link my work easily and access it effectively at the gaming table. I can save my OneNote notebooks to the cloud and have them both securely backed-up and easily accessible over multiple devices.

Conclusion

So there you have it, a few of my thoughts on managing to keep playing RPGs as a busy adult.

As I mentioned, I’m also trying to get back into miniatures games (and Frostgrave in particular; I’ll have to post on this separately). Strategies for this are more difficult–I try to do some modeling of both terrain and miniatures when the kiddos are sleeping and I’m not yet to the point of being ready to play games!

Mushin no shin

Mushin no shin. It translates literally to “mind without mind, ” but this fails to capture the nuance of it. Mushin, for short, might best be described as a state of being dispassionate, freeing oneself from all mental and emotional attachment so that one may respond rather than react.

Mushin has a happy home in Zen and other meditative practices, which makes perfect sense. I first encountered it in my martial studies, where it comprises part of Bushido, the way of the warrior. There, mushin is a state of detachedness from ego that allows one to act without fear, to focus on the technique of combat rather than the result. “He who seeks to save his own life” and all. Or, as Mad Max would have it, “Fear is the mindkiller.”

During my days as a concealed handgun instructor, I advocated for mushin, for a number of reasons. First, as the samurai well knew, it is an effective combat mindset for those who achieve it. Second, in civilian uses of deadly force in self-defense, strict adherence to the law is a necessity. Many infractions of the law occur out of a fear response–the civilian produces his weapon before he is justified in doing so, or she fires it without sufficient objective indication (what the law in Texas would call “reasonableness”) of imminent harm to authorize the application of deadly force.

At the time, though, mushin interested me at least as much for its applicability at conflict de-escalation as during the escalation of hostilities. Most of the conflict de-escalation techniques I have been taught, or have personally taught, require stepping back from one’s ego to manage the situation logically and persuasively instead of as a matter of preserving sense of identity and saving face. Now, I am even more interested in that aspect of mushin.

Especially as a parent. Much of the discipline of children is done from a place of anger or frustration. This is understandable–children can be both anger-inducing and frustrating. But being understandable doesn’t make it acceptable. I’m not casting aspersions; I’m just as guilty, and I’ve tried to be introspective, realistic and candid in my own failings and unnecessary power struggles in that regard.

I’ve harped on TBRI before, and this seems an opportunity to do so again. Without calling it that, TBRI incorporates the same principle as mushin into its approach to parenting–if you can’t center yourself and can’t remove your own emotions from the situation, you can’t effectively parent. You are reacting, not responding. And, yes, sometimes parenting feels like the attack-parry-riposte of the duel.

If you’ve read much of my blog, you know that I have a strong sense of self and identity–and I don’t think that there’s anything wrong with that. In fact, I work on the assumption that the uniqueness of my personality (what we might call the “writer’s voice” if we want to be formal about it) is interesting enough to keep my audience coming back.

But I also know that I’m at my best as a parent when I put all of that aside. When I focus on my child’s needs, both in the short-term meeting of needs and in the long-term development of character, I develop parenting strategies that do more than momentarily relieve my own frustrations–I build trust and relationship just as I am redirecting, correcting, of flat-out dodging certain behaviors. That’s love, both practically- and theologically-speaking.

It’s a strange thing to think that love sometimes happens best when given from a place of detachment and dispassion, but the strangeness of that comes from a society that tells us that love is a feeling, a fleeting emotion whose high we must chase continually. While we can’t–and shouldn’t–deny the emotional aspects of our relationships, we cannot roll them into intent and behavior and pretend that the mess that results is one monolithic thing. Sometimes love is a choice, and we are called to pursue it even when we don’t feel like it. When we choose to be loving to another when it doesn’t come easy is when that love is most powerful, when it is self-sacrificial.

But there’s a trap here as well, and we shouldn’t get it twisted–we humans have emotional needs that must be fulfilled by our relationships for them to be healthy, positive, and functional. For those persons with whom we intend to travel large swathes of our lives, we ought to like them as well as love them. We ought to feel that emotional pull as well as the conscious desire to seek their good first.

But, as I’ve said, children are often infuriating, even as we also feel loving emotions toward them. But to raise them up in the world, our parenting must be about them and their needs, not about our personal weaknesses or psychological quirks and desires.

We must become like samurai, dispassionate and able to see the situation for what it really is, to–as objectively as is humanly possible–look down the skeins of time for the far-reaching consequences of our own behavior. We must be unattached to emotional needs and distant from fear of particular results so that we may employ the techniques we know to be beneficial, healthy and effective.

Because, while parenting may sometimes be a fight, it’s not one comprised of strikes and parries, of throws and joint locks. It’s not even a fight between us and our children (though we often feel that it is). We have met the enemy, and it is us.

Sanity Check!!!!

The children have gone to church with K. I’m taking a more “authentic” sabbath and keeping a day of rest–and writing (conveniently, the sermon being preached today is entitled “You need the rest,” and concerns the fourth commandment).

There’s so much I want to do in this ephemeral freedom, so many easy distractions with which to sate superficial needs and truly kill time. But I’m exerting some self-discipline and spending the time doing what I love best–and what will truly restore some much-needed energy and sense of value. Writing. This post is the warm-up to returning to some work in writing the finer plot details for my novel as preparation for writing proper. If I hit a block on that, I suspect that there may be further blog posts later this morning.

Two sorry-not-sorry apologies to begin. If you clicked on this post hoping for something gaming-related (and who could blame you), you’re going to be disappointed–this is a post about raising children. If you have no idea what a “sanity check” is or who H.P. Lovecraft is, you may need to open Wikipedia and/or do some independent research for all of this to make sense. If you are a gamer parent, or a gamer who expects to have kids one day, I expect that this post will be especially enjoyable.

It occurred to me that I have some subconscious association between having kids and H.P. Lovecraft. When we had our first placement (three years and one day before this one), I reread all of Lovecraft’s corpus. This time, I find myself drawn to the recently-released Call of Cthulhu and Sinking City games (though I have no time for them at present and thus have not purchased them). A psychologist would have a field day, and we’ll delve into that deeper in a moment, I suppose.

But first, the two boys who are with us need some names for blogging purposes. Our first two were, by sheer randomness, Abe and Bess. This time, I’m having more trouble deciding. There’s Cain and Abel, but that didn’t work out so well. Jacob and Esau, but that too isn’t the best of relationships. Joseph and–nope, that one’s not going to work either. Has anyone else noticed how many dysfunctional family relationships are in the Old Testament? There’s some great theology to be had there, or as my pastor friends would say, “That’ll preach.” Someone remind me to do a post to delve into that, it’s a topic for another time.

That still leaves me with no names, though. How about Hawkwood and Marshal? Two famous English mercenary captains. They’ve been waging a concerted war against me, I’m sure, so it seems to fit in my own mind. We’ll make Hawkwood the older boy, three in October, leaving Marshal for the younger, of course, one in October.

Now that we’ve got some names, some fun ones, I hope (and if you don’t enjoy them as much as I do, that’s too bad–I’m a nerd and I’m the one writing!), let’s get to the point.

Why is it that I’ve got this link between Lovecraft and raising children in my mind? I pride myself on being especially self-aware, particularly able to look at myself in a somewhat objective light and get to the bottom of my psyche without assistance; let’s see if it works this time.

Lovecraft wrote a different kind of horror, not entirely free of historical influences and bindings, of course, being especially mired in the nihilistic thought and existential philosophy that developed over the course of the 19th century. We can associate some of the classic tropes of horror with Lovecraft–body horror, Otherness, fear of mortality, societal and psychological anxieties, etc. But Lovecraft went further with his Cthulhu mythos, which is why we call his genre of horror cosmic. Lovecraft’s deepest form of horror is existential–that the universe has no overarching and benevolent structure or meaning, that suffering is inevitable, constant, and without redeeming value, and that entropy and despair are the ultimate fates of all things. That’s the type of horror that sticks with a person long after the sudden shocks and momentary frights, after the monsters have gone back under the bed or into the closet and the ghosts have been exorcised for a while.

Again, what does this have to do with children? A few things, actually. Sanity being one of them. Not in the broad sense of a person’s mental health, but in the localized sense of those little insanities that sometimes overtake each of us when we lose our cool and the concomitant ability to act rationally. These are my moral and personal failings–but a two-year-old sure has the fast track to bringing them out in me. Just as I had to deal with them with Bess (see Just Give Her the Damn Goldfish!), I’m still letting myself get out of my own head with desires to achieve some modicum of control over situations where control doesn’t matter. Since two-year-olds often say one thing and then do another, or change their mind about what they want or don’t want in milliseconds, opportunities abound.

As (I think) I’ve mentioned, Hawkwood is extremely intelligent. His vocabulary is astounding, he bent our Alexa to his will within two days (we’ve listened to Toto’s “Africa 57,432,001 times now. I used to like that song.), he can help with laundry, dishes and cooking. But between two and three is when children begin to learn to consciously manipulate to get what they want. This is developmentally appropriate, it is the early stages of learning important social and relational skills. But since Hawkwood is so intelligent, his attempts at manipulation are especially infuriating. A few examples: Hawkwood asks questions (often random, but always associated with something or someone nearby) whenever he wants to change the subject and avoid something he’s being asked to do; he phrases what he wants as questions: “Do you want milk?”; he parcels out affection when it is calculated to achieve his ends. Don’t get me wrong; he’s a sweet boy and I’ve quickly become quite fond of him. He’s also a little booger.

It’s that the above combines with his inability to rationalize or employ logic (although it’s possible he’s just using non-Euclidean geometries in his logic) that has a tendency to make me lose my head. You can’t bargain with a child who’s not ready to evaluate cost and benefit. You can’t reason with a child for whom cause and effect are not entirely real, such that consequences–particularly those that are minutes or hours down the line–carry any real sense of urgency.

As you know, I am a lawyer in my day-to-day career. There are a few things I’ve learned well in that profession: (1) You cannot make someone do something they don’t want to do without coercive force; this is never a positive experience and always has consequences. (2) For those people (and it’s certainly not everyone), with the ability and desire to act rationally, they must be able to reasonably calculate costs and benefits in order to be persuaded. (3) For those who cannot or will not be subject to reason, you can only achieve compliance by playing into their pre-existing beliefs, weaknesses and expectations (something our current president does all too well).

All of these things remain true of a two-year-old, except that they cannot be expected to act according to reason and do not yet have any pre-existing beliefs and expectations (other than selfishness) to use to advantage. That leaves me–someone who is typically quite persuasive and (I think) very good at working through conflicts–powerless when it comes to Hawkwood. And I hate being powerless.

Add to this sleep-deprivation, a schedule that currently revolves entirely around meeting the needs of the children and helping them to adapt in what is a very difficult situation for them, and putting aside the semblance of frustration (as much as possible) to help them to bond to you, and you quickly lose sight of the idea that this is a phase that will pass. Once the children are in daycare and I’m back to working, the days will be far easier and life will return to something that feels manageable. In the meantime, the horror feels existential. Cue Lovecraft.

But Lovecraft was an atheist, and that left him little respite from his nihilistic despair. I am a man of faith, and one possessing a powerful will at that. So, regardless of the similarities between the terror of children and the cosmic terror of otherworldly beings, the differences are greater, and the ending is not the same. I will not succumb to despair, and my present situation will not acquiesce to tragedy or insanity. We will make meaning out of chaos and thereby dispel the lurkers at threshold.

Maybe that puts us closer to August Derleth’s much-maligned “posthumous collaborations” with Lovecraft, in which Derleth’s own Christian view superseded Lovecraft’s atheistic nihilism in the stories of the Cthulhu mythos the two wrote “together.” Maybe that’s what I should pick up next, to read while Hawkwood is slowly drifting off to sleep at night after I pick him up and rock him, play the classical music on his night-time CD, and sit with him in the bed until slumber takes him.

More to come.

 

Day One

It’s 6:30 on Wednesday morning; K is trying to put the infant back to sleep as I write this (bless her!). It wasn’t as long a night as we’d expected, but it was a long day yesterday.

Two precious little boys, eight months and about two-and-a-half, arrived in our home yesterday morning. The older boy is talkative, curious, intelligent and very busy. We were told that he was hyperactive, but that doesn’t seem to be the case–he’s just a normal, active two-year-old. The infant is already full of personality–smiling often, but also very stubborn and opinionated! And about as food-motivated as Berwyn (our dog) is!

Yesterday was a typical first day, filling out paperwork, learning as much as we can, trying to get back into parenting routines. All of this brings with it a lot of stress and exhaustion, but only the situation itself was the cause–the kids themselves are fairly easy-going.

As expected, everything came to a head at bed-time, at least for the two-year-old. That’s when the realization that this isn’t a fun daytrip sets in. I’m extremely thankful for having attended the Empowered-to-Connect conference stream a few months back (see my TBRI post); it was fascinating to watch our little boy as he went into “survival mode” and exhibited exactly the sorts of behaviors expected of him. This understanding allowed me to remain calm and centered rather than becoming frustrated–I could easily remind myself that this was not a matter of willful disobedience or obstinance, but simply a child experiencing very understandable trauma trying to regulate himself. And, from that place of understanding, however limited and abstract it may be, I could respond with compassion, using the same techniques I’ve learned through TBRI trainings and the ETC conference in particular.

In this case, this meant picking up the toddler and holding him until he was able to regulate himself and calm down some. This took about an hour, and I began to doubt my ability–my physical ability to stand up and rock a thirty-pound child after a day already filled with a lot of physical exertion–but we made it through. After that hour, I was able to lay him in the bed, awake but much calmer, and we gradually dimmed the lights and moved him toward sleep.

It didn’t take long after the kids went down that I went to sleep myself–I know that when they’re asleep is my only chance to get some rest! I slept soundly, though K informs me that she had a rough night doubting that the baby monitor was working. It was, as it proudly (and loudly) informed us at 5:45 this morning.

So here I sit with my computer and my coffee in the calm before day two. As promised, this part of the blog will come alive as I share my experiences, joys and frustrations of parenting–and “co-parenting with the state” as they say.

I’ll be turning now to continue working on my novel for as long as I can before the kiddos wake again. More to come soon!

Update 6-18-19

The blog’s been quiet for a little over a week and, as usual, I like to explain myself a little bit when that happens.

The Writing
I had planned to wait until NaNoWriMo to start working on finishing a novel again, but those plans have been happily dashed. What started as a short-story ended up as a twenty-thousand-plus-word text, one that needed a lot of work on pacing and a lot of filling in of details. So it just made sense to turn it into a novel. That’s been the bulk of my writing time in the past few weeks, both in the original story and now in plotting out the novelization.

Plotting is almost complete and I’ll begin the writing (and re-writing) proper shortly. If posts to the blog are sporadic over the next short while, that’s what’s going on.

This novel does not yet have a name, but I’ve also already got broad-stroke plans for three sequels; two of which will likely be part of an initial trilogy and the last of which (which also started as a short-story that expanded out of hand) will likely be the start to a second trilogy. The story is set in Avar Narn (of course) and is something of a noir story. Saying it feels in some ways like a bastardized mix of noir fairy-tale and dark fantasy is pretty close to the mark, I think.

If you’ve followed the blog for a while, you may remember that, in 2017, I began work on a different Avar Narn novel, tentatively called Wilderlands. I fully intend to finish that novel, potentially as part of a trilogy between the two trilogies discussed above (the characters in the current novel and Wilderlands are entirely different), but it’s on the proverbial back burner for now.

Kiddos
Any day now, K and I could get the call that brings kids into our lives again. We’re going a little crazy with the wait, to be honest. But, when it happens, you’ll see the Fatherhood section of the blog come to life again.

Shadowrun
If you’ve been keeping a weather eye out for RPG news, you’ll know that a Sixth Edition of Shadowrun has been announced for release this summer, boasting a “streamlined” ruleset.

Shadowrun: Anarchy disappointed me greatly in its failure to translate some of the most fun things about the Shadowrun universe into a more narrative-focused design. As such, while I’m excited to see a new edition, I’m not sure that it’s going to provide what I think the rules need to really present a modernized and excellent take on the game’s design. So, look out for two things: (1) continued posts for my Cortex Plus/Prime hack of Shadowrun (which may end up remaining the sweet spot for me for playing games in the Shadowrun universe), and (2) a thorough review of the Shadowrun Sixth Edition Rulebook when I get my grubby hands on it.

Theology
More to come and soon.

What do I mean by “New Mysticism”?

Today I was reading an interview between CNN’s Daniel Burke and comedian Pete Holmes, star of HBO’s “Crashing” and author of the new book Comedy, Sex, God.

I want to copy for you here a portion of that interview that really struck me. He says: “But what we’re talking about is symbol systems and labels. And those are good; those are helpful. (But) we’re trying to get our inner reality to respond. So in the book, I’m trying to rescue some Bible verses, I’m trying to rescue some ideas of Christ. I’ll always get a lot juice out of rescuing something that Jesus said. It’s healing to me, psychologically, to do that with words that were used to convince me that I was in danger of going to hell. It might be my favorite thing to do, is to go like, “Oh my God, it was right there.” We just didn’t have eyes to see. We didn’t have ears to hear. We were listening wrong. We were listening with an agenda. We were listening with our egos. We were listening with a deep desire for membership and identity and certainty. We weren’t looking as the mystics are. And when you look at the Bible the way a mystic sees it, it opens like a flower and you’re like, whoa.”

This really resonated with me, as did the general story of Mr. Holmes’ spiritual journey from evangelical Christian upbringing to spiritual voyager. His use of the idea of mysticism also struck a cord.

I have casually remarked in my posts on this blog that I have given the (haphazardly) systematic theology I am slowly developing the name “New Mysticism.” Pete Holmes’ comment above (and perhaps his comments more broadly) seems to provide a good entry point into discussing what I mean by that term.

I am not qualified to be a mystic in the classical sense. I cannot sit still long enough to meditate. I am too busy (over-)thinking to calm my mind. I have too strong a sense of self to be satisfied with the idea of the unio mystica, though I have a deep desire to feel a strong connection with God. I have no supernatural gifts that allow me to see the fabric of reality other than through a glass, darkly. I have no divine message to share, only the thoughts and feelings of a human inescapably drawn to pondering the nature of existence and reality, subject to my all-too-human limitations in finding definitive answers to the many questions I ask. I am no mystic as the term is often intended.

Why “New Mysticism,” then? As I’ve laid out in a Brief Outline of My Theology, my theological approach is both existential and epistemologically skeptical; some amount of mysticism seems an inexorable conclusion from such a starting place.

In existentialist thought, we acknowledge that our understanding of all things is mediated by experience, by imperfect sensory apparatus analyzed by imperfect minds. We must acknowledge some slippage between what we perceive (the existential) and what actually is (the essential).

Skepticism of our ability to know follows closely. I’m not one to take epistemological skepticism to absurdity (if our knowing is flawed, how can we know that we know?), but I do acknowledge that the human mind has its limits.

The philosopher David Hume once made the argument that we cannot definitively know that causation exists. What we observe is a (very) strong correlation of events. To borrow his analogy, we see the cue ball hit one of the other billiard balls and then the second ball begins to move. Through math and science, we can even protect the force and direction of that movement based upon the angle of impact, speed and rotation of the cue ball (and myriad other details, such as the evenness of the pool table). But we have no way to, beyond any doubt, prove that the cue ball is causing the other ball to move rather than that we are only observing a very consistent “coincidence” that is caused by forces and factors we cannot perceive.

We cannot live and function should we focus on that doubt, of course. We must live with the very great probability that this is in fact causation (it hasn’t failed us yet, after all). We cannot meaningfully interact with the world around us, certainly cannot plan such interactions, without taking for granted causation exists and we believe it to.

Do not be misled into thinking that I am making some argument against either knowledge generally or science specifically; experience seems to demonstrate (if not prove) that we can know some things reliably enough and science is in fact the best tool to understand the nature and action of the world around us.

But there are limits to the sorts of questions that the human mind may understand. Science can show us with relative certainty that the universe began with the Big Bang. It cannot, no matter the angle at which we hold it nor the manner in which we dissect it, tell us why in any sense behind the mundane and lifeless. The question of, “If the Big Bang caused everything in the universe, what caused it?” stretches to infinite strings of causation or some manner of causation we cannot perceive. Either way, the answer is beyond us. When God tells us that God’s name is “I AM” or “I AM THAT I AM”, that is a mystical answer to a question that defies logic. There is nothing we can understand about God in any temporal sense; God simply is God. We must either accept or reject that, there is no way to prove it or explain it.

It is here that we find the necessity of mysticism; that is: a belief that some knowledge is not susceptible to human logic, that there are things we may know from experience that we could never prove to anyone else, that there are ways of understanding apart from cold logic. I know of no other way to describe such things other than “mystical.” But it strikes me that that mysticism is not entirely the same as the term has been formerly understood. It may also be a mode of experience, but in my mind it is first a worldview, one without which we are not open to such modes of experience, no matter the labels we place on them.

And so, I find my theology to be firmly rooted in the mystical, the supernal, the sublime. How could it be otherwise? The spaces between cold logic are where faith, hope and joy come alive, where we find (or create) the only meanings that, at the end of the day, really matter to any of us.

This mysticism is different, perhaps, from the mysticism of the past in another way. It does not dismiss, nor reject, nor argue against logic and science, instead recognizing that these are God-given tools to develop understanding to the extent that we can. If there is a God, and God created everything that exists, then every rule of science, every geological fact, every evolutionary development represents in some manner the will of God. Understanding the operation of the natural world may thus give us some understanding of the nature of God. Even if it doesn’t, such understanding proves quite useful, and we’ll need more of it if we are to hope to undo much of the harm we, as a species, have done to the world.

This “new” mystical approach allows science and faith to co-exist by understanding that, just because a story in the Bible is not historical fact does not mean that is not True in the most important, dramatic and essential ways by telling us something meaningful about existence itself. If only we are able to understand, whether by logic or by divine revelation.

“New Mysticism” is intended as a middle road between an unquestioning faith and an equally unquestioning materialism, one that gives fair play to all manner of knowing and seeks to incorporate all of the experiential, the existential, into a meaningful whole.

 

After-Action Report: TAC 2019

This year’s conference was a whirlwind. K got commissioned as a deacon this past Tuesday night in what was a beautiful ceremony with a great sermon by the Bishop. I can’t say how proud of her I am; I just don’t have words for it. That’s something, as this blog is itself proof of my usual verbosity.

Amidst all the doom and gloom surrounding the United Methodist Church of late, I left the conference with more hope than I had upon arrival. It’s a voting year for 2020’s General Conference, so nothing that happened at the 2019 Called Special Session of the General Conference is really set in stone yet. Palpable tension settled upon the conference from the beginning, thickening as we approached the clergy voting session Tuesday morning.

Despite extensive technical issues with the voting system, issues which seemed not to affect the voting results but simply to drag out the process, the clergy muddled through in their first voting session to astounding results.

The Texas Annual Conference had nine spots for delegates to General Conference, an additional nine spots for delegates to our Jurisdictional Conference, and spots for four alternates–this each for clergy and for laity, voted on separately.

At the end of voting (clergy voting had to be continued yesterday morning because of the time it took to fight with the electronic balloting system), the clergy had elected progressive/compatibilist delegates for all but two of the alternates, who were from the Confessing Movement/WCA slate. I’m told with some frequency that the Texas Annual Conference is the most conservative conference of the UMC in the U.S., so this was quite a surprising sea change from our last elections (in 2015). I’m not prepared to say that this represents a majority of clergy favoring full-inclusion, as I don’t know that. I do have confidence that this represents a majority of clergy that want to keep the church together, to be in fellowship in our disagreement with one another on theological issues. I can also soundly say that these elections constituted a firm rejection of the Traditional Plan’s passage at the 2019 GC.

A quick note on the word “compatibilist”: it is used within this context (and I believe within the UMC as a whole at present) to mean someone who supports maintaining the unity of the Church despite our theological differences. There are compatibilists on both sides of both the sexuality issue and the issues of theology and scriptural interpretation that underlie that more visible issue.

The laity elections, on the other hand, went exactly the opposite. You will recall, I imagine, that I ran as a lay candidate for the 2020 General Conference this year. As both a staunch progressive and a staunch compatibilist, I had the honor of being part of the “That We May Be One” slate of candidates. Despite having about 45-percent of the lay votes, we were soundly defeated by the traditionalist/Confessing/WCA contingent, electing only two alternates among the 22 total spots for GC and JC. I was not among those elected.

As much of a beating as the election itself felt, the numbers still give me hope. If the lay delegates of the Texas Annual Conference are still forty-five percent on the side of keeping the Church together and finding a way forward in unity, and if we are in fact the most conservative of the U.S. Annual Conferences, I think we’re in for a very interesting delegation to 2020 GC.

Voting this year also pointed out to me a great problem with the Book of Discipline structure of the UMC.

Under the current rules, each delegate gets to vote a number of times equal to the open spots being voted for. So, if we’re voting for 9 GC delegates, each voting member of the conference (again, separated between laity and clergy) gets nine votes.

But each vote must be for a different candidate. To be elected, a candidate needs 50% of the votes cast during that ballot. So, if a group controls 50% of the votes, they will, minor anomalies aside, control all of the delegates elected. This is exactly what happened in our voting this year.

The solution is simple: we go to corporate-style voting. Under corporate voting, each delegate would get nine votes if there are nine spots. But these votes could be allocated between candidates however the voter wishes. So, a voter could give all nine votes to the same candidate. This would ensure that a minority group could get some representation to GC while also maintaining the ability of a majority group to have the majority of the spots. In other words, the results of the election would be a more representative slice of the annual conference the elected delegates are supposed to represent.

Except that they’re not. Delegates are expected to “vote their conscience” at the General Conference and are not actually given any duty to represent those who elected them. On the one hand, this makes sense, as we’re (sometimes) talking about sensitive theological and moral questions. But the practical reality is that it means we’ve essentially taken the worst parts of the American-style democracy on which the UMC governance is based to form our electoral system and the expectations of the delegates to our legislative body.

There’s no fixing this right now. Elections are happened, these rules would have to be changed by the General Conference, and the 2020 GC already has enough on its plate. But this is something to consider for the future of the UMC if we are (as I continue to hope we will be able to) able to keep it together or the successor denominations if we are not.

During the evening session of laity voting, I had a somewhat contentious conversation with an older, conservative lay delegate. I tried to be civil–but did not succeed as well as I should have. Nevertheless, I want to bring up a few points we discussed in case they are common to others or some of my readers encounter them in the future.

The first argument that this man made were that “sociology” (he meant “social issues” rather than the soft science discipline) and theology should be kept separate, as they are separate things.

I could not disagree more. In the immediate, issues of social justice, the treatment of others, who we marry and ordain, and how we view our morality (if we are going to rely on the argument that morality is absolute and comes from God) all soundly fit within the realm of theology. More broadly, if our goal is truly to follow Christ and to “become perfect as our Father in Heaven is perfect,” everything is theology. I’ll probably write a full post to treat that issue.

But we cannot separate our politics or our social beliefs from our faith. That’s a careful line to walk for me, because I both believe that my faith should guide my politics and that there ought to be a separation of religion and government. This also merits a full post (or a book!) to treat fully. For now, suffice to say that I do not believe that we compartmentalize our social or political and spiritual beliefs when they are contradictory. In my opinion, the conservative Evangelical right as a political force in this country is emblematic of what happens when we do compartmentalize.

The second argument–really a statement of belief–that the man made was that the sexuality issue is “destroying our church.” I don’t necessarily disagree with that, but I’m sure that this man and I have very different ideas about the why and how. More important, the principal factor that guides us should be, “what is God calling us to,” not “will this change the institution to which I am accustomed.” I realize that this argument could be used to suggest that the UMC should split, but I believe that we are called to unity in addition to social justice and must attempt as best we can to walk that line.

As I mentioned above, the clergy voting seems an indication of a desire to walk that line. The laity voting, not so much. We would do well to continue to ask ourselves, “Are we destroying the Church?” I don’t know that there’s a right answer to that question, and it’s the one that must inevitably follow that I care about most: “Whatever we’re doing, are we doing it out of an earnest desire to follow after Jesus and live out the Gospels for a world in desperate need of the Good News, or are we pushing our own agendas, propping up our own senses of identity, reshaping our Christianity to fit our preconceived notions, or adapting those notions in light of our faith?” There are no easy answers here, nor should there be.

 

Texas Annual Conference 2019 – A Fiery Start

K and I arrived at the Hilton of the Americas this afternoon at about 4:30, just ahead of the start of our annual “meetings vacation” (her term; she likes meetings way more than me). By good fortune, we managed to avoid the long line to check into the hotel–turns out there’s an app for that now. The future is here.

Of course, checking in remotely didn’t get us a room key, and the app told us we’d have to present ID at the desk to use the phone as a key. I took a chance and asked the concierge whether she could check our IDs and give us phone access to our room. She didn’t seem to be aware that that was a thing, but she was able to make us a physical keycard, so no harm no foul. In the middle of her programming the keycard, she got a phone call. After a few short words exchanged, she apologized to me and made another phone call. I overheard something about a car being on fire on the side of the building. About that time a fire truck rushed by outside.

In all honesty, I didn’t think much of it. I took the keycard and went to check that it worked before K stepped out of the line for check-in. Once inside the room, I first sent a text to Kate telling her that she could meet me upstairs. Then, I sent a message to a colleague asking for confirmation that our 5:30 meeting was still on. She responded with, “The building is on fire.” A non-sequitur if ever I’ve seen one.

I looked out the window from the hotel room and could see black smoke billowing skyward, a disturbingly dense cloud. I left the room in hopes of meeting K and found her coming down the hallway toward me, determinedly, and with her face held tense as she does whenever she worries. “We need to leave. I see smoke,” she said, matter-of-factly.

I went back into the room, grabbed my briefcase with my computer, and we decided to take the stairs. The Hilton of the Americas has internal stairwells as wide as the Champs Elysee, if you didn’t know–and we had them all to ourselves. It wasn’t until we reached the first floor that we heard the fire alarms: piercingly high-pitched and all but irrelevant at that point.

We made a beeline outside, where we were able to confirm that, yes, there was a fire. But it wasn’t actually the hotel, but the parking garage across the street and the skybridge between the two buildings. The parking garage, mind you, where we’d parked our car an hour earlier.

The smoke on the street, couple with the crowds and the multitude of firetrucks, quickly proved unpleasant. We decided to journey a few blocks away and find a place to take refuge. We chose the site of our impending meeting and ended up having a pleasant dinner with great company (which is usual for TAC).

The fire was taken care of in due time, with little permanent damage. The skybridge was reopened, our car and all of clothes (which had remained inside while we got checked in) and everything else turned out fine. The opening worship ceremony was delayed by fifteen minutes, but other than that, everything proceeded as normal.

It’s election year, and as I’ve mentioned, I’m running as a delegate to the General Conference of the United Methodist Church, with idealistic hopes of finding some middle ground that can bring inclusion and some amount of justice to my LGBTQ brethren and sistren while preserving the unity of the denomination. It’s a tall order, and the deck isn’t stacked in my favor. Let’s just hope our fiery welcome was not an omen.

More to come…