- Bearman, Peter. "The roots of the vaccine panic." The American Prospect 22.3 (2011): 33+. Gale Opposing Viewpoints in Context. Web. 6 Mar. 2012.
- Glazer, Sarah. "Increase in Autism." CQ Researcher 13 June 2003: 545-68. Web. 1 Mar. 2012.
- Grandin, Temple, and Margaret Scariano. Emergence, Labeled Autistic. Novato, CA: Arena Press, 1986. Print.
- Handley, J.B. "Compelling Evidence Shows That Vaccines Trigger Autism." Epidemics. David Haugen and Susan Musser, Eds. Opposing Viewpoints Series. Greenhaven Press, 2011. J.B. Handley, "Autism Is Preventable and Reversible," Larry King Live Blogs, April 2009. Reprinted by permission. Web. 3 Mar. 2012.
- Healy, Bernadine. "Fighting the Autism-Vaccine War." U.S. News & World Report. (2008): n. page. Web. 1 Mar. 2012.
- Keelan, Jennifer, and Kumanan Wilson. "Balancing Vaccine Science And National Policy Objectives: Lessons From The National Vaccine Injury Compensation Program Omnibus Autism Proceedings." American Journal of Public Health 101.11 (2011): 2016-2021. Academic Search Complete. Web. 1 Mar. 2012.
- Miller, Lisa, and Joni Reynolds. "Autism And Vaccination - The Current Evidence." Journal For Specialists In Pediatric Nursing 14.3 (2009): 166-172. Academic Search Complete. Web. 1 Mar. 2012.
- Sathyanarayana Rao, T.S,, and Chittaranjan Andrade. "The MMR vaccine and autism: Sensation, refutation, retraction, and fraud." Indian Journal of Psychiatry Apr. 2011: 95+. Academic Search Complete. Web. 1 Mar. 2012.
- "Statement on Thimerosal." World Health Organization. World Health Organization, 2006. Web. 6 Mar. 2012.
- Ponte, Maya. "Vying For Credibility In The US Congress: Legitimating Symbols In The Debate Over Immunization And Autism." Focaal 46 (2005): 67-78. Academic Search Complete. Web. 1 Mar. 2012.
- Rabin, Jack. "Denying denialism." Commentary 129.6 (2010): 9+. Gale Opposing Viewpoints In Context. Web. 6 Mar. 2012.
Super Heroic Aspie Girl
Thursday, May 19, 2016
The Hills I Will Gladly Die On
Thursday, May 12, 2016
Apologies
As anyone can tell based on the title and previous posts, I'm autistic and was diagnosed with Asperger's Syndrome under the DSM-IV and this is just a part of who I am and I know that people may be curious as to what it all means or simply dismiss me as being unintelligent or stupid. And this is really why I like to explain what my experience of the world is like - to explain how I think and see things in order to illuminate what it's like and to prove that I'm more than what I appear to be.
It could possibly be that I've read too many entertaining books written by bloggers. But in reality, if I were to write an autobiography, I wanted this to be it.
Thursday, January 10, 2013
A Small Habit
I make light of my personal pain.
I take my pain and try to crack jokes about it.
For example, during the second (or was it third?) week of November, I had spent five days in the hospital. Three of those days were full of pain and general not feeling well, one of them was when I got a surgery, and a day of recovery and being released. During most of my stay, I made it a personal challenge to make all of my nurses to at least chuckle.
While healing from the operation, I also made cracks that "I'm being held together by glue and tape. I'm a kindergarten arts and crafts project!"
I'd have thought that it was me just hiding my pain behind a sense of humor.
Until today.
For the last few weeks, I've had to deal with what feels like the worst sciatica attack in years. And I had to not just go to college, but I needed to go grocery shopping. So I decided that I was going to need to use one of those scooters they have for people with impaired mobility (like me). And I was shopping by myself when I came to two realizations.
1) Before this attack, the only motorized vehicle I had extensive experience controlling was a bumper car and it shows.
2) "Born to be Wild" is the wrong song to be humming while on a scooter-cart that could maybe go up to 3 MPH.
Of course, the first realization could also be explained away by accusing random things of "jumping out at me". I doubt that last sign in the Safeway could be explained away in that way. I just acted like no one saw me hitting a store sign. I may or may not have made a face while trying to speed away from the scene of the hit and run.
So that's my small habit that I just noticed that I have.
Thursday, December 27, 2012
Writing Pet Peeve: Throwing Away Useful Characters
So of course, there will be spoilers up to The Angels Take Manhattan (season 7, episode 5) so if you don't want any spoilers, please stop reading here since I will be using that episode and those before it as an example. Okay, so with that out of the way, let me explain how such a pet peeve has been executed and how this has become a pet peeve of mine.
In the simplest of terms, the Main Character has decided that the other characters who has been hanging around him will die or have terrible things happen to them based on past experiences. So the Main Character leaves them behind with no way of following him and ensuring that their lives will be comfortable. So you would think that these folks are finally gone, having been put on a bus and living happily, safe and sound. But we need our Main Character to be completely snapped in half and there are no such thing as happy endings to an arc with any traveling group. Because somehow, we need to have the next person to befriend our Main Character to fix him. This is exactly what bugs me.
Why? Because if he knows that if he keeps dragging his friends who have become family to him around, why would we see him pulling them along on an adventure? It goes completely against his character development. Not to mention that they are still quite usable as characters at this point. Not as Main Characters, but guest characters.
How? Well, it would be nice for our Main Character to get a new friend while not in a completely broken state. Give the poor guy some hope that there could be happy endings for crying out loud! And they could be usable for when he does get broken, he's got someone to turn to. Besides that, we'd have someone capable of pointing it out to our Main Character when he starts going down the dark path. When you have a character continually fighting monsters, it becomes very easy for the character to become what they're fighting against. And sometimes, past characters who aren't dead who mean a lot to the Main Character are a necessity to snap our Main Character out of it.
In more specific terms, by having the Ponds traveling with The Doctor after he gives them a house AND a car, it goes against his reasoning for forcing them out of the TARDIS to begin with. And how long was he without them before he changed his mind? Two stinking episodes. It takes him two episodes to drag the Ponds with him. Well, two episodes plus several mini-episodes in which he drops by the Ponds or checks in with them. But if he really worried about them, he shouldn't have gone against his better judgment. And the writers shouldn't have had him go a bit out of his character for the sake of making the fandom upset.
The writers finally ended the Ponds' interference with their plotlines by forcing them to die off-screen. Not kidding. They died off-screen with a very flimsy reasoning against allowing the Doctor to see them. How flimsy is the reasoning? The Ponds were hurled into 1938's Manhattan and the Doctor is all upset because he couldn't see them because the Weeping Angels are messing with time too much in Manhattan. Yet, the Doctor himself did spend time in 1938 during last year's Christmas Special, “The Doctor, The Widow, and The Wardrobe”. So that means that it's obviously a localized effect that is continually in effect. What throws this whole thing out of the window was that the Tenth Doctor was able to go to 1930's Manhattan with no issue. So assuming that it's a localized effect that happened after the Tenth Doctor's visit, again, there's no issue for him to land the TARDIS on the edge of the instability and travel the rest of the way like any other human. Boy, what a plot hole!
So really, what did the death of the Ponds accomplish? We get a broken Doctor. That's it. The main character being emotionally shattered by permanently losing his family. Any interesting stories? Not unless you like to see a character whose life is literally just one long line of traumatic events. Which at this point, is actually getting old and tired. No wonder he had a psychotic break at the end of Waters of Mars.
But what kind of stories or events that would have happened if the Ponds never went on any adventures after they were dropped off? Well, for one thing, The Power of Three would have still happened. Not to mention that they could still be a good jumping point for adventures happening during their lifetimes. For example, an adventure hook could involve the Doctor visiting the Ponds and then notice something wrong going on. Or they could call the Doctor, telling him of something weird going on that they've noticed. Another use for characters like the Ponds would be someone for the Doctor to go to when he's breaking or broken or when he needs shoulders to cry on. Yet another use would also be when he would get another companion and the Ponds do call on the Doctor or the Doctor visits them, they could advise the new companion too, similar to passing the torch.
This kind of thing bugs me because it becomes quite clear that Moffat (current showrunner for Doctor Who and sadistic writer of the first degree) killed off the Ponds just for the emotional impact on the fandom (who really should be seeing this coming at this point) and just to traumatize our main character with no regard of whether or not they could be used as further tools in the background at least.
With shows who focus more on character deaths for no reason other than to get the fans to cry and to shatter the psyches of the Main Characters for no reason than to do so, I'm starting to not care about the characters because I know that they will die and die horribly and for no reason than to cause the fans and the main characters to get all weepy. I give the new companion maybe a season before she kicks it. And yes, I'm saying that I have yet to see the newest Christmas Special.
See ya later!
Tuesday, September 18, 2012
An Objective View of Characterization in Science Fiction and Fantasy
What I'm not saying is that science fiction itself is devoid of characters, but what I am saying is that characters haven't been a large part of the spotlight in science fiction, not before the late 90's at least. Well, that I know of (even though I say I grew up on science fiction, I will mention now that my choices were rather limited up until I was a teenager and I can definitely say that my tastes have changed since my childhood and thankfully so, but different types of shows interest me and I'm more open to experiences. And even though my dad did like Star Trek, he didn't watch things like Deep Space Nine, Voyager, or even Babylon Five and I find myself working on quite a backlog.).
I will also warn you, dear reader, that this is an attempt at being objective and this is only my opinion. Please don't take what I say as an ad hominem attack on your favorite show or me just being "close minded". I give everything a good solid try before deciding on whether or not I like anything. And yes, that does include Twilight.
The catalyst for this little piece was a facebook rant at how science fiction shows have become infested: "with crappy dialog about love affairs, power struggles over whos the boss, and children disappointed with their parental figures." And that the studios are doing this to "draw in the female market."
This looks less of a failure or mismanagement in trying to aim for a specific demographic and more like a failure in characterization. In this current atmosphere in television, if one makes content that is based on the characters themselves, the characters must fulfill many requirements:
- The characters must be able to stand on their own.
- The characters must be able to be likable in their own ways.
- There must be more to the characters than their archetype/stereotype to seem "more well-rounded."
- The characters must never cause the story to fall apart for no reason.
So now, I think I should give you all an idea of when each of the four rules are upheld and broken and cite examples of it from their own shows.
1. The characters must be able to stand on their own.
For this example, I have several examples, but the one that really comes to mind is Captain Jean-Luc Picard (Star Trek: The Next Generation). This is a character who can stand on their own, even in times of loss (Nemesis, anyone?) and still finds a reason to keep going. He's made mistakes (as seen in Tapestry among others) and learns from these while sticking to his morals even as the Federation is exploring many ethical and moral dilemmas (see Measure of a Man). Heck, he even learns to overcome such things as his thirst for revenge (First Contact).
One of the biggest failures of this in my mind is Lt. Colonel Cameron Mitchell (Stargate SG-1). This poor character comes off as if he's written to be a clone of a pre-existing character who was promoted (in other words, put on a bus) away from the SGC. It goes about as well as you'd expect. The failure isn't with the actor, but the writers as they tried to keep a cannon character around but with a new coat of paint. In the end, he never truly fully became his own character, but just "Not-O'Neill". The problem was less of a focus on the differences between the characters on top of just trying too hard.
2. The characters must be able to be likable in their own ways.
So many real possibilities, but I think I'm going to just pick a character out of the pile forming in my mind. I'm going to go with Dr. Leonard "Bones" McCoy (Star Trek). This guy is your typical snarky, somewhat-jerkish medical doctor character. But darn it if the character isn't likable in his own way. Heck, I could just say "every character on Star Trek and TNG" but I randomly picked from my own random list. Even if he is typically sarcastic, snarky, and can come off as a bit of a jerk, but the character has a lot of heart to him and cares about others (sometimes even to his own annoyance as seen in the 2009 movie). That's really all I can say without repeating the same old stuff that everyone knows.The one that really stinks at this is Dr. Nicholas Rush (Stargate Universe). He does a lot of selfish things throughout the show (the whole list would take up most of a page and that's only of what I remember from the first season alone). And what's worse is that he causes a lot of people to lose their life directly or indirectly because of his selfish actions and motivations and what makes him really lose at this is the fact that the writers seem to not be able to make up their minds with this guy. They write him as a completely heartless monster yet shows that he still is human and in the end, they make him a confused character. It wouldn't bother me if they either made him more of a main character or more of an out-and-out villain. What I mean by this is that antagonists don't get as much focus as main characters for a reason, especially if they're of the Snidely Whiplash variety- because there's nothing else to them than the evil acts of evil. But even in shows where the villains are part of the focus (Dr. Horrible, Death Note), there's at least something about them that keeps the viewer interested/entertained. Heck, even the Goa'uld were entertaining because of how over-the-top they were. But this guy... he's just a complete monster of a human being who shows nothing but glee at everything and to me, he's just not likable at all.
3. There must be more to the characters than their archetype/stereotype to seem "more well-rounded."
There's a lot of characters again that I can choose from, but this time, I think I'll go with Dr. Daniel Jackson (Stargate SG-1). He began in SG-1 as literally the sole civilian on the team who serves as one of two scientifically-minded characters and the interpreter. However, he does more on the show than just that. He's also the moral/ethical voice of the team and in later seasons, really comes into his character, even being able to shoot as well as any member of the team, showing a nice evolution of his character.And then there's Eli (Stargate Universe). He's literally there to explain math and to literally act out parts of old science fiction movies (mostly just the classic Planet of the Apes which to me, does get old and fast!) while babbling on and on about World of Warcraft. The way this guy is written, he is just about the kind of nerd that even the geeks would hit up for lunch money. And worse is that he just keeps being annoying. And in a lot of ways, he reminds me of the bad parts of Wesley Crusher on top of the general annoying-ness, which I guess is almost likable, but he doesn't evolve past the whole "I'm just here to spout math, Planet of the Apes quotes, and babble about WoW" stereotype. He almost makes me feel bad for being a geek.
4. The characters must never cause the story to fall apart for no reason.
This is something I can't exactly cite a specific character on this because it's more of something where if the characters don't do this, no one notices, but if the characters fail in this, it's obvious. Kind of like sound editing- no one notices when it's done good, but heaven help you if you are off even a tad.By "for no reason", I mean by "for no reason that the viewer can find which doesn't ruin the suspension of disbelief." If it shatters the viewer's suspension of disbelief, you royally screwed up and good luck stitching it back together. If the story falls apart or segues into another subplot in a way which doesn't shatter the fragile suspension of disbelief, you should be more careful. After all, each episode should be at most an "A story" and a "B story" that overlap in some way, typically not one after the other. When you finish the "A story" and go straight to the "B story", sometimes viewers get annoyed that you didn't just flesh out the two stories and have two separate but tenably linked episodes.
Outside of these rules, there's still a few things that can be found as annoying bits of characterization. One of which is when a character comes off overly emotional/depressed. This gets annoying because of such characters get old fast and when they get old, they become very cliched. What helps is if that's not one of the character's defining characteristic. It's completely fine for characters to be depressed or sad for a reason. But not for no reason other than to make the series seem "edgy and dark". When that happens, it's a sign of pandering to a specific demographic who doesn't understand what fine entertainment is. Kind of like Twilight. (I'm being serious. Twilight was specifically written AND advertised to pre-teen and teen girls. Why else would such a book which has many writers like Stephen King calling it not nice things while being hugely popular?)
Another thing to keep in mind, especially if writing for a novelization that can or is connected to Role Playing Games in general, what may be a very awesome character to readers and writers alike can become a bad thing. Case in point is Drizz't. For all accounts, I've heard that he's a good character who faces his own demons just by being a non-evil Drow. For us gamers, he's hellspawn because of his popularity spawning noobs and powergamers playing non-evil Drow en masse. Those of us who play DnD and similar games are still recovering from the ordeal. The message is "if a character is from a typically evil race of evil people, tread lightly. A whole community will thank you."
I honestly hope that I was objective in this (I really tried). If such pieces like this was entertaining/interesting, just let me know and I'll see about writing more on such topics that interest me. See ya later!
Friday, February 3, 2012
Airship Pirates Post-Game post
Saturday, October 15, 2011
Updates and Airship Pirates
Last Night, I ran Airship Pirates, the tabletop RPG based on the songs of Abney Park. Here's the low-down:
The Characters:
We have the Doll, Annika Sesentay Nueve (translation: Annika Seven of Nine...yeah), who is the First Mate. Then we have Rune, a Neobedoiun Beastdancer and the short Skyfolk Gadgeteer Madgizmo. During last night's session, my elder stepsister who plays Teddy the Misbegotten Cap'n of this crew of Mercenaries had already informed me of her absence beforehand, so I told everyone that the character is still there even if her player wasn't. (I told the group that Teddy will be a “Mark the Red” since everyone has seen “The Gamers”.) Before I go on, their ship is called the Dragon Seeker.
The Session:
We began the session in High Tortuga a few in-game hours after the last session (which included a Pirate Council trial and getting tickets to the huge event that was going to be held that night.) and the crew were heading to the event that was scheduled after sun-down (I reasoned about 8pm or so) at one of the docks since the performers were going to perform on the main deck of their airship. Said airship's gangplank was withdrawn and there were security to check for tickets and to keep those without tickets out of the cordoned area.
I had everyone roll perception, especially the ship's Engineer to detect the small bits that was specific to the performer's airship. They all passed the check and I described the small details of the airship that included the glass bulbs on the outer hull that were filled with pink-ish swirling gasses that were interweaved with small colored lights (I said that out of character, the lights would be Xmas lights that were strewn on the outer hull to make it look less conspicious).
During the event (read: concert [like no one reading this couldn't figure that detail out.]), the performers had a song in which they selected a random member of the crowd to hold a violin. During the announcement, Annika had grabbed the short Engineer and set said guy on her shoulders and jumped around (which they did each and everytime something temporarily broke) and I got annoyed enough at the insistance of Annika's player that I had them be selected to hold the violin and everything.
Since I kept rolling crappily that night (yes, I'm blaming the dice and going off of the Rule of Funny [meaning that if something hits me as funny, I'm likely to just run with it]), Annika sneaked into the darkness and hid below decks and onto the crew decks (I goofed up and thought crew decks was the first deck below the main deck). I had Annika roll a perception and described a sound that sounded like a door opening before I had Annika roll a Hide and Sneak check, which she passed. What followed was a little girl peering out from her door and going “huh...” before going back into her room.
A few songs later, the band goes below decks, talking about which song they'll be ending with and deliberating as the crowd of fans shouted for an encore. When the band got back up on the main deck, Annika decided to find a better hiding spot (she was hiding under the stairs leading to the main deck) and she once again, heard a door opening. This time, said little girl actually spotted Annika, who decided to act as if she was deactivated. The little girl bought the act and started to play with Annika as if she was a life-sized doll (ironically enough), including such activities as playing tea party, “borrowing” Jody's makeup to make Annika up, before I told Annika's player that the little girl returns with a permanent marker (apparently, the player had plans so he reversed time half because of his plans and half because I said the words “permanent marker”), so time got reversed and Annika ran into the second closest room (which I decided was Jody's room where said little girl is putting back the borrowed makeup back). Annika decided to reverse her decision and let the little girl return with the permanent markers (she would have gone overboard otherwise).
At random intervals, I weaved in what the main group were seeing/doing. My group has a habit of calling off actions and taking a long time to think about what they were going to do except for Annika's player. So a lot of the random intervals involved my asking them what they're doing and saying or if they decided. At this point, Annika decided to scare the little girl by suddenly moving and say "boo!". While the little girl is poking the Automaton that just suddenly moved, the funniest thing happened.
The band were heading to their rum storage area (bottom deck since I screwed up) and the first one who had gone down the stairs was Kristina who stopped suddenly at the bottom of the steps and the person behind her wasn't aware of her stopping (it was too funny in my mind) and the two round up on a tangled heap at the bottom of the stairs. The third person down (Nathaniel) noticed two things: the tangled heap at the bottom of the steps (and probably said something like “get a room, guys!”) and saw Annika leaping over the little girl and the heap of two people with the intention of running below decks. I got an awesome roll so Nathaniel wound up leaping over the railing of the steps and chased after Annika, just two yards behind her at the end of initiative.
Annika tried to use her epic social-abilities to convince Nathaniel to hide her right when everyone got to the scene. Annika announced that she knew their secret (aka, she deduced from the lyrics of the songs (perception check) and compared it to the version of history she knew (General Knowledge check) and saw some things not matching up (in hindsight, Post-Apocalypse Punk may have been a wrong song to have them do...). Jody was the only one who saw through the bluff and there was a lot of arguing and Jody trying (and failing) to bull Annika. In the end, the Captain had Annika be turned off and had their two guitarists (Josh and Nathaniel) drag her out onto the decks with Dan making sure nothing happened (he had a pistol in his hands just in case).
So they get Annika turned on and the first thing that Annika says was “they have a time machine! We need it!” They have a long conversation about how Annika would know and such. My crew decides to keep as much of an eye on the Ophelia with the intention of following them. The rest of the session was just one long chase scene, including through a mountainous pass. It got to the point that the Ophelia had to make the pre-planned jump or waste a whole week (or more) of calculating. The Ophelia was 5 seconds from making the jump when the Dragon Seeker hit one of the Chrononautilus bulbs with the lightning gun, shattering the aft bulb.
The session ended with both airships leaving the thunderstorm, the Ophelia having noticed that their persuers couldn't see them and took a hard left turn in the storm. When the ships left the storm, the distance was too great for the Dragon Seeker to continue. No one knows where or when they are (including their GM). We ended because the group wanted to do the light post-dice-rolling roleplaying.
The Result:
Since I've only been running games for about a year with lots of breaks in between, I know I still have a lot to learn. The first thing I learned was to be more patient and learn better ways of describing events (so that maybe Annika would have gotten permanent marker on her). It also helps that when there's a group of NPCs that would appear every so often, to not come up with a random number between 5 and 8 for rolling for said NPCs. But now, I have to scrap every plot thread I had planned on. (this group's doing to me what the gaming group in Darths and Droids did to their GM, but I'm getting better at improvisation!) In the end, I can't wait until I run this game again.
My gaming schedule is looking like I'm not running anything next Friday and on the 28th would be Pathfinder with the next session of Airship Pirates being on the 4th unless the Camarilla schedule changes next month.