Thursday, February 19, 2015

Robinson Nature Center--Outside

The Robinson Nature Center is an educational center focused on the natural world. We went to visit in the summer of 2014 with some friends. The only pictures I took were outside!

The 18-acre grounds have a variety of trails that let visitors appreciate the flora and fauna, though we saw mostly flora. The paved trails are near the center. Dirt paths go through the woods.

The nice, paved trails

Lots of blooming goodness in the summer

A small (artificial) pond

The center has exhibits on natural habitats, Maryland's geologic and topographical make-up, and some history of the area. The basement has classrooms (which J's class visited during the school year) and a special theater/planetarium with nature videos. As I said, I didn't take any pictures inside but I did get one of the center's outside.

The Nature Center

One of the paths leads to the ruins of the Simpsonville Mill. The mill was built in the mid-1700s and initially milled flour (a valuable commodity during the Napoleonic Wars). In 1852 it switched over to cloth making when Charles Ridgley Simpson bought the mill and the surround 215 acres. In 1878 it turned back to milling flour. In 1920 a fire left just the stone walls standing. It was not repaired and remains as ruins to this day.

The ruins are under the bridge of a large roadway. The shade was nice on a summer's day. L loved making footprints in the soft dirt but they were more visible to the naked eye than to the naked lens.

Mill ruins (in England, they would not have been fenced off!)

More of the ruins

L makes footprints

We will definitely be back to visit next summer, and maybe even take pictures inside!

Wednesday, February 18, 2015

The Walking Dead, Ep. 510, Them

The Walking Dead, Season 5, Episode 10: Them


TV rating

TV-MA

ZPAA rating

Teens and up

Offensive content

Not much language (in fact, the characters do very little talking in this episode at all); plenty of zombie kills but not as gory as earlier episodes.

Synopsis & Review

The group is on the road to Washington, D.C., but everything is running out. They're out of gas, so they walk. They're almost out of food and water, so Daryl scavenges unsuccessfully. They're almost out of hope, so they just trudge on. Doubt is setting in and people still haven't dealt with their losses (specifically the losses of Beth and Tyreese).

The characters are so focused on surviving that the meaningfulness of life is lost. Efforts to deaden their pain, be it through drinking alcohol or killing walkers or shunning the help of others, don't really help. The writers are trying to have introspective characters but this episode pales in comparison to last week's episode. This episode slogs along slowly with the promise of more at the end--more hope, more chances at survival, something more interesting happening.

Not a great episode, but okay.


Tuesday, February 17, 2015

Book Review: The Last Airbender: Prequel: Zuko's Story by Dave Roman et al.

The Last Airbender: Prequel: Zuko's Story story by Dave Roman and Alison Wilgus, art by Nina Matsumoto


This prequel to The Last Airbender movie gives the back story of the main villain, Prince Zuko. He is a prince of the Fire Nation and at the beginning of this story he is cast out of the kingdom by his father for an unseen transgression. The only way for him to regain his honor is to find the Avatar, who mysteriously disappeared one hundred years ago. Zuko begins his search by trying to muster any support at all from the citizens of the capital. Finding none, he begs the royal palace for help. He's given a small ship and his presumed useless and embarrassing uncle Iroh. Zuko sets off on a hopeless quest which, in this part, is more about self-discovery than about discovering the whereabouts of the Avatar.

I haven't seen the movie but have seen the television series. If memory serves, there's nothing new in this book that wasn't already told in the series. Presumably the movie left out Zuko's back story. This book fills that in quite well. The art is manga-style, so it does not look like the series, but it gets the job done. The end of the book has a little "making of" section showing the script by Roman and Wilgus on the left page and the rough pencil sketches on the right page.

If you've seen the TV series you can skip this, if not it is a good, interesting story.


Monday, February 16, 2015

Unpub 5

Unpub is a game convention where designers of unpublished games can have them playtested by the random strangers who show up for the convention. The designers pay a fee to have a table at the convention, the playtesters get in for free. Since this year's Unpub (the fifth one) was held at the Baltimore Convention Center (which is about 20 minutes away from our home) I decided to be a random stranger and try out some games so new they haven't hit the shelves in any stores yet.

The game floor

The first game I tried was a light card game called Mail Order Mutants. Five wealthy, anonymous buyers want custom animals, like a Flying Komodo Squirrel or a Deadly Fire Newt. Players are mad scientists mixing various animal DNAs (insect, lizard, fish, mammal, avian) to meet the orders. Different cards from the gene pool have either individual or sets of DNA. Each scientist can draw from a pool of already formed bits or draw new DNA or splice together the critters they already have in order to match the buyers' orders.

Mail Order Mutants in action

I enjoyed the game. Putting just the right combination together is tougher than it initially seems, so there's a thinky bit to the game. But it's not so thinky that you have to plan moves and moves ahead in order to do well. The custom animals have different point values based on how many different DNA components go into them. It's a fun, quick card game.

Next, I tried Bad Medicine, a party game where players work in teams of two to pitch pharmaceuticals to the other players. Play starts with a symptom or side effect, like Violent, Uncontrollable Twitching. Player one on the team is dealt six cards and has to formulate the drug. He comes up with a name for the drug (a combination of three of the cards), characteristics of the drug (two cards), and a side effect of the drug (one card). Each card has a syllable on the top for the name (like FLOR or ZAN), one or two words in the middle of the card for characteristics (like NERVE ENDINGS or FUR), and a side effect on the bottom (like CAUSES BONES TO BECOME MAGNETIC). Player one puts the cards in an order they think best. Player two then flips up the cards and pitches the drug to the other players, describing how it cures the symptom and why the side effect isn't so bad. After the pitches are made, everyone votes on the best drug (not their own). Points are awarded one per vote and the side effect of the winning drug is the new symptom to be cured by the next drug. Roles rotate so the formulator becomes a pitchman and the pitchman becomes a formulator for a different player. After four rounds, whichever individual player scores the most points wins.

Bad Medicine table

I liked the game well enough but it is not my style of game. Players have to be in the right mood for it to work well. Our table did fine but I could see this also dragging with the wrong people or in the wrong setting. The game is light-hearted and moves quickly.

Next I played Cattle Car, a two-player game where two ranches compete to get the most cattle to market. Each player starts with equal hands of cards--three farm hands who take the cattle into town, Ma and Pa who can bring new cattle to the ranch from the Bone Yard, and a Cattle Call that will bring all the cattle back from town to the ranch (rather than getting discarded to the Bone Yard). Players move cattle into town and then either move the cattle onto the current train or use the cattle to buy townsfolk to add to their hand. Cattle on the train are victory points but sometimes the trains get filled up or there are no trains at the station. The townsfolk give special abilities, like the Cowboy who can move five cows directly into town or the Salt Cart which can send opponent's cows to the Bone Yard before they even get a chance to go to town. The townsfolk cost one to three cows based on how powerful their powers are. Players take several rounds to get as many cows shipped as possible.

I enjoyed the game but a bunch of the cards weren't as valuable to me. One townfolk, the Station Manager, lets a player look at the next three train cards, which didn't seem that strategically important to me (but maybe with more experience its relevance would be clearer). The game is fairly new in the development process and is on it's way to being even better.

Next was Santa's Workshop, a worker placement game much like Lords of Waterdeep. Each player has a set of elves who work at the Northpole in Santa's Workshop, building toys during the last twelve days leading to Christmas. The elves can collect resources (like fabric, wood, metal, plastic, or coal), feed reindeer for bonuses, craft presents, select new presents to build, or go to the classroom to get better at building presents or collecting resources. Each player also has a mine cart to store coal. Players get points for building various toys, like a boomerang or a bb gun or a drum or a paint set or etc. More complicated toys require more resources but give more points. Every fourth day there's a "Santa's Review" where whoever built the most toys gets a bonus. The second most also gets a smaller bonus. It's a race to build the most valuable toys in the shortest amount of time.

Santa's Workshop

I liked the game a lot (probably better than Lords of Waterdeep) but the designer said that the theme is going to be a hard sell. He talked with a published designer who thought that publishers will probably shy away from a game that looks like a kids' game that will be priced in the $30-40 range. Parents probably won't spend that much money on a game and regular gamers may be turned off by the theme. That's a shame because it is a wonderful game where the theme and mechanics mesh nicely and it plays with enough simplicity for older kids but enough complexity to satisfy older gamers.

My final game for the day was Pass the Paint, a card drafting game where players are apprentices to Renaissance artists. Players start with six card, each having one color on it (either a primary color (yellow, red, blue), white, a secondary color (orange, green, purple, pink, light blue), brown, or black). They pick one card to put down in front of them and pass the rest of the cards to a neighbor. Everyone reveals their choice and then chooses from the five cards passed to them. Play proceeds until all the cards are gone. Players are also dealt four commission cards, each with an individual Renaissance painting and certain color icons needed to score that painting at the end of the game. Instead of playing a color, a player could discard the color card to get an additional commission. A second round is played with a deck that has more secondary colors than primary. The game also includes end of game goals (such as having the most cards of primary colors or the most completed commissions) or palette goals (have six particular colors in front of them). Victory points are tallied at the end for sets of colors, commissions completed, and special goals achieved.

Pass the Paint in action

The game appears to be simple but has a lot more subtlety to it. In addition to teaching about color mixing (a player can't play the green color until he has blue and yellow already in front), the Renaissance art is a nice selection from major painters with their names and the names of the paintings on the card. Playing is an interesting balance of trying to get extra victory points from the goals and the commissions. I liked this one a lot.

I packed a meager lunch so I'd have more time to play and not bother with leaving the convention center to get food. I had a bottle of water, an apple, and two slices of bread. I finished the water and apple but the "nothing" sandwich didn't get finished.

Lunch leftovers

I did get a medicine bottle full of M&Ms at the Bad Medicine demo table, of which I ate half. I also got some free swag (mostly promo card for already published games) just for participating.

Brochure and free swag

In addition to providing direct feedback to the designers after playing, the convention had some tablets set up for playtesters to give additional feedback. Every couple of hours, they'd randomly select a name from those providing feedback and the winner got to choose from some games donated by various companies. I didn't win any of that but was happy to provide feedback.

It was a great experience and I hope they will have the convention in Baltimore again next year!

Sunday, February 15, 2015

Plans for Lent 2015

Ash Wednesday is this coming Wednesday as I post. Since I've been out of new churches to blog about for a while, I thought I'd write about my plans for Lent this Sunday. In preparation for Easter, the Church recommends certain activities during Lent: Praying, Fasting, and Almsgiving. I've thrown in a little bonus too!

Praying

I don't have set times for personal prayer which needs to change. I typically get up later than everyone else in the morning, around 6:45 of 7 a.m. (which may not sound late to some people). I will get up 15 or 20 minutes earlier to pray the morning prayer from the Divine Office. Before I go to bed, I will say the night prayer.

Fasting

Fasting typically means abstaining from eating fully during the day. The church requires a strict fast (one regular meal and two smaller non-meals) on Ash Wednesday and Good Friday, which is pretty minimal. Most people give up some favorite food or drink every day in Lent as a sacrifice. I recently had a physical and the results were good except that my bad cholesterol is high. It's tempting to give up eggs or cheese for Lent but that will probably cause more suffering for the rest of my family, which is a bit bogus. I've decided to go with strict fasting on every Friday in Lent. Oh, and there's this other fasting which falls under the category of...

Lenten Reading

SciFi Catholic has recently rebooted his blog. One of his old traditions was to fast from fiction during Lent and he'd have a classic non-fiction book recommended as a read-a-long for Lent. This year it's Marcus Aurelius's Meditations and, as a bonus, The Call to Joy by Matthew Kelly (recommended by his parish priest). I like the idea of fasting from fiction but it is clearly impossible for me since I read to the kids all the time. I plan to fast from fiction for my personal reading, which won't be hard for regular books. It will be hard for graphic novels but some digging through the county library's on-line catalog has turned up a handful of non-fiction graphic novels, including some books of the Bible. And I'll read the Meditations but probably not Call to Joy.

If you aren't hard core enough to give up fiction, Julie at Happy Catholic has an excellent list of thought provoking and spiritually valuable novels. She also has a list of non-fiction for Lenten reading.

Almsgiving

We haven't worked this out ahead of time but will be giving money to charities for the poor. And we will finally sign up for direct debit with our parish so we don't have to scramble on Sunday mornings during the collection (though we certainly will still give the children some cash to put in, just as a good example and as it's fun for them).

The other big change starting in Lent is I've decided to stop reposting old blogs of churches on Sundays. The European backlog of churches finished up a couple of weeks ago and we haven't been visiting as many new places here in America. We still will visit churches and I will post about them. But there will be Sundays with no posts (though I may post a review of a spiritual book or movie on Sundays, we shall see).

Saturday, February 14, 2015

A Saturday Visit to Ellicott City, MD

Back in the summer, we went to the Ellicott City Old Town Farmers Market. Parking is better earlier--since we are early risers we were able to park in the shade. The market is located at Tonge Row, a row of houses built in the early 1800s by Ann Tonge for the mill workers in the area.

Tonge Row sign

Farmers Market

More row houses and market

L tips a busker

We didn't buy much at the market but we did some extra walking around to get the lay of the land. Main Street is a busy street with plenty of shops, restaurants, bars, and some historic buildings along the way.

View from the parking lot

View down Main Street

Cool building built into the side of the hill

Phoenix Emporium

The Phoenix Emporium was originally built in 1858. The land has a long commercial history, having been home to several saloons and restaurants as well as the emporium.

Across the street from the emporium is the Ellicott City B&O Museum, the oldest standing railroad station in Maryland and the first stop outside of Baltimore on the old Baltimore to Ohio line. We haven't been to the train museum yet but it is only a matter of time.

B&O Museum

On the way back to the car we saw a mural that looks just like the city it's in!

Ellicott City mural

Friday, February 13, 2015

Book Review: Serenity Vol. 4: Leaves on the Wind by Zack Whedon et al.

Serenity Volume 4: Leaves on the Wind written by Zack Whedon, art by Georges Jeanty, Karl Story, and Laura Martin


Leaves on the Wind picks up the story of Serenity's crew after the events of the movie (so if you haven't seen the movie, don't keep reading because there are spoilers aplenty ahead). Captain Mal is on the run from the Alliance who are upset about the revelations about the Reavers. That revelation has started up a new resistance movement that wants Malcolm Reynolds to lead them. Various groups are searching for Serenity. To complicate matters, Zoe is pregnant and has complications after birth that require more than ship's doctor Simon can handle. They get her to a hospital ship but not before they are discovered and Zoe is left a captive of the Alliance. Mal wants to get her back, which opens a whole other set of problems for the crew.

The story is interesting enough but wasn't entirely satisfying to me. The dialogue wasn't up to the Whedon standard for snappiness. I really disliked Wash's death in the movie and have only grown to loathe it more on subsequent viewings. This story reopened that wound. The Alliance has turned into an "over the top" villain with no nuance or sympathy. Usually Whedon villains have more character or believability. The story started out strong but floundered.

So far the only really good comic book story of Serenity has been The Shepherd's Tale. I always hope for more stuff like that.