Saturday, July 28, 2012

Origins Part 2: "Full Power To Shields!"

Another fun thing I did at Origins was play a couple spaceship themed games. One of the games was called "Artemis: Spaceship Bridge Simulator", a computer game where up to 6 players play crew members on a starship similar to those in Star Trek. There is a separate computer for each station, and a big screen up front that shows a visual display. Stations include comms (who can communicate with space stations to get upgrades and missions, and taunt opponents and demand their surrender), science (who can scan enemies to determine their capabilities and shield frequency), engineering (who is in charge of re-routing power to different systems, controlling the coolant, and using damage control teams to repair damage), helm (who is in charge of controlling the ship's heading and thrusters), weapons (who can fire beams and torpedoes), and there can also be a captain (who does not have a station, but can walk around and give orders to the rest of the crew). The goal of the game is to defend several space stations from enemy ships that are trying to invade. In addition to your primary beam, there are several other weapons including homing missiles, mines, nukes (which have a large blast radius and can take out a whole formation of enemies), and ECM missiles (which can destroy enemy shields). The most successful teams I saw rarely used beams, preferring to stand back and destroy enemy formations by launching an ECM followed by a nuke, and then using homing missiles to mop up any stragglers. (Space stations can build extra nukes and ECMs, and you can convert energy into homing missiles and refill your energy easily, so if you are careful you will not run out of missiles) In the game I played in, I was the helm officer, and we played at a lower difficulty level (3, on a scale of 1 to 11). Our captain, Andrew, came up with a technique he called the "Crazy Andrew": fly at warp speed through an enemy formation, dropping a mine right when you reach the center, then in the couple seconds it takes the mine to blow up you will have moved out of the blast radius. (When you drop a mine, the mine is not moving relative to the game's coordinate system, regardless of how fast the ship is moving when you drop the mine. This game is based on Star Trek physics, not real physics.)

There was another group I watched that was planning a bigger challenge - difficulty level 7 (where 10
is "theoretically impossible", and 11 is "double that"). One of the first groups of enemies they fought, they used the same technique of dropping a mine in the middle of them - except they weren't moving when they did so. So the mine blew up their back of the own ship. Fortunately their ship was in good enough shape to get away and go to another group of enemies, which they tried to beat by firing a nuke - at close range, which blew up the front of their ship. With only a narrow portion of their ship in the middle still undamaged, the enemies easily finished them off. Since the game ended so quickly they tried again. They did a much better job this time, carefully controlling range, using skillful maneuvering to lure enemies into pre-existing minefields, and darting from enemy group to enemy group. But at one point, a mysterious object appeared on radar, heading right toward them! The science station's scanners revealed nothing, and the object kept going toward them no matter where they went. Not knowing whether the object was dangerous, they decided to play it safe and stay away. In an attempt to shake off the pursuer, they maneuvered to put a black hole between themselves and the object, hoping to lure the object into the black hole. The object did go into the black hole, but its path wasn't even affected! The ship continued trying to warp speed away, but they weren't looking closely where they were going, so they eventually ran at warp speed right into their own mine from before! So that quest was over, and the person who had programmed the game, who was watching the whole thing, made a note to fix a bug in the program.

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Another spaceship themed game I played was "Battlestations", a board game (not a computer game this time) where players are crew on a ship. This game has role-playing game elements, such as skill points and upgradeable equipment, and each time you play it is one mission. Then your character gets experience points and stuff, so you can upgrade it for the next mission. In the game we played, our goal was to warp into a sector of space and investigate a mysterious ship in the middle of an asteroid field. I was a science officer, with the ability to use a science bay to scan the area (asking yes or no questions) and use a med-kit to heal crew members. When we warped in, we first tried to go toward the ship. Normally accelerating too fast makes the ship go "out of control" and gives penalties to your skill rolls, but we were able to mitigate that problem the first round using our "stabilizing fin". (This game isn't based on Star Trek physics: the physics in this game aren't even close to that good.) I used the science bay to ask if there was anything unusual about the asteroids, thinking that they might be hidden mines or something. There wasn't anything unusual about the asteroids, but there was something unusual about the ship. It fired a blue beam at us, which created clones of every one of us, except they were hostile! One thing we noticed was that we weren't able to affect our own clone, so we had to shoot at each other's clones. The clones caused as much havoc as possible, trying to turn our ship off course, shoot at us, and the engineers' clones went through the ship and sabotage our systems. By the end of the first "round" (a round is 6 phases, and a phase is basically a turn), they had managed to sabotage all four of our life support modules. Fortunately we were able to get a couple of them back online before the lack of life support did too much damage.

At the end of the first round, the clones winked out of existence. But this was only a brief respite because they fired the blue beam again, creating more clones! Just before the beam hit, two of our crew launched themselves in a boarding missile to try to board the enemy ship and prevent the beam from cloning them, while everyone else stayed to fend off the clones and heal damaged allies. Near the end of the second round, two of the engineers launched themselves in a boarding missile just before the next beam hit, avoiding being clones but also putting themselves in a position to circle around, come back to the ship, and start repairing systems. By the end of the third round, however, the two boarders (who didn't even have "combat" as their primary skill) reported that they had shut down the beam and taken control of the enemy ship, ending the mission in success. You see, the enemy ship had a very powerful beam weapon, but it didn't really have any defense.

Thursday, July 5, 2012

The Health Care Law

So, a couple weeks ago was the Supreme Court decision about whether the individual mandate to buy health insurance in PPACA (also known as Obamacare) was constitutional. It turns out, it is, but not for the reasons you might expect.

There were basically two main issues. One is where the "Commerce Clause" - the power given to the federal government by the Constitution to regulate "interstate commerce" - covers the health care law. The other was whether, even if the Commerce Clause doesn't apply, the individual mandate can also be considered constitutional because it is a tax, and thus falls under the government's power to levy taxes.

It was a close 5-4 decision in favor of the law, and the swing voter, Chief Justice John Roberts, wrote in his opinion that the Commerce Clause does not apply, because in order to "regulate interstate commerce" there first has to be commerce to regulate, and people who don't want to buy health insurance are those that are not engaging in any relevant commerce in the first place. One counter-argument to this is that people who aren't insured will still eventually need health care and end up "engaging in commerce" sticking others with the tab. Roberts rejects this argument, because the fact that someone might engage in commerce at some point in the future doesn't justify forcing him to now. For instance, all of us will buy food at some point in the future, and the government can regulate food sales, but the government can't force me to go to the grocery store right now and buy a specific food item.

However, Roberts does cast the deciding vote in favor of the law's constitutionality on the grounds of the Taxing Clause - that it can be viewed as a tax on not having health insurance, and the government has the power to levy taxes. PPACA states that anyone who does not have health insurance must pay money to the IRS along with their normal federal taxes. Although PPACA does not call it a "tax" - it calls it both a "penalty" and a "shared responsibility payment"*, legal precedent requires that "every reasonable construction must be resorted to in order to save a statute from unconstitutionality" - i.e. if you could make the statute constitutional by re-wording it a bit, then it's constitutional.

One issue that was not discussed in the opinions was the following. Let's say that instead of saying that you have to pay a penalty of $X if you don't buy insurance, the law just raised everyone's taxes by $X across the board, and additionally said that if you do buy insurance, you get a reduction in $X on your taxes. That certainly seems like another "reasonable construction" that is functionally equivalent to the existing law. And it is very clearly constitutional: The government obviously has the power to raise taxes, and the government gives tax breaks to encourage you to buy/do certain things all the time (buy a house, get married, etc.) and nobody claims those are unconstitutional. (I am not the only one to notice this.)

As far as the Commerce Clause part goes, a major argument against constitutionality was as follows. The idea of the individual mandate is that people not buying health insurance imposes increased health care costs on others, so the government can mandate that people buy health insurance. So by that logic, since people eating unhealthy foods also increases health care costs, that means the government can mandate that everyone buy fruits and vegetables. (One version of the argument specifically mentions broccoli, although that was not part of the final opinion.) And since the government mandating that everyone buy broccoli is clearly an unconstitutional government overreach, mandating that everyone buy health insurance is similarly unconstitutional.

Here's my response to that argument:

First of all, why is it so obvious that the government forcing us to buy broccoli is unconstitutional? Again, suppose the government were to raise our taxes, use the proceeds to buy broccoli, and then provide it to us for free. Clearly each step in this process is constitutional, and the result is economically equivalent to making us buy broccoli, except with extra overhead.

But a better way of analyzing this question might be to think about why we have constitutional limits on government power in the first place. The point of such limits isn't to prevent the government from doing anything that might be a bad idea. There are lots of things the government can do that are clearly bad ideas (say, raising everybody's tax rate to 100%) but that the government clearly has the power to do. The thing that protects against these kind of bad policies is that if politicians enact bad policies, their constituents can vote them out (of course, it's not clear how well that incentive works, but at least that's the theory.)

Rather, the purpose of constitutional limits is to stop the government from doing things that are politically popular (or are inclined to do anyway for other reasons) despite being bad ideas. In other words, things that we expect the government to be over-eager to do in comparison with the actual merits. For example, consider free speech. We know that governments can be particularly eager to restrict speech, both because such restrictions can be politically popular in the short term (especially since it can be hard politically to defend the right of people to engage in unpopular speech without appearing to endorse the content of the speech) and because it can be used to squelch criticism of government. That is why it is important to make sure that the government can't easily prohibit speech. Another example is the prohibition against unlawful searches and seizures (and other limits on police power.) We know that police would likely search more intrusively than is warranted in the absence of such protections (again, because most decisions about how to search are made by individual police officers, who are not as subject to political discipline, and because it can be difficult politically to advocate for less intrusive searches without being accused of helping criminals) so it makes sense to have those limits.

So, is the power to force people to buy things a power that government has the tendency to overuse? I don't think so (at least, not more so than other government powers that nobody claims are unconstitutional). The main argument that I tend to see for why the government would overuse the power to force people to buy things is that it could be used to give favors to special interest groups. For example, if Big Broccoli gives a lot of money in campaign contributions, it could "buy" a law that forces people to buy broccoli, irrespective of its actual merits. However, I think that the risk of this happening is significantly LESS than the risk of providing favors in other ways (e.g., subsidies to broccoli producers), because forced purchases are a significantly MORE transparent and publicly visible way of providing political favors than are other methods such as tax breaks and subsidies.

In other words, if the government is going to give away political favors to Big Broccoli, I would much rather that they do it by making everyone buy broccoli, because that way everyone will know what is happening, and we can have a political discussion and ensure accountability. In contrast, giving political favors the current way (like hidden tax breaks and subsidies) is much more problematic, because most people don't know who is being given what special favors, so there isn't as much political accountability.

But anyway, I am glad that the health care bill has passed and been ruled constitutional, so that we can find out what's in it.**

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*I really have to find a clever way to use this wonderfully euphemistic name for a tax. Maybe in Dungeons and Dragons, when the evil king taxes his people to get money to raise an undead army to conquer the world, he could call the tax a "shared responsibility payment." I mean, raising corpses from the dead counts as health care, right?

**I think that Pelosi has a very good point here, even if she expressed it using a poor choice of words. Before the law is actually implemented, it is very easy to come up with all sorts of scare stories - like the whole "death panel" thing and stuff. But once it is actually implemented, after a few years we will be able to tell whether any of those scare stories came to pass. I believe that once we actually see how it works, people will like it. I mean, my understanding is that most people who are on Medicare like it, even if they don't realize it's a government program.

Wednesday, July 4, 2012

Origins Part 1: Mage Wars

Last month at Origins I played lots of fun games. One of the games I liked the most was a game called Mage Wars. It has not come out yet; they are planning to release it soon. The game simulates a battle between two dueling mages, similar to Magic: The Gathering. Many of the game mechancis are similar: you can summon creatures and cast spells such as fireball to destroy you opponents. But there are lots of cool new features, such as the fact that there is a board consisting of a grid of zones, and you can move your creatures and mages around on the board to jockey for position. Another big difference is that unlike in Magic, where you can only use the cards in your hand, in Mage Wars you can use any of the cards in your spellbook (which is like your deck). That gives you a lot more options each turn and limits the amount of luck, but also makes the game take a lot longer than a typical Magic game. The first day I played this game I went and did the demo, and played against one of the people who worked there. I chose the "Wizard", a mage who specializes in controlling the battlefield, improving his mana generation capacity, and draining his opponent's. ("Mana" is magical energy that you use to power your spells.) My opponent chose the "Warlock", a master of fire who specializes in burning his enemies to death. As the game started, my opponent rushed forward and pummeled my Wizard with a barrage of fire spellls, damaging him and catching the creatures that I had just summoned within the blast. I quickly switched to a defensive posture, putting fire-resistant armor on my wizard and moving creatures forward to attempt to drain his mana. Since my opponenet had run out of direct-damage fire spells after the initial barrage, he pressed the attack by summoning creatures, and my own creatures were sent out to meet them. The battle continued for at least a couple hours, and the rest of the Mage Wars demo team was getting ready to pack up and go home for the night. Soon my opponent dug deep into his spell book and pulled out what he thought would be the killing blow - an enchantment that would cause my mage to rot, taking damage every turn. But he didn't anticipate my counterattack - a spell that would shift that enchantment right back onto himself! With no other counters in his arsenal, my opponent's mage quickly rotted to death. The next day I went back to compete in the Mage Wars tournament - a four-round, single elimination tournament. We were each given a random pick from the set of four mages - I got the Wizard, as I had used before. This tournament had a 50-minute time limit per round, and once the time limit is over you play until the end of the current round and whichever person has the least damage on it is the winner. During the first round the game was going slow, and when the "one minute warning" was called we were still solidly in the middle of the game. My opponent had less damage but I was in better position to attack with creatures, and I just needed one more turn to win. Fortunately my opponent didn't have any remaining actions for the a round, so I was able to rush through the rest of thr round with my creatures and move on to the next round before time was called. The next three rounds were also fairly close, and they all went to the time limit, but I squeaked out a victory in all of them to win the tournament. After the tournament one of the people who worked there gave me a business card and said to contact him if I wanted to be a playtester. After the convention I wrote to them, and suggested possible additions to the game to make sure it doesn't drag out so much. - after all, as players get better at the game and develop more sophisticated strategies, it is likely that it will require more analysis and make the games take longer. They thought that my ideas were so good that they made me an official playtester for the game, and gave me the opportunity to look over their spells and rules before release and offer feedback. (That's why it's been taking me so long to get around to writing this blog pots - because I have been so busy looking at all the cards!) Since the cards haven't been released yet I am not supposed to talk about specifics, but you will see soon enough once the game gets released!

Sunday, July 1, 2012

What We Have Here Is A Failure To Communicate

Yesterday I went to the park (Lee Martinez Park) for Dagorhir, and I was the only one there. This was the second time in a row that I had been the only one there, so I asked on the Facebook page for the group about whether it had been moved or canceled. Nobody seemed to know; I was told the name of the person who was supposedly running the event, but he had no publicly accessible phone number posted, and none of the other people on Facebook seemed to know how to contact him. Eventually I was able to find out that the reason was that it had been moved to another park (Rolland Moore Park) in Fort Collins, but that information had not been posted anywhere on Facebook or the web site and had only been passed on by "word of mouth". The only way I was able to find out was that I knew that one of the people at our park had wrote a book about battle gaming, and I was able to get his phone number off the web site for his book.

What is really confusing to me is why they distributed the information this way rather than taking the 15 seconds or so it would have taken to make a post on Facebook. Clearly the "word of mouth" method wasn't very successful; lots of people in our Dagorhir group didn't know about it. (On the other hand, I was the only one who showed up at Lee Martinez park, so maybe that means that everyone but me did in fact get the message. I think that could be because they have practices in Fort Collins and Loveland, and the people on the Facebook page are primarily those that go to the Loveland practices.) It is surprising that they would choose a method for distributing the informaiton that takes more work AND is less reliable than posting it on Facebook or the web site.

And in terms of recruiting new players (although I'm not sure how high a priority that is for them), it certainly doesn't make a very good first impression when the person supposedly in charge has no publicly available contact information, and it's not easy to find where they actually are. I was walking in downtown Fort Collins with all my stuff (arrows and bow) on my back, and a couple people were interested in what they were, and I told them about Dagorhir and that it was in Lee Martinez Park. If there's nothing publicly posted that says that that's been changed, then it's going to be almost impossible for anyone new to find our Dagorhir group.

Saturday, May 5, 2012

More bad math in the news

Ann Coulter on immigration:

Nearly three times as many Americans support reducing immigration as want it to stay the same, according to Gallup polls. A grand total of 5 percent of the population want to increase legal immigration -- 10 times less than want to decrease it.

 In other words, 50 percent of Americans want to decrease immigration, 17 percent of people want immigration to say the same, and 5 percent of people want to increase immigration. What about the other 28 percent?

Monday, March 19, 2012

Credit checks and employment

An article from the Fort Collins Coloradoan caught my eye, in part because it deals with a similar issue to the "avoid ghetto" GPS app: whether giving more information can make people worse off.

The article discusses efforts by Colorado lawmakers to prohibit businesses from running credit checks on prospective employees and using the results in hiring decisions. Obviously, the reason employers run these credit checks in the first place is because they think the people with better credit tend to be more responsible and thus better workers, as well as being less likely to steal from the till. The argument for banning such checks is that they can create an "unemployable class" of people because people can't improve their credit without income and can't get a job unless they have good credit, and also that it's possible to have bad credit even if you are financially responsible (say because of a layoff).

The readers' comments are predictable. Most of them say that it's just wrong for employers to "discriminate" based on credit checks, while there is a minority view that the government should not have a right to tell businesses how they can make hiring decisions. (I would like to point out the comment by Jeff Emmel, in the first category, which blames the problem on "too many people chasing too few jobs." If true, this seems to negate the idea that credit checks are the problem. If there are N people looking for a job and there are M openings, then at least N-M people will fail to get a job, regardless of what methods are used to screen applicants.)

Here is my analysis. A traditional economist would likely say something like the following:

If credit checks really provided no useful information about the quality of an employee, businesses would have no reason to use them. Any business that did use them anyway for whatever reason would face a competitive disadvantage in the marketplace because they would be screening out qualified employees, and a business that didn't use credit checks could gain an advantage by grabbing all the good employees that were rejected by others. Thus, if the practice really has no benefits, there is no need for a law against it; it will die out naturally. If it doesn't die out, that is evidence that it is in fact providing useful information.

Of course, exactly the same argument was made with race, gender, etc. discrimination laws, and look how that turned out. But this case is different. The difference with racial discrimination was that customers had a preference against minority employees so businesses reacted to that, but we needed to get minority employees into restaurants and stores so that people would learn to overcome their prejudice. In this case, customers neither know nor care about the credit histories of the employees with whom they interact. Also, credit checks are a relatively new thing in employment, so unlike the issue with race discrimination, we're not starting from a status quo where everyone discriminates so nobody has a chance to realize what they're missing out on.

One could argue that it really is true that people with poor credit tend to not be as good workers, but that there's a public benefit to giving those people jobs that outweighs any harm done to employers. This position is not unreasonable; after all, someone who is consistently poor does cost society money to maintain because they are more likely to need welfare and other social services. But it is important to realize that this argument only applies if there is a greater public benefit to giving a poor-credit person a job than giving whoever the replacement would be a job. And most importantly, if there really is a public benefit to giving particular people or classes of people jobs, a better way to do it is with subsidies and incentives targeted at that group and let businesses decide whether the incentive is worth the cost, rather than through the indirect way of banning credit checks.

However, I can also think of several counter-arguments to the above.

1. It may be true that the practice will die out eventually if it is not providing useful information, but that could take a significant amount of time. In the meantime, many people will still be affected.

2. Let's say that half the people who have poor credit really are financially irresponsible, but the other half have poor credit for reasons completely out of their control. Then it makes sense from the businesses' perspective to avoid the risk, but the innocent half is still caught in the crossfire. (However, the arguments in the last paragraph above still apply.)

3. Suppose that it is possible to "manipulate" your credit rating*. Then everyone will manipulate their rating in order to get a better chance, but of course all this manipulation is a zero-sum signaling game, so it's a waste of effort. (If everyone manipulates their rating up by X points, then everyone is still in the same order so it gives exactly the same information as before, but nobody ends up better off.)

4. As for the comparison to racial/gender discrimination laws, there's another consideration which cuts the other direction. One problem originally identified with racial/gender discrimination laws was that it's essentially impossible for a business to prevent itself from obtaining information about an applicant's or employee's race or gender. Thus, for instance, a business might want to fire an unproductive worker but might have a difficult/expensive time proving in court that the firing was not because of race/gender, so it might decide not to. In contrast, it is very easy for a business to avoid obtaining information about an employee's credit history, so this is a non-issue.

5. It may be possible that there is a public benefit to giving jobs to certain classes of people - which tend to overlap with the people who have lower credit scores - but the first-best solution of "subsidies and incentives targeted at that group" is impractical due to other constraints such as political feasibility. So banning credit checks could be a good "second-best" solution.

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Perhaps surprisingly (but maybe not), very few of the comments in the article itself or the reader's comments directly address any of the questions above. I wonder why?





*This "manipulation" need not be anything shady or illegitimate. The only thing relevant for this analysis is that the "manipulation" has no relevant effect other than improving your credit score. Given all the advice about "how to improve your credit score" that you can find all over the place, it's very likely that this type of "manipulation" is possible.

Saturday, March 17, 2012

Crusade of Legends

Last weekend I participated in a new LARP called Crusade of Legends. It didn't have nearly as much fighting as most of the other LARPs, but it was interesting in its own way.

When I got there, I had originally planned on being an NPC (non-player character) - in other words, I would play the monsters. I hoped to learn more about the game before deciding which character class to be. However I soon discovered I didn't want to do that, as after about an hour and a half of playing an NPC, I had spent about an hour and 25 minutes of that time just waiting in the "NPC" camp waiting to be called out. So instead I decided to switch to being a player character, and I created a character - a "sorcerer" who combines magical powers with melee combat - and rejoined the game.

Next, I got caught up to speed on some of the events of the day. I had learned that I had just missed an enthralling speech by the governor about taxes, and that there were goblins threatening the town. Speaking of taxes, the governor also told me that I would have to pay a piece of silver in order to become a citizen, and only citizens were allowed to brandish weapons in the town. (The money system is 1 gold = 10 silver = 100 copper, and all new characters start off with 5 silver.) I asked what happens if I wasn't a citizen and a goblin attacked me, and he said in that case I would have to retreat and find a citizen who could defend me. So I decided to just pay the money to become a citizen, and continued on.

Soon there were rumors of intrigue going around. A group of adventurers had gone into a "white maze", and when they came out they refused to talk about what they had seen. Also, there were stories about a "lich king" that was threatening the village, and the governor as well as a select group of guards were planning on going there to negotiate. Also, there were apparently some "shades" that were planning on coming out at night, and only special "magical light" spells and weapons could harm them. Of course I didn't have that, being just a new character, so I wasn't able to participate in any of these battles.

I did go out in search of adventure for a little while - someone else had told me he found a mysterious gem - a component for certain kinds of powerful "formal magic" spells - lying on the ground. We searched around for more such components, but the search was fruitless - there were no more components, and we didn't run into any goblins or other monsters. As night fell, I went back into the tavern, to have dinner and drinks (not alcoholic ones, of course) and learn more about the events of the day. I heard the governor and treasurer talking about the town's finances - apparently they were in debt to the lord from whom they bought the land to set up the town. They were discussing a proposed tax of 2 copper per month per citizen, or a total of 4 silver per month for the total population of 20 citizens. Also, the captain of the guard needed guards for the night. He needed two guards in each of three shifts - 8:00 PM to midnight, midnight to 4:00 AM, and 4:00 AM to 8:00 AM, and was paying 2 silver, 6 silver, and 4 silver respectively for each of those shifts. I wasn't exactly sure how the town as going to get the total of 24 silver (actually, 36, because I think they ended up hiring three guards instead for each of the shifts) with only a total tax revenue of 4 silver, but apparently there is some other source of money I didn't know about. Also, I learned about a protection spell that could be cast on the tents and the tavern in order to allow us to sleep in peace - the way it worked was the spell could be cast at any time, and the protection would be in effect from 2:00 AM to 9:00 AM. I asked why they needed overnight guards if they had the protection spell, and he said that it was necessary because the enemy might have ways of dispelling the protection spell. Sitting outside in the cold for 4 hours overnight didn't really appeal to me, so I decided not to take the guard job.

Instead, I spent the night in the tavern listening for more information. I also found a deck of cards lying on the table, so I played a gambling game with a fellow patron (which I will talk about in another post). But I did get to see some interesting stuff going on. A "Grand Inquisitor" and her minions came into the tavern to find out what we knew about the "malediction" that was apparently sweeping the lands, but she also aroused some suspicion when she asked us not only about the malediction, but also about our respective fighting styles. Also, the governor temporarily kicked us out of the tavern without explanation for a meeting that was going on inside the tavern, and while we waited outside one of the other people kicked out tried to convince us to go back in, assert our rights, and demand an explanation. The meeting ended before we decided whether to do this, but we later learned through the grapevine that the topic of the meeting was fairly innocuous (something about a "traveler's guild" that wanted to set up shop) and not anyone plotting against us or anything (although we didn't really understand what was so secret about it).

Also, a couple interesting issues came up. Apparently, two priests had abandoned the god to which they originally worshiped and tried to switch to a different god for the purpose of getting the powers of the new god to help defend the town against the "lich king" and potentially other threats (I wasn't sure of the full details). However, after abandoning the first god, the priests discovered that they needed to make a "blood sacrifice" to gain the new god's power. Somewhat surprisingly, it was fairly easy for them to find people who were willing to be sacrificed*. However, they were later put on trial for murder, and the magistrate got together a vote of the town's citizens, who voted to change the law to allow for legal blood sacrifices (as long as the victim is willing, of course). This decision was not without controversy as some thought that blood sacrifices were inherently evil. Another in-game legal issue came up the next morning, when an orc charged into town brandishing a sword and demanding the return of a special glove (again, I was never sure what was so important about the glove). Some citizens quickly ambushed and killed the orc, and there was some discussion over whether or not that act was legal self-defense. The magistrate said that it was, but another citizen said that it wasn't, because, as he pointed out, the town laws define assault as "an action to harm" someone else. Thus, according to this definition, assault would require actual harm, so for instance if you swung your sword at someone and missed, it wouldn't be assault. Thus, the orc had not yet committed any crime, so it was not legal self-defense to kill him. Thus citizen said that if the magistrate meant for a situation like this to be self-defense, he should change the law to include something about "intent to harm" in the definition of assault.

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Overall, I thought that this game was very different than any of the other ones I have participated in. One negative about this game was that it seemed like I wasn't able to participate in most of the action - I observed a lot of interesting things (as I described above) but I didn't get to do much actual fighting, and I never got a chance to go into the maze, go to the negotiations with the lich king, participate in the discussions about finances or the traveler's guild, etc. In some sense this seems like just the nature of the game - you can't expect to just walk in and participate in high-level discussions about (in-game) politics in the way that you can just walk in, pick up a (foam) sword, and start fighting. I also noticed that most of the fights were very one-sided - any monsters that attacked us just died within moments, and never posed much of a threat. (This is in contrast to when I played Nero, where there were a lot more monsters that came in waves, so we really felt besieged and had to manage our resources well to defend ourselves.) In the car going back, I pointed that out, and was told that the point of the monsters was to advance the story, not really to pose a threat. I was told that it was a good idea to come back, because as I participate more "plots would develop around me" and I would get more of a chance to participate in the action.

I probably will go back, although I'm not sure exactly when. There was a lot of exciting stuff that happened, but whether this is a game that I want to stick with long-term really depends on whether the promised "plots" actually materialize, and how good they are. Also, I learned that there is a Nero gropu that is running an event March 23-25, and I will try to make it to that one. Nero seems like it might align more closely with what I want, because it has the "you're in character for the whole event" thing as well as lost of role-playing and story, but also has a lot more combat.

That's enough for this post, but I'll try to post more posts in the next couple days where I explain the gambling game I learned as well as more discussion of the legal issues mentioned above.

*In this game, if you die, you can easily get resurrected at a resurrection circle. On your third and subsequent deaths - and the deaths do accumulate from event to event - you have to draw a bead from a bag and risk getting permanently killed and having to make a new character, but the level of combat is low in this game so it is relatively easy to avoid getting killed if you are at risk. Also, it is possible, if you are a human character, to purchase a special power that allows you one "free" death per event.