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One thing I've been reading and thinking about lately is the use of 'bell work;' bell work is, essentially, an assignment that is already written on the board/placed at their seats for students to start as soon as they enter your classroom. This minimizes the transition time from "student enters room" --> "class is quiet and ready to start." If possible, it also gives the teacher a chance to take roll or similar without having to waste class time while students sit on their hands and wait.

This is important because students without a clear purpose and goal are much more likely to start causing trouble or acting out. The time saved is not just the time spent taking roll, but also the time spent disciplining students or getting everyone back on track. Time is already in short enough supply, so finding ways to conserve it is always a plus.

This can be especially true on the first day of school, according to Harry and Rosemary Wong, a super-widely-read husband-wife team who teach about teaching. On the first day of school, you have to make a first impression, get to know your students, introduce your discipline and classroom management systems, and get everything started for the rest of the year. Do that right and everything else will be much, much easier to handle.

Pondering this, I've come up with a few thoughts about how to start off my own classes. Assuming I'm teaching high school English, I want to have an initial bell work assignment prepped that will both introduce me/the course and do something useful. So here's what I'd do:

When they arrive on the first day of my class, each student will find on their desk an envelope addressed to them. Inside will be a short letter from me, introducing myself and explaining what to do with the rest of the contents of the envelope.

Once they've read the letter, students will write a letter of their own. I'll include a form for a letter very much like the one I wrote, allowing the students to introduce themselves to me that way. The letter will cover some basic preferences and factoids, and will also get them to give me a little information about their reading and writing experiences. Hopefully, beyond the simple benefit of getting to know my students more substantially,  this will help give me a pre-assessment of their writing ability (not just from what they say, but also from how well they say it), it might teach them a bit about letter writing for correspondence (something not everyone knows how to do), and it will give them the immediate impression that this class involves both reading and writing for specific, visible purposes.

The envelope will also include a copy of my classroom discipline plan and procedures, which I'll go over with the students soon after their bell work is complete and I've introduced myself orally to the whole class (though I'm still working on what, exactly, my discipline plan and procedures will be). Of course, while bell work is under way, I'll need to be doing more than simply taking roll. I'll stand at the door to guide and greet students until the bell rings/everyone arrives, and once I've taken roll by seeing which seats and envelopes are unoccupied, I'll circulate through the classroom and keep track of how things are going.

Or, alternatively, I suppose once everyone arrives I could stop the bell work before the letters are complete (making that a homework assignment), and then move straight on from there to a direct introduction.

I'll have to think about it some more, but I like the idea of bell work. I agree completely with all the sources I've read who say that an unoccupied student is a danger to the whole class's concentration. I'm not exactly sure that this is the perfect bell work assignment with which to start the year, but I like the idea of incorporating letter-writing into class in one or more ways, and encouraging students to write outside of class at all: first the letters, than hopefully their own fiction, if they're so inclined.

Blessed be,
~Nathan

rockwood: (Default)
Because this was a long and awesome-filled week, I'm splitting this up into the general report on the con (this post) and a real-life-friends-related post.

GenCon '08 was a blast, as expected. I spent most of my time at the con itself touring the dealer's hall, but that was plenty. There were even a few surprises, both good and bad.

The Good
First and foremost, The Gamers: Dorkness Rising (or The Gamers II) finally made it to DVD release! It was a lot of fun to preview it two years ago at GenCon '06, and I've been waiting impatiently ever since to get my hands on my copy. I got it signed by some of the Dead Gentlemen Productions crew, but was unfortunately unable to collect the whole set. Fortunately, I did manage to talk to most of them individually and catch up on old times and future plans, however briefly; I'm very much hoping to continue working on Demon Hunters RPG projects, since they're just an awesome group of people to work with.

On the text front, the Cortex System RPG (Con Preview Edition) and the Serenity Adventures books both made it to the convention, which I was glad to see. They both look good (barring some internal artwork I'm not too fond of), though I haven't had time to read through either of them yet in order to evaluate production quality.

Oh, and White Wolf's Hunter: The Vigil also premiered recently, though it hit some stores and cons slightly before GenCon itself. I picked up a copy for my brother, but I'm not sure if we'll wind up using it or not.

And one computer game event managed to catch my attention: the demonstration booth of Bioware's upcoming RPG, Dragon Age: Origins, the 'spiritual successor to Baldur's Gate,' as the demo guy called it.

The demo booth itself was eyecatching, being a plaster faux-stone-walled-keep in the middle of the dealer's hall. It had a barred wooden door guarded alternately by guys in armor and bored-looking guys in t-shirts, which let you enter a small theatre area with exposed wooden beams above and wooden benches inside, arranged before a podium and a large flat-screen. I think it's worth noting that they had an extremely comfortable carpet inside, too.

The demo was narrated by a man in armor while one of the t-shirt-dudes, now less bored, played it out. We saw an in-game cutscene (3/5 stars; good looking, not amazing on the voice-acting front, used in-game graphics, but stuttered occaisionally), heard a bit about the world and the character-creation system (basically a standard fantasy world, but with an emphasis on the idea that your character's background story and early life would be very significant to the story and NPC reactions), witnessed a few in-game conversations (4/5 stars; looked a bit like KOTOR, sounded a lot like Planescape: Torment in terms of 'conversation = important', but I wanted more than 3 options more of the time), and then saw a bit of combat.

Battles were conducted in a manner a reminiscent of of BGII and KOTOR. You get a full party (I saw up to 4 characters grouped, but I'm not sure what the max is), and you control them one at a time in a combat that is real-time, but lets you pause between attacks in order to assign moves and actions to each character, unless you feel like letting the AI handle things. However, according to the demo man, Bioware has thrown the recent move to make games easier to play out the window: just like in Baldur's Gate, if you don't prepare for a fight fully, and then fail to use appropriate tactics, you'll "be eliminated." The game is supposed to be tough. I don't know if it'll wind up that way, but the demo man did die and reload at least once, and in a big fight lost all but one character.

I'm not going to rate combat fully here, since it was clearly an in-development feature of the game. Some AI characters bugged out and stuttered, some had horrible pathing errors where they got stuck on each other, and so on. The spells did both look and 'play' amazingly well, though, and we got to see them interacting with each other, when a Grease spell was ignited into a flame patch by a Fireball, which was then doused by a Blizzard.

The Bad
For some reason I haven't yet researched, Blizzard (of Warcraft, Starcraft, and Diablo fame) wasn't at the con. I was really, really looking forward to demoing Starcraft II and Diablo III, since Blizzard had a HUGE presence at the con last year, including playable demos of SCII and the upcoming WoW expansion. I was taken in by WoW-card-game related adverts, which I think must have been a deliberate bait-and-switch, but there's nothing for it. I'll just have to wait for the public releases just like all the other mortals who couldn't make it to BlizzCon.

There was also a corset-shop set up right near the MWP booth, so I had to pass it several times; the creepy-old-man proprietor managed to make a female friend of mine a bit uncomfortable. The people in corsets I could just avoid looking at; that, however, pissed me off.

The Awesome
I did spend some time at the con talking to writers, publishers, and artists, including MWP. The coolest stuff includes (in no particular order): I shouldn't have a problem securing a third-party license to do a Cortex sourcebook, I'll soon be getting some income from my freelancing work, an artist I met two years ago remembered me and said he'd be happy to have me commission some work from him, and a friend and fellow freelancer is putting together a writing commune/consortium of some kind which may provide some additional work.

Blessed be,
~Nathan
rockwood: (Tome)
This series of articles, the first of which is here, covers unofficial or personally-owned (maybe, if I get around to buying a license) material I'm writing for Cortex RPG games, including new sub-systems, optional rules, and similar.

Disclaimer and notice: If I ever get around to writing my own Cortex sourcebook, I might include some of these ideas, but I put them up here for free in the hopes that they'll see use by other folk, too. Please feel free to link to them or use them yourself. If you want to repost them elsewhere, or you draw heavily on them for your own freely available work, I would both love to hear about your project and would also appreciate being given credit for whatever inspiration I provided, but don't worry about it too much. My only restriction is that you do not publish my writing for profit, or put it into something which requires a subscription or purchase to view, such as a commercial e-zine or similar. SPECIAL NOTE: This particular post also contains material I intend to use in a work of fiction, which is separate from the Cortex-specific rules. The same disclaimer applies, but there's a higher chance that this will wind up being somehow related to a published product. If you don't want to risk 'giving' me an idea that I might profit from, please don't comment, modify and repost, or otherwise communicate your ideas to me. I put this up here so it can help inspire other people, but that doesn't mean I'm not also seeking inspiration and, someday, some monetary appreciation :-)

This article consists of a very, very rough first-draft (partial first draft, even) of an alchemy system for the Cortex RPG. While I hope the system might be usable in most fantasy settings, I'm designing it for the world of a novel I'm working on. The genre is closer to 'steampunk' than it is to traditional 'sword & sworcery' fantasy. It's grittier, the technological level is closer to 1875 than 1600, and it's darker. In this case, the term 'deathpunk' might be appropriate....



Now, that's all a first draft, as I said. Not all the potions and elixers are fully described, the system could do with some playtesting, and it's generally up in the air at the moment. I hope to post a polished version someday (or publish one), but we'll see. Other possible topics for future articles along this line include the other Lesser Necromantic Art, that of Mesmerism, and Necromancy itself, both of which are involved in the novel I'm working on (well, when I'm not goofing off doing game design).

This is pretty specific stuff, but I hope someone finds a use for it, or can adapt it to their game in the meantime. I appreciate any comments, questions, or criticisms you might have, since I'm sure this is far from perfect! Thanks for reading.

Blessed be,
~Nathan
rockwood: (Tome)
Well, due to several setbacks (ranging from technological glitches that shouldn't bother me so much, to serious health issues for family members), I didn't manage to write more than a few hundred words yesterday, and today I've only added about another thousand. Fortunately, I've managed to complete the initial full draft of Chapter the First.

Though I am considering ditching the chapter structure. :-P

The current wordcount is ~5500. I've introduced two main characters, mentioned three more, begun to introduce the city of Cartholme and the world around it, and dusted foreshadowing and other background details liberally throughout. Microwave until done, or until it explodes like that pig-lizard in Galaxy Quest.

I don't feel the like the end of the chapter is as....good....as I'd like it to be, even for a first draft, but I'm tired, and I just feel like being able to declare the very first draft, in some way, complete. I think the rest of the evening is going to include less writing, but more reading and rewriting (woot for having a printer! I have a tendency to skim and skip parts when reading something on a computer screen).

Maybe I'll make myself some decaff coffee; I've had too much caffeine already to allow for a cup of chai at this point.

Also: Vista bothers me. Getting my own computer back will be wonderful.

Blessed be,
~Nathan

4000 Words

Jul. 7th, 2008 02:40 pm
rockwood: (Tome)
Well, things seem to be going fairly well so far. I've found that, as I mentioned before, it isn't too hard to keep going once I've sat down to write. I ground out about 3000 words yesterday (bringing my total to 4000), and thats despite the fact that I didn't start writing until 5:00 PM, and had breaks for dinner, cleanup, pacing, and making sure my grandma didn't die horribly when she tripped on her suitcase and fell, and started screaming (scary times, but all seems to be well, thankfully). I think the world has come together nicely; hopefully, though, my city of Cartholme won't be too confusing, with it's combination of steampunk-y elements from all across the 1800s jammed into one place.

Also---OMG GELATO! In an actual Italian presentation case, with bits of fruit on top of the tubs! In a coffeeshop with wi-fi access! Where I am right now!

Though after just a small one, I have to swear off ice cream, at least until I hit 10,000 words. Mmmm....gelato. I'll have to try the Blood Orange flavor next time.

Blessed be,
~Nathan
rockwood: (Default)
I've wanted to be a writer for a long time (since about the third grade, really). For most of that time, I've done the majority of my writing here in Maine, during the summer vacation between school years. While I'm almost finished being a student, I don't think Maine will hold any less charm for me.

The area is beautiful and can inspire all sorts of writing, thanks to the many moods it can suggest. Here are two of them, represented by a handful of pictures I took a while ago. Hopefully I'll have more to upload to my galleries in the near future, but I do have to spend SOME time writing, rather than posting about writing :-)
I love the mist over the water. The whole place gets so much spooky atmosphere... though being in an isolated cabin in the woods helps that, too, I suppose.

Blessed be,
~Nathan
rockwood: (Default)
I spent part of today rooting through some of the drawers in my old desk---the OLD old one, a wooden writing desk my parents got me in the fifth grade. Today's goal was to clear out the junk and salvage what I might want to keep; no small task, considering the strata of faded movie stubs and stale cough drops.

Unsurprisingly, a lot of the junk was related to writing in some way. Dozens of broken pencils and empty pens, half-used notepads, ancient homemade business cards....the detritus of a childhood spent daydreaming novels with half-plagiarized plots and shallow characters. But some of it was much more bizarre. Highlights include:

--A packet of 8 bee's-wax candles, one of which is slightly used.
--200+ prize tickets from the arcade at the old mall (you know, those tickets you can spend on junky plastic toys?).*
--A keychain shaped like a gecko, and another with smiley face.
--A half-sized velcro wallet with dinosaurs on it.
--The torn-off-and-saved pages of two calenders, with Dilbert and Garfield comics.
--A melted candy-cane

And my favorite:
An old pencil case containing a paper towel wrapped around several small pieces of wax; specifically, the kind of wax that those mini cheese-wheels are wrapped in. I was a strange kid. Am a strange kid, really, unless you believe all these people who say I'm an adult.

I did find some things worth keeping, notably a bunch of my old buttons. They have slogans like "To Save Time, Let's Just Assume that I Know Everything," "Paranoia is the Delusion that your Enemies are Organized," and "I don't go Postal; I get Medieval."

I guess my family's pack-rat tendencies show themselves in ways like this. However, despite the fact that I'm glad to be getting rid of the stuff I'll never really use, I did enjoy looking through the drawers and sorting the items. Some of them brought back memories. Mostly they were things I'd never have remembered otherwise, and which weren't important, but I'm glad they all got one more moment in the light before I let them go. And I'm glad the junk got saved until now. It needs to be cleared out to make room for MORE junk, but having a physical record to prompt sudden recollections---sights seen, ideas fostered, old friends who disappeared into the aether---makes sense to me.

Maybe I'll find a use for some of these memories in one of my stories.  Maybe in one of my games (some of the notes I threw out were equipment lists for RPGs; what'd you expect from a middle-schooler Nathan, emo poetry?**). But whatever else they've done, they've reminded why I like to be a pack-rat.

Except for the cheese-wax. That just reminded me not to be a moron about pack-ratting.

*I think the arcade, Boardwalk Boulevard, closed a while ago. Darn!
**Okay, there was ONE emo poem I found. But there were a lot more game design notes. :-)

Blessed be,
~Nathan
rockwood: (Tome)
Here we go again!

Having finally been shamed into ending my procrastination (thanks to a friend of mine from the UK, Tina M.), I spent most of the morning today working on the first scene in my novel. I've decided to let myself start it off slowly and not berate myself for going back to edit bits---I'm still trying to find the voice---so I've only got about 1000 words (less, honestly) written. However, the plan is to try and finish this first scene/chapter, which I've been banging around in my head for months, and then move on to the write-a-lot-no-matter-how-bad stage for as long as I can stand.

Hopefully, this marks the overcoming of one of the biggest obstacles I always face on any task, which is simply getting the gorram thing started. I have a tendency to overthink projects, which leads to avoidance and delay---but once past those delays, whatever I'm doing tends to flow easily. I have to take a short break to schedule my Masters classes for the fall, but then it's back to the keyboard this afternoon.

Now all I have to do is try and, you know, write a novel. In my slightly off-the-beaten-track victoriana/steampunk/1800s mix, 'deathpunk' style, which may turn out to suck if I'm not careful.

Wish me luck.

Blessed be,
~Nathan
rockwood: (Tome)
This series of articles, the first of which can be found here, will cover my own new, unofficial ideas for Cortex RPG games, optional rules, and similar.

This article is a small collection of new Traits for the Demon Hunters Role Playing Game. Two of them, notably Who Gave Him Sugar? and Sniffin' It Out, were first invented by [profile] leeflower, so I can't really claim credit for those ideas; I just wrote them up and balanced their die costs.

Disclaimer and notice: If I ever get around to writing my own Cortex sourcebook, I might include some of the ideas from these articles, but I put them up here for free in the hopes that they'll see use by other folk, too. Please feel free to link to them or use them yourself. If you want to repost them elsewhere, or you draw heavily on them for your own freely available work, I would both love to hear about your project and would also appreciate being given credit for whatever inspiration I provided, but don't worry about it too much. My only restriction is that you do not publish my writing for profit, or put it into something which requires a subscription or purchase to view, such as a commercial e-zine or similar.

Read on for the Traits!

Well, it's only 4 Traits, but I hope they prove useful! They aren't in any way official, but they occured to me as ones that I probably would've put in the DH rulebook if I'd thought of them before... thoughts? Comments? Suggestions?

Blessed be,
~Nathan
rockwood: (Smile)
Tooting my own horn a bit, here---fair warning!
Much to my surprise, the little play-by-post I'm running (a Call of Cthulhu mystery/horror adventure, entitled "You Can't Take it With You")  at PbP House (link to their 'what is this?' FAQ) attracted the notice of the moderators, who named my game this month's "High-Caliber PbP" winner!

The post I wrote, and their explanation of why it was selected, can be found at the bottom of this index page. It doesn't come with a cash reward, but I decided to take them at their word about the bragging rights and post here in a celebratory fashion. Considering that the mods, players, and GMs at PbPHouse are generally pretty skilled writers, I'm quite pleased I wrote something they thought was deserving of the mention.

By the way, the top of that index page also includes a pretty good explanation of what the site is. I highly recommend the place to anyone interested in play-by-post roleplaying---it's a good way to get in some games despite having little time to organize one in real life, and the people there are a fun crowd.

Blessed be,
~Nathan
rockwood: (Tome)
A new series of articles to break things up a bit. This series (which isn't likely to come out extremely regularly) will cover my own new, unofficial ideas for Cortex RPG games, optional rules, and similar.

Disclaimer and notice: If I ever get around to writing my own Cortex sourcebook, I might include some of these ideas, but I put them up here for free in the hopes that they'll see use by other folk, too. Please feel free to link to them or use them yourself. If you want to repost them elsewhere, or you draw heavily on them for your own freely available work, I would both love to hear about your project and would also appreciate being given credit for whatever inspiration I provided, but don't worry about it too much. My only restriction is that you do not publish my writing for profit, or put it into something which requires a subscription or purchase to view, such as a commercial e-zine or similar.

This one offers a new system for character advancement, based upon the passing of time rather than the accumulation of Advancement Points. It can be used as a substitute for normal advancement, or simply to supplement the original system.


Hope you enjoyed it! Comments, criticism, and discussion are welcomed, as always; this will likely see revision sometime in the future.

Blessed be,
~Nathan

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