Showing posts with label play. Show all posts
Showing posts with label play. Show all posts

Monday, November 26, 2018

Complications

            Life is a complicated mess filled with inconsistencies and contradictions. Particularly life in relation to humans and how we view and interact with the world.

Take our brains’ view on change, for example. We hate change with a fiery, burning passion. We like things to be predictable and consistent. Yet, if it is predictable and consistent, we get bored and go stir crazy, with our brains demanding something new. If we rearrange a room, we’ll adapt to it quickly, with our brains not minding very much – but don’t you dare return the room to an old arrangement! No, then something is clearly out of place and wrong.

            Similarly, people often speak of wishing they didn’t have to work a job so that they can accomplish more of what they want to do. However, if you speak to people in such a position, you’ll quickly learn that they wish they had a job to help fill their time. Because having all the time in the world to do whatever you want somehow takes away from the enjoyment of doing what you want.

            We come up with morals to clearly define right and wrong, and very soon break into factions because some things that are clearly right contradict other things that are clearly right, and some things that are wrong contradict other things that are clearly wrong. Ideas that seem so simple to one person appear nonsensical to another – and both can back up their perspectives with valid arguments.

            We seek freedom while binding ourselves with laws – though, of course, the laws are required to prevent ourselves from violating others’ freedoms, and to protect our own. We try to understand the world better, yet as soon as we discover something that doesn’t match what we believe, we’re more likely to dismiss the new information as being incorrect or inconsequential.

            We pay people money to go out and raise money. We have annual feasts when, agriculturally, food is the most difficult to come by. We spend our best years working to achieve dreams we’ll be too old to enjoy by the time we achieve them. We fight wars to achieve peace.

            And as I go through all the strange and confusing contradictions in life, I notice that the common factor is humans. How we view the world. How we treat each other. How we examine and categorize things.


            And I wonder... is life really so full of paradoxes? Perhaps life is actually extremely simple, and we overcomplicate it in our efforts to understand.





Check out my YouTube channel where I tell the stories of my D&D campaigns.

Click here to find the charity anthology containing a couple of my short stories.



Also, make sure you check out my wife's blog and her website.


If there's any subject you'd like to see me ramble on about, feel free to leave a comment asking me to do so.

Monday, October 08, 2018

In-Between Moments

            In this thing we call life, we’ve come to have an expectation of ourselves that we must use our time as efficiently as possible. The motivation for this varies from person to person – some feel they don’t have enough time to do everything they want or need to do, others don’t want to risk being bored – but regardless of their reasons, society backs up this idea that we should always be doing something. So we keep ourselves constantly in “go” mode, forgetting that some of the best or most productive moments are the in-between ones.

            This idea that we have to constantly be accomplishing something is drilled into us from the moment we’re introduced into the school system. Throughout the years of training, our time for ourselves gradually gets shorter, while the work hours get longer – not to mention an increased workload of homework. It’s all about productivity and efficiency. Then we hit the workforce, and it’s the same thing – productivity, efficiency, and hardly a moment for ourselves.

            Yet, looking back, aren’t the most memorable moments the ones that happened in between classes or work tasks?

            This hyper-efficiency has overflowed into our entertainment world as well. There are formulas for every form of entertainment designed to give the consumer the most enthralling experience – to the point where even our enjoyable activities have become exhausting. And in that entertainment, what parts do we enjoy the most? It isn’t the plot twist we knew was in there, revealed at the most dramatic moment – if it was, we’d have long since become bored of the same stories being told over and over. It’s the in-between bits; the interactions between the characters; the parts that make this story unique.

            I think our society has gotten hold of an idea that people who aren’t fully occupied will cause trouble – an old idea that has some truth to it, if only because people who are bored are looking for something – anything – to do. Yet, at the same time, at least an equal number of people cause trouble because they feel trapped in their own lives and are trying to break free, making the solution of keeping people occupied very flawed. Instead of keeping people out of trouble, we’ve developed a system that people to the limits of their endurance. And since not all people are the same, some are able to rise above the system and laude it, while others are broken by it.

            As if that system wasn’t enough, we’ve taken each of those pieces of our lives and made them as efficient as possible – at work, because time is money, and at home, because we have so little time left over for ourselves. We’ve gotten really good at being efficient, to the point where those gaps in the middle get smaller and smaller... Those gaps where we used to have little quality moments with friends or family. Or, perhaps, when we could catch up on something we’d fallen behind on – now, if we fall behind, we often have to stay behind.

            The worst part is that by becoming so efficient, by shutting out those in-between moments, we’re actually losing productivity. For people working intellectual projects, they’re losing the ability to let their minds work on problems in the background. How often have you figured something out only after you stopped working on it? Again, I can only speak for myself, but I find that happens several times a week. As for people with more physical jobs, being exhausted all the time makes them work slower and more prone to mistakes.

            We try to blame these problems on sleep and to fix them with caffeine, but it never seems to work – because, what we really need is to allow ourselves more time to ourselves where we aren’t constantly pushing to get things done. We need to allow ourselves those moments where our bodies and minds can regroup between tasks.


            Those little in-between moments aren’t just enjoyable; they’re healthy and, contrary to common beliefs, they increase productivity and efficiency by making us more capable. They’re what make the difference between a perpetual cycle for working so that we can work some more, and working to fund a life worth living.





Check out my YouTube channel where I tell the stories of my D&D campaigns.

Click here to find the charity anthology containing a couple of my short stories.



Also, make sure you check out my wife's blog and her website.


If there's any subject you'd like to see me ramble on about, feel free to leave a comment asking me to do so.

Monday, August 06, 2018

Stepping Up

            An interesting reoccurring occurrence in my life is that, while I very strongly dislike being in a position of leadership, I frequently seem to find myself filling a leadership role. Be it for work or play, it seems like I always end up as one of the people making the decisions – a very unfortunate job for a chronic fence-sitter.

            My most recent of such experiences took place over this weekend, but to understand just how often this has happened, we really need to go back quite a ways. I don’t know precisely when it started, but the first I can think of chronologically was in my highschool choir. In grade 9, there was a decent sized selection of male singers, but most of them were in their last year – including the one that informally led them simply by being such a strong singer. The following year, there were only 4 males in the 30-or-so person choir, and I happened to be the one who stepped into the empty leadership role – though I was thankfully replaced for part of the year when teachers were invited to join. However, the mantle fell back to me the next year, and eventually led to me being in the smaller jazz choir and even performing one song where I was the only person on the melody and everyone else was basically a back-up-singer.

            Also in my highschool years, I joined Amtgard, a Live Action Roleplaying Game. Three months in, I ran in the election for the role of the records-keeper and treasurer because at the time the records weren’t being kept up to date, and I held that role – which also assisted in other aspects of running the group – for three years straight (six terms), and then took six months in the primary leadership role.

After highschool, when I got a job, it quickly became known that if someone needed extra help, or called in sick, I could always be relied upon to come in – to the point where I had to arrange to be the last person called, because it was known that if everyone else said no, I could be relied upon to say yes because, well, someone had to step up and do it. I became one of the primary trainers for new employees, and ended up holding titles like crew leader and shift manager even though I had no interest in them.

            Then I started my own business. If I have to elaborate on that, you should do some research into what running a business entails.

            Over the course of July, I joined a community of people awaiting the release of a game called Chronicles of Elyria. I joined a Kingdom, then a Duchy, then a specific County, and I began working with the Count on helping with organization and lore writing for both the County and Duchy, making it clear all along that I had no interest in a leadership role. Then my Count went ahead and named me Chancellor of our county which essentially means I can speak for him when he’s not around to do so, both in the County and the Duchy.

            Then, this past weekend, an event launched for the Elyria community which involves a mini-game that will be running for the rest of the summer that allows people to control some of the lore for the world and – remarkably – affords people (like me) who haven’t already bought into the game to earn a free copy of the game for when it releases. From the moment the game was released, it was clear a great deal of teamwork and organization would be required, and my Kingdom quickly got to work on that. However, I soon noticed that everyone doing the organizing had a game package – and since the game works differently for those without game packages, I stepped up to share my knowledge and help out. The next day, some people in my Duchy were talking about Duchy-specific organization and, well, no one else was stepping up to the plate, so I did so and laid out the groundwork.

            And then it occurred to me that, once again, I was falling into leadership roles. So, I started looking back at my history, wondering what the cause was for this. Why was it that someone like me, who would much rather sit back and silently watch, who has a very hard time making decisions, and who really dislikes being a leader – why did I keep becoming a leader?

            The answer, it turns out, is remarkably simple. No one else was doing it, and so I stepped up to the task. Because someone had to do it. In each and every case, something needed to be done, and I did it because no one else was.


            And I realized that a leader is exactly that. Someone who steps up and takes the reins when no one else does. It isn’t something that makes me happier about being doomed to leadership, but it at least makes me more accepting of my fate.





Check out my YouTube channel where I tell the stories of my D&D campaigns.

Click here to find the charity anthology containing a couple of my short stories.



Also, make sure you check out my wife's blog and her website.


If there's any subject you'd like to see me ramble on about, feel free to leave a comment asking me to do so.

Monday, July 31, 2017

Rush Hour

            On my way home from a convention today, I found myself being passed on the highway by every other vehicle. Not just the occasional ones that is normal for me – usually there’s a mix of some passing me, me passing a few, and most going the same speed as me – but all the other vehicles. I wasn’t driving slower than usual, but I did realize this was rush hour. And I started to wonder why it was that everyone was in such a hurry that they would risk speeding tickets (and not small ones, either).

I figure that part of the reason is that most people don’t know how useless speeding actually is. If I look back to times I was in a particular hurry, I found that at the fastest speed I was willing to drive (admittedly not all that much over the speed limit – what can I say? My parents owned a driving school when I was growing up) I managed to shave a whole five minutes off a drive of more than an hour. That’s really not worth the trouble.

But then, I realized, it was unlikely that these people were all on a schedule to get somewhere. Not in the evening. They were most likely going home. So many people, rushing to get home – risking speeding tickets and, judging by the speed, the potential to lose their licences to get home.

            And I realized that what was most important to them was the feeling of getting home as fast as possible – the feeling that they had stolen a few more moments to spend time with their family, work on personal projects, play video games, or do whatever it was they want to do with their lives.

            So many people feel like they don’t have enough time in their lives – and let’s face it: they don’t. There are some extraordinary people out there who can balance professional and personal lives and be perfectly happy, but I don’t think the average person can. Otherwise, why would so many people daily risk the severe consequences of driving dangerously just to scrape a few more moments of time to themselves?


            It seems that I have added yet another reason to my belief that the average work weekshould be cut in half (with the economy adjusted to accommodate it). Not only would it improve mental health, make people happier overall, and increase the number of jobs for the workforce, but it would make people safer drivers because they wouldn’t feel like they had to rush around to have enough time to spend on what they want to do.






Click here to find the charity anthology containing a couple of my short stories.




Also, make sure you check out my wife's blog and her website.


If there's any subject you'd like to see me ramble on about, feel free to leave a comment asking me to do so.

Monday, July 17, 2017

Building a Playable World

            This week, I managed to get my nose to the grindstone working on a big project I started back in June. This is a campaign setting for Dungeons and Dragons.

            Back when I was in the planning stages for the D&D marathon for Cystic Fibrosis, I was talking with the Dungeon Master of the weekly game I play in and the idea was floated that I could eventually start running a second game at the board game cafe. I liked the idea, but at the same time I prefer to be a player rather than a DM. At the same time, I knew that there was a waiting list and it would be great for the gaming community.

            So, naturally, I began thinking about the possibilities for games I could run. What did I want to see in a game? What would be fun for me to run, and fun for players to play? And that’s when a seed took root in my mind.

            One of the things that makes D&D such a great game is its versatility. You can do absolutely anything with it. Even in the most complex video game, there is a limit to the decisions a player can make – they can be given a great amount of freedom, and still be chained down by the limited options. In D&D, there are no limitations – yet the games frequently take on the same shape of “Here is your quest”, go to the dungeon, get the reward. There’s often plotlines and political situations woven in, but it doesn’t take advantage of D&D’s true ability to do anything. I feel that this is largely due to the players, having been trained by video games and society’s expectations, don’t necessarily understand how much freedom they have – and they don’t necessarily understand the depth of the world they’ve been thrown into.

            And so, I came up with an idea for a world that will (hopefully) open the players’ minds to all they can do: a world where the players are colonizing a “new world”. So, rather than being thrown into a world where there are kingdoms and empires and complex political structures that they know nothing about, the players will be put into a world that is as strange to the non-player-characters around them as it is to them. This puts the players at the centre of everything as a new society is established, and it gives them the freedom to do absolutely whatever they want. Do they want to help establish a settlement? Do they want to go off and explore the new world? The world is entirely open for them to choose what to do.

            Now, obviously, from a DM’s perspective, a world like that is a bit challenging to run. There needs to be plots to keep the players engaged, and in a world so free and open, it is hard to know what to prepare for the game. So, I started writing up the campaign setting – which is, essentially, a description of the world, everything in it, and guidelines for making the world easier for the DM to run. It is an immense task, but hey – I’m part of the Alliance of Worldbuilders; building worlds is what we do.

            So far, it is coming along well. I’ve outlined the world, its history, and the basics for how the game functions. The functions need a lot of work, but I’ll get them done eventually.

            This week, however, I was focusing on a very fun task: monsters. Even though this world lacks civilization (and, largely, because of that), this world is crawling with monsters. So, I combed through D&D’s monster manual and cherry picked monsters to have established societies in this world. Then I created those societies and figured out what politics they had, both within themselves and with all the others.


            It was so much fun and, let me tell you, I can’t wait until I’ve completed this setting and I get to see it in action. Who knows? I may even decide it’s good enough to publish through the Dungeon Masters’ Guild.




Click here to find the charity anthology containing a couple of my short stories.



Also, make sure you check out my wife's blog and her website.


If there's any subject you'd like to see me ramble on about, feel free to leave a comment asking me to do so.

Monday, June 12, 2017

Work or Play?

            I have often wondered about the appeal of certain aspects of video games. These aspects are not, by any means, in every video game, but they show up in a lot of them. So, why is it that we enjoy playing games that, when it comes right down to it, are a whole lot of work?

            I’m currently playing one of the older versions of a game called Harvest Moon. This is a game series where you play a character trying to run a farm in a little village. You basically have to build the farm up from scratch while trying to make money and trying to be part of the small community (maybe even getting married). But there is only so much time in the day, your character only has so much energy in a day, and you start with very little money. In the beginning, the game is all about time management and money management – once you get a ways in and have your farm established, it’s about maintaining a daily routine to keep your farm going. Doing the same thing, day after day after day.

            Sounds an awful lot like work, doesn’t it?

            Another game that I played way too much of when I was younger is Runescape. This is a Massively Multiplayer Online Role Playing Game. There are many aspects to the game, but an important part is trying to get various levels raised. At lower levels, this is fairly quick and easy, but at higher levels you can literally spend days just mining, or cutting down trees, or fighting monsters, or cooking, just to gain one level. Day after day, doing the same thing.

            Hey, that sounds kinda like work, doesn’t it?

            Even in combat-heavy games like Starcraft or Call of Duty, you get an aspect of this – at least if you’re competing against other players and want to do well. You don’t just pick up a controller and become the best on the team – you have to work at it. At the professional level you have to practice and train, day after day.

            Doesn’t that sound like...? Well, yes, okay, at the professional level it is work, but you get my point.

            I believe the presiding theory about this is that video games give a sense of accomplishment without any risk to the gamer. This is a fair theory – you gain a level, and that is a reward for all your hard work. You defeat a difficult opponent and they reward you with treasure. You accomplish the same repetitive tasks one hundred times and you earn an achievement.

            Yet, it’s still just another type of work. Yeah, we don’t take it seriously because it’s a game, but it’s still work. And the general consensus is that work is bad and boring.

            What this tells me is that work can be made fun. All it takes is some gameification – the process of turning life into a game. Like Mary Poppins always taught us (not the blue one). This can be done fairly easy with a variety of apps, or simply setting goals and rewards for oneself, but that only goes part way.

We need employers finding ways of making their workplaces more fun. Having a fun work environment wouldn’t only make employees happier about going to work, it would raise productivity as people try to earn achievements or beat their best score. It would likely improve the employee-customer relationship – especially if the customer was happier at their job.


The augmented reality – being developed by companies such as Magic Leap – would make transitioning workplaces into fun, game-like environments almost simple. Can you imagine what the world would be like if everyone loved their job? That’s a future I’d like to see.





Click here to find the charity anthology containing a couple of my short stories.



Also, make sure you check out my wife's blog and her website.


If there's any subject you'd like to see me ramble on about, feel free to leave a comment asking me to do so.

Monday, December 19, 2016

Keep on Rolling

            Continuing on last week’s theme of shovelling snow, I must now share an event from this past week.

            The night after I wrote my last blog post, we just happened to get a fairly heavy snowfall. Upon going out to shovel the driveway (this one also quite large), I made a discovery. This was perfect packing snow, the likes of which I hadn’t seen in years.

            For those of you less versed in snow, packing snow is snow that can easily be compressed into shapes – such as balls for throwing at people or to roll into snowmen. However, the important thing to know about packing snow is that it is much heavier than regular snow. So, while it is ideal for playing with, it is considerably more trouble to shovel – especially when there is a decent amount of is, like we had.

            So, I promptly experimented and discovered a new way to clear the snow from the driveway – by rolling snowballs. That’s right. Along with my wife and sister-in-law, I made snowballs and rolled the driveway clear.

            It wasn’t by any means perfect, but it was fun. The important part was that it got rid of the majority of the heavy snow, allowing the remainder to be cleared away with ease. Plus we ended up with an impromptu snow fort.


            So the next time you find yourself with a shovel full of heavy snow, try rolling your driveway instead. It could make your life easier and bring some fun to the dull task of shovelling the driveway.





Click here to find the charity anthology containing a couple of my short stories.



Also, make sure you check out my wife's blog and her life coaching website.


If there's any subject you'd like to see me ramble on about, feel free to leave a comment asking me to do so.

Monday, July 18, 2016

Augmented Reality and the Future

            In the past couple of weeks, the internet (and, indeed, the world) has exploded about the new augmented reality game, Pokemon Go. There are two major opinions – the people who love the game and those who think it’s stupid. To me, though, the important thing to look at is what this game means for the future.

            Last year, I shared the story of the Zombies, Run! app and how it got Colleen and myself out exercising regularly when otherwise we could hardly dream of it. Pokemon Go has done the same thing across the whole world – people who would normally be inside all summer playing video games are now outside, exercising, exploring and socializing. People with mental health issues, such as depression and PTSD, are reporting improvements.

So, what do those two games have in common? They make exercise fun, rather than a chore.

            Now, the term “Augmented Reality” is something I’ve become quite familiar with over the past year. Why? Because one day, while out running from zombies, I said to Colleen, “Wouldn’t it be cool if someone developed a technology that would let us actually see the zombies that are chasing us in the story?” I then went on to hypothesize that you could take a virtual reality headset, mount cameras to feed in the scenery and then add in the digital characters.

            I figured I couldn’t be the only one to come up with this idea, so I did some research. What I found was astonishing – in particular, a company called Magic Leap that is working on a piece of technology far beyond what I had been imagining. My brain was flooded with ideas for the possible uses of this technology – yes, games were at the forefront, but there are so many practical purposes as well. It functions as an immersive mobile computer, an art platform, a communications device. With it, people have the potential to holo-comute to work.

            To me, though, the best application of augmented reality is the ability to combine work and play. Imagine being able to go into work and have the work you do become part of a game. You could have high scores that you try to beat each days, achievements and awards for completing a certain amount of work at a certain speed. Goals and praise that can break up an otherwise dull and tedious work shift. From an employer’s standpoint, it could be used to improve worker output and even work quality through turning work into a game.


            Pokemon Go is just the tip of the iceberg. We’re entering a future where science fiction is becoming a reality, and it has great potential for improving life in innumerable ways. All it takes are some deceptive photons and a little imagination to make the world a better place.




Click here to find the charity anthology containing a couple of my short stories.




Also, make sure you check out my wife's blog and her life coaching website.


If there's any subject you'd like to see me ramble on about, feel free to leave a comment asking me to do so.

Monday, August 04, 2014

I Did It Again

            This blog is probably coming out late because I was up late and then the internet died. Why was I up late, you ask? Dungeons and Dragons.

            Yesterday we had a power outage that lasted for a few hours, during which my wife and I played Sorry! With my sister-in-law. Then we played Apples to Apples. After that, we started talking about what board game to play next and, silly me, I suggested playing Dungeons and Dragons.

            Why was that a silly idea you ask? Because of what happened the last time I suggestedplaying D&D to people when I didn't think it was actually going to happen. I ended up as a Dungeon Master.

            Not that I mind being a DM – I thoroughly enjoy it and I think it’s a great exercise for any author. It’s just that I'm a bit busy right now, what with moving (okay, so at this point it’s unpacking), ongoing renovations, making chainmaille and shows, taking on more work is a bit crazy. And, as I mentioned in my post last yearish, being a DM is a lot of work.

            This time, I know a lot more about running a game (which is a good thing, because the game’s designed to have 4-6 players (plus the DM) and I'm running it for 2), but I haven’t had to thoroughly plan anything out, so I'm making up everything as I go along. It’s a huge challenge, but, again, a wonderful creative exercise. Keeps me on my toes.

            Did I mention I'm trying to find time to get my family together, too, so we can continue the game we started last summer? Then I’ll be running two games at the same time. Talk about crazy.

            That’s the most important thing about life, though. You have to find time for the things you love. Otherwise, what’s the point.


            Oh, look! The internet is back. Quick, upload, upload, upload!!!





Click here to find the charity anthology containing a couple of my short stories.






If there's any subject you'd like to see me ramble on about, feel free to leave a comment asking me to do so.

Monday, November 18, 2013

The Life and Times of Duel Love

            Today I shall share with you the tale of the only play I've ever written and how, after sitting dormant for seven years, it managed to find its way onto a stage.

            The story starts in 2006 when I was in my fifth and final year of high school, during my grade 11 drama class (I came to drama late in my school career, as my optional courses went to music classes first). It was at this point in time that we were assigned a play to write. I don’t remember all of the parameters we were required to follow, but the play had to be one act (30 minutes or shorter), have 3 scenes, 4 actors, take place in a realistic setting and convey some sort of message. We were also encouraged to not attempt to write a comedy because of how difficult humour is to write.

            Well, I've always been one for following the rules, but I've also always been one for bending said rules to suite my needs. Being told I needed a realistic setting was the first thing I needed to work with – after all, even then everything I wrote was fantasy. So, I got as close as I could and set it in medieval times.

            As for making the play a comedy, well, the plot that jumped into my mind required it. Thus, Duel Love, a play about two knights having a sword duel over a woman (the fairest in the land) was born, written with a very British style of humour.

            After all the plays were written, one scene from each of them was read to the class and we voted on four of them that were to be performed. Duel Love came out on top and, as a result, I ended up directing it for a summative assignment.

            The play came together wonderfully – even though I had at least one of my actors absent from all but two of the rehearsals. Then, on the day of the performance (which had been delayed by a couple snow days) one of my actresses didn't show up until a couple minutes before we had to go on stage. And, of course, the one time an actor forgot his line, I had managed to lose my copy of the script on the opposite side of the stage, and the two knights just stood there with their swords crossed, staring blankly at each other until I managed to remember the line and call it out.

            In spite of the hiccoughs, the performance was wonderful – everything I could have hoped for with my play, or so I thought. Then the play was put aside, only to be read periodically when someone in my house stumbled across the script.

            That might have been the end of Duel Love – I hadn't even read it in three or more years when, last summer, I received a message on Facebook from someone I’d never heard of before. It turned out to be the sister of one of my play’s actors, who happens to be the director at Maybles’ Productions – a small theatre company. She told me that she’s been fruitlessly searching for the playwright who went to school with her brother and had written Duel Love. The script had been accepted as part of a one act play festival, but now she needed permission to use it – if I was the playwright, of course.

            Well, how could I possibly say no to that? I informed her that she’d found the right person and she was welcome to use the scrip. I was thanked profusely and she told me that she’d loved the script from the day her brother brought it home and was excited to finally be able to perform it. She also asked if I’d be able to come to see the play – as if I’d miss it.

            In the months leading up to the play, I began to get a little nervous about a few things I was being told as the rehearsals progressed. First was that my script had been edited – something no writer likes to hear without having a say in it. Then the play started getting promoted as Monty Python and Princess Bride inspired – something that I took as a compliment, but didn't really see until I was told that the cast had workshopped the script and added a bunch of references.

            At this point, I only had one thought in my head: “What have they done to my play!?” I could have stepped up and said something – requested that they send me a copy of their improved script for approval – but I chose to hold my tongue. I knew there was a chance that they’d turned the play into something I wouldn't like, but I also knew that their changes could be fantastic. So, I waited until the performance (a week and a half ago) to find out.

            Now, one thing that is important to know about writing comedy is that, by the time you’re done, your jokes aren't very funny to you anymore because of how often you've "heard" them. An additional tidbit of information is that I'm not much of a laugh-out-loud person. Those, together, should tell you how well the play went when I say I was doubled over laughing for the entire performance.

            It was fantastic! The changes I was so worried about only made the play better, and the actors played their roles far beyond my expectations of how the characters had been written. It was truly incredible to see my words come to life as they did, and to hear the surrounding audience laughing along with me.
            When the awards were announced, I was thrilled to hear that Duel Love had earned Best Actor, Best Supporting Actor and Best Production. Congratulations, cast and crew, and thank you for taking my words and crafting a masterpiece.





Click here to find the charity anthology containing a couple of my short stories.



If there's any subject you'd like to see me ramble on about, feel free to leave a comment asking me to do so.