Showing posts with label dungeons & decorators. Show all posts
Showing posts with label dungeons & decorators. Show all posts

Sunday, November 29, 2020

Delicious Miscellany - Milk Cocktails, Elusive Salep, Dusty Spirits, Vintage Perfume, Mad Honey, Antique Opium

  
 
The Key to Crystal-Clear Cocktails? Milk
Camper English
Cook's Illustrated 
 
"After a 150-year absence, milk punch is back. The base recipe for milk punch includes citrus juice or another acidic ingredient. Hot milk is added to the mixed cocktail, curdling the milk, and then the punch is strained to remove the curds. The process removes most of the color and cloudiness from the drink, clarifying it, and it preserves the cocktail from spoilage for months or even years if kept cool. 

The concept of clarifying cocktails with milk might seem a bit odd today, but in the milk punch heyday - the 1700s through the mid-180ss - spirits would have been far rougher around the edges, and in addition to clarifying and preserving the drink, the process also softened the harsh flavor of the booze. The resulting drink is unctuous and silky, clear and only subtly milky, with softer, mellow flavors."

 
 
Amelia Nierenberg
New York Times
 
"In Turkey, winter is the season of salep. Peddlers pushing carts sell the hot, milky drink traditionally made from ground orchid tubers. Students warm their cold fingers around flimsy paper cups filled with steaming salep. Businessmen sip it with one hand and check their email with the other.

But in the United States, the Turkish drink is almost impossible to find or make. Decades of strain from habitat loss, climate change and over-harvesting have taken their toll on orchids, a main ingredient. Export is difficult, as orchids are included in an appendix to an international agreement meant to protect different species from trade.

Still, homesick Turks dream of real salep, which is something like a cross between hot chocolate and rice pudding. The drink is a beloved street food. Many learn to make it only after they immigrate."
 
 
  
Aaron Goldfarb
Punch
 
"As late as the early 2010s, savvy collectors were able to pull amazing finds by simply going 'dusty hunting.' By now, paeans have been written to those who’ve best pulled off the task, like the so-called 'Bourbon Turtle,' who absolutely cleared northeastern liquor stores of bottles that had been gathering dust since the day they were stocked.

But you’re no longer going to find any Stitzel-Weller Old Fitzgerald by heading to some convenience mart on the other side of the tracks; nor does one have decades to build a collection if demanding restaurateurs want their whiskey bar stocked with the old stuff ASAP. Thus, a new breed of vintage spirits buyer, has emerged - one that’s forced to be more resourceful."
 
 
 
Barbara Herman
Jezebel 
 
"Trying to be discreet in the middle of an open office, I'd pop open a vial of perfume and dab it on my wrist. In a ritual that has become as common as having a meal or reading a book, I'd lift my wrist to my nose, close my eyes, and sniff, like a deranged junky getting her fix. In that work environment, it would have been appropriate for me to wear perfume in a style that has been popular since the 1990s: the office scent. It is institutional and conformist. 
 
As I became bored with office life, my rebellion took an invisible turn. I didn't want to blend in. My perfume tastes began to wander over to the wrong side of the tracks, looking for the rude, the louche, and the difficult. I wanted an anti-office scent. I found myself drawn to vintage perfumes that took me to distant lands and told me stories about fur-clad, misbehaving women who smoked; erotic perfumes that smelled like unwashed bodies; and perfumes that deliberately overturned trite and outdated gender conventions in perfume. 

Take Bandit. Its composer - former model, reputed lesbian, and legendary iconoclast of scent - was the rare female perfumer, celebrated for her daring overdoses of extreme perfume notes. Her masterpiece Bandit, a bitter green leather perfume for women, was said to have been inspired by the scent of female models changing their undergarments backstage during fashions shows."
 
 
 
Emma Bryce
Modern Farmer
 
"The dark, reddish, 'mad honey,' known as deli bal in Turkey, contains an ingredient from rhododendron nectar called grayanotoxin - a natural neurotoxin that brings on light-headedness and hallucinations. In the 1700s, the Black Sea region traded this potent produce with Europe, where the honey was infused with drinks to give boozers a greater high than alcohol could deliver. 

Rhododendron flowers occur all over the world, and yet mad honey is most common in the region fringing the Black Sea. In Turkey, not only do the poisonous rhododendrons abound, but the humid, mountainous slopes around the Black Sea provide the perfect habitat for these flowers to grow in monocrop-like swaths. When bees make honey in these fields, no other nectars get mixed in - and the result is deli bal, potent and pure.

The honey is taken in small amounts, sometimes boiled in milk, and consumed typically just before breakfast. And yet, finding it still amounts to something of a treasure hunt. The honey’s potency seems to have turned it into a treat reserved for those in the know. The responsible shop keepers know they shouldn’t be selling it to strangers. They are a bit wary of marketing it."
 
 
 
 
"You really have to work hard to get hooked on smoking opium. The Victorian-era form of the drug is rare, and the people who know how to use it aren’t exactly forthcoming. But leave it to an obsessive antiques collector to figure out how to get to addicted to a 19th-century drug.

He started out collecting innocuous things; at first, it was seashells and stones, then it was currency and Asian antiques like textiles. Eventually he also discovered the beauty of antique opium pipes, bowls, and lamps, as well as opium trays and the hundreds of little implements that went with the ritual. Because opium smoking had been so thoroughly eradicated around the globe in the early 20th century, very little had been written about these objects. After years of intense research, he produced the first opium-smoking antiques guide.

Research wasn’t limited to mining Victorian medical books or hunting down authentic pieces on eBay. As he came across various pipes and tools, he sought out the last of the Laotian opium dens to learn how these accoutrements were used and, yes, to try them himself. Before long, he and a friend had created their own private opium den in rural Southeast Asia, but when another smoking buddy died, possibly from withdrawal symptoms, he had to quit before it was too late for him, too. His latest book details how his obsessive collectors’ bug led to his opium addiction."
 

Wednesday, July 29, 2020

Decadent Miscellany - American Mesmerism, Gothic Marxism, Haunted Mansion, Wedding Ruins, Rich Warehouses



When Mesmerism Came to America
Max Nelson
New York Review of Books

"Control is a coveted possession. The mesmerists and skeptics all seem to want it; at any rate, they want to consider themselves rational and self-possessed enough not to fall under anyone else’s. During this brief, strange moment, mesmerizing another person - or seeing someone get mesmerized, or denouncing mesmerists as charlatans - became a way of stockpiling control for one's own use. At whose expense? Unidentified, enslaved West Indian laborers planters tried to mesmerize; female factory workers."

"Mesmerists made gains in America not by denying that they exploited credulous subjects but by advertising that they had found a new technique for doing precisely that. Once calling people 'credulous' emerged as a way to justify singling them out as test subjects, mesmerists could compete over experimenting with, and hoping to control, the credulity of others. They became businesslike experts in the profitable arts of human manipulation. Two of mesmerism’s early adopters were plantation owners and factory managers."




A Thousand Lost Worlds: Notes on Gothic Marxism
Adam Turl
Red Wedge Magazine

"The valorization of the realm of a culture’s ghosts and phantasms as a significant and rich field of social production rather than a mirage to be dispelled. The valorization of a culture’s detritus and trivia as well as its strange and marginal practices."

"A general Gothic dialectic is born of a series of cultural contradictions that echo the structural contradictions of capitalist relations and production. These contradictions find expression in the mediated cultural superstructure. The material convulsions of capital constantly create new spaces for semi-autonomous social and cultural relations - only to tear them asunder. Each of these is a trauma to the social unconscious."

"The initial impetus for the Gothic in art and literature stemmed from the marginalization of medieval forms by bourgeois relations and industrialization. The Gothic castle and the abbey stood in ruins, projecting both a nostalgia and fear of the past - things that were lost but also alien and threatening to modern life. This dynamic is the cultural echo of combined and uneven development. The hard fought autonomy of the small businessman is destroyed as capital is consolidated in larger units. 'Self-made men' are proletarianized - as far fewer proletarians become 'self-made men.' In the process thousands of little gothic worlds are created. In the shells of factories, in the empty union halls, in the empty mansions of declassed small capitalists, in the photographs of failed revolutions and in the broadsheets of all but forgotten sects."



The Heiress to a Gun Empire Built a Mansion Forever Haunted by the Blood Money that Built It
Pamela Haag
Smithsonian

"Sarah Winchester had inherited a vast fortune off of guns. She built her house with shifts of 16 carpenters who were paid three times the going rate and worked 24 hours a day, every day, from 1886 until Sarah’s death in 1922. Winchester wove and unwove eternally. She built, demolished and rebuilt. Winchester hastily sketched designs on napkins or brown paper for carpenters to build additions, towers, cupolas or rooms that made no sense and had no purpose, sometimes only to be plastered over the next day."

"Her building is a ghost story of the American gun. Winchester became terrified that her misfortunes, especially the death of her husband and one-month old daughter, were cosmic retribution from all the spirits killed by Winchester rifles. A medium told her that she would be haunted by the ghosts of Winchester rifle victims unless she built, non-stop - perhaps at ghosts' direction, for their pleasure, or perhaps as a way to elude them. Haunted by conscience over her gun blood fortune and seeking either protection or absolution, Winchester lived in almost complete solitude, in a mansion designed to be haunted."



Wedding Photography Collides with Ruin Porn
Michael T Luogno
New York Times

"About half of all marriages end up in ruins. A few start out that way. For some couples, abandoned buildings - train stations, warehouses and century-old churches, often found in declining or deindustrialized cities - are proving the perfect haunting aesthetic for their weddings."

"Logistically one of the biggest issues is that a lot of these buildings don’t really have addresses anymore. Ruins also change or sometimes disappear altogether."

"This method of gazing at such areas of a city doesn’t always examine the larger social and economic forces taking place in cities. Still, the forlorn sense of isolation sparks curiosity for some couples, along with a desire to bring former functions back to abandoned structures, even temporarily, as a way to honor them."


 
Uber-Warehouses for the Ultra-Rich
The Economist

"The world’s rich are increasingly investing in expensive stuff, and 'freeports' are becoming their repositories of choice. Their attractions are similar to those offered by offshore financial centres: security and confidentiality, not much scrutiny, the ability for owners to hide behind nominees, and an array of tax advantages. Because of the confidentiality, the value of goods stashed in freeports is unknowable. Though much of what lies within is perfectly legitimate, the protection offered from prying eyes ensures that they appeal to kleptocrats and tax-dodgers as well as plutocrats. The goods they stash in the freeports range from paintings, fine wine and precious metals to tapestries and even classic cars."

"The early freeports were drab warehouses. But as the contents have grown glitzier, so have the premises themselves. The idea is to turn freeports into places the end-customer wants to be seen in, the best alternative to owning your own museum. The newest facilities are dotted with private showrooms, where art can be shown to potential buyers. The wealthy are increasingly using freeports as a place where they can rub shoulders and trade fine objects with each other. It is not uncommon for a painting to be swapped for, say, a sculpture and some cases of wine, with all the goods remaining in the freeport after the deal and merely being shifted between the storage rooms of the buyer’s and seller’s handling agents."

Tuesday, June 30, 2020

Map & Miniature Miscellany - Model Cities, Panoramic Maps, Polymath Maps, Fantasy Buildings, Faraway Lands, Maze City, Papa's Maze




Enormous Scale Models of Cities are Mind-Blowing and Gorgeous
Vincze Miklos
Gizmodo

"Sometimes the only thing more awe-inspiring than a city is a massive model of the city, rendered down to the finest detail. And of course, they're to scale. Which is itself amazing."



Gorgeous Panoramic Maps Drawn Long Before Satellites Even Existed
Kelsey Campbell-Dollaghen
Gizmodo

"There was once a time when we had to imagine what our towns and cities looked like from the sky. There were famous artists who specialized in creating these panoramic views of Earth, though today, it's a lost art. They were called panoramic or aero views, each drawn by hand without help from a plane or satellite."

"The makers of these maps took the accuracy of their creations very seriously. The artist would walk through the streets of his subject, noting every detail available, from the location of trees to how many windows each building had. They would create a kind of proxy map using their notes, and only start drawing once they had a complete survey."
 
 

The Maps of an Ottoman Polymath
Public Domain Review

"The Bosnian-born polymath and all-round genius Matrakçı Nasuh is best known for his exquisite miniatures depicting various landscapes and urban centres of 16th-century Persia."

"The name Matrakci was not, in fact, his name by birth but rather a nickname referring to his invention of a kind of military lawn game called matrak, a word which means 'cudgel' or 'mace', the main weapon at the heart of the game. The name stuck, and later would come to label its very own genre in Ottoman miniature art, the 'Matrakci style', describing works echoing his penchant for detail and precision of execution."



Building Fantasy
Lucas Adams
New York Review of Books

Fantastical Cityscapes of Cardboard and Glue
Roberta Smith
New York Times

"Out of modest ingredients Kingelez creates a whole world, entirely his own. The sprawling, glittering future city is one example of an electrifying alternate civic space, a city made up of glittering skyscrapers that could easily have been crafted from stained glass. In addition to entire imaginary cities, Kingelez’s work offers an assemblage of eye-popping additions to any fantasy skyline. Each piece is riddled with decoration and ornamentation, bright pink foliage, circles and stars, and a color palette that always leans toward the bold and the vivid."

"Peering down at Kingelez’s array of visions like some benevolent Godzilla, it’s an easy leap to imagine the lives of those living and working in a cityspace that instantly feels so exuberant, and so generous. None of Kingelez’s designs feature private residences. What would it be like to live and work in a place that knows abundance and love the way Kingelez depicts it?"



Incredible Dream-Like Models of Faraway Lands
Alice Yoo
My Modern Met

Amazing Bonsai Tree Castles are Miniature Living Worlds
Lori Zimmer
Inhabitat

"All my creation comes from my early experiences of bonsai making and maze illustration. I always got inspired from the question 'if I could be a Lilliput…' Maybe such small objects could be transformed to become a huge scale of buildings, castles, and the world itself."

"I built my career as a maze illustrator in my twenties. I got fully immersed in pushing a strong conceptual maze. From my thirties, I shifted my career from being a maze illustrator to being a concept maker for the catering trade that creates a fusion between food and entertainment. I applied my method of giving surprise and joy to people for which I cultivated in my career as a maze illustrator."




I’ve Been Developing This Maze City For 5 Years While Travelling Around The World
Marval
Bored Panda

"Rabath Jany is an ancient city in Babaria, built across the fiords of both Silvenaos and Yellow seas. It is better known as Maze city due to its complex architectural structure. I developed this painting traveling around the world during five years. The mix of different people, cultures and natural landscapes I met during my trip has deep influenced the development of the maze city. Rabath Jany is the result of such mix of cultures I met during my trips."

"Maze city is a mixture of modern and ancient technologies. Maze city’s inhabitants always used sailing ships. Otherwise, they also have a very sophisticated sky metro infrastructure with hundreds of sky lines running through all the districts."



Dad Spends 7 Years on Incredibly Detailed Maze
Johnny
Spoon & Tamago

"Some people have hobbies. Other people are obsessive. But when the two cross paths, this is what you get. A Japanese twitter user recently unearthed an incredibly detailed maze that her father created almost 30 years ago. When pressed for details, the father explained that he spent 7 years creating the map."

Friday, May 15, 2020

Miniature Miscellany Redux - Fairy Castle, Nutshell Studies, Miniature Offices, Model Trains, Replica Studio, Antique Furniture, Bookcase Nooks, Atalier Dollhouse



Colleen Moore's Fairy Castle
Museum of Science + Industry

"One of the most popular film actresses of her time, Colleen Moore assembled a legion of her industry colleagues to help craft this miniature home of fantastic proportions. She shared it during the Great Depression, touring the country to raise funds for children's charities."

"From the chapel's floor-to-ceiling stained glass to the flickering of the tiniest lights, every inch on display is a study in artistry and craftsmanship. The Fairy Castle is virtually a museum within our Museum, a collection of miniature treasures in every room, from inch-square books signed by the world's greatest authors to statues nearly two thousand years old. Though the Castle's magical residents are never seen, we know for certain they have exquisite taste."

 

Frances Glessner Lee and The Nutshell Studies of Unexplained Death
Smithsonian American Art Museum

"Frances Glessner Lee crafted her exquisitely detailed miniature crime scenes to train homicide investigators. These dollhouse-sized dioramas of true crimes, created in the first half of the 20th century and still used in forensic training today, helped to revolutionize the emerging field of homicide investigation."

"Lee is considered the mother of forensic science and helped to found the Department of Legal Medicine at Harvard University. At the time, there was very little training for investigators, meaning that they often overlooked or mishandled key evidence, or irrevocably tampered with crime scenes. Lee and her colleagues at Harvard worked to change this. Lee was a talented artist as well as criminologist, and used the craft of miniature-making that she had learned as a young girl to solve this problem. She constructed the Nutshells beginning in the 1940s to teach investigators to properly canvass a crime scene to effectively uncover and understand evidence."

"The equivalent to virtual reality in their time, her masterfully crafted dioramas feature handmade objects to render scenes with exacting accuracy and meticulous detail. Every element of the dioramas - from the angle of miniscule bullet holes, the placement of latches on widows, the patterns of blood splatters, and the discoloration of painstakingly painted miniature corpses - challenges trainees’ powers of observation and deduction."



I Turn Work Frustrations into Mini Magic in My Office
Derrick Lin
Bored Panda

Agency Life Told in Miniature Figures
Derrick Lin
Bored Panda

"Sometimes work can be really hectic and frustrating and as grownups, we are expected to be cool about it and keep the whining to ourselves. I work in advertising and my workday is often very chaotic and unpredictable."

"With my iPhone, a reading lamp, and miniature figures, I recreate the imaginary scenes of my honest thoughts in work situations right on my work desk. Pairing each photo with corresponding caption, I post them on my Instagram and Tumblr feeds as a way to document my eventful career. My tiny people are always there making sure I don’t hide my feelings."



How Model Trains Transformed from Cutting-Edge to Quaint
Ben Marks
Collector's Weekly

"In the 19th century, the railroad was the Internet of its day, connecting people with one another and moving merchandise and raw materials across great distances at unprecedented speeds. As railroad tycoons laid more and more miles of track throughout the growing nation, increasing numbers of citizens were able to witness the spectacle of a steam-engine locomotive roaring through their once-remote towns. In an age when few people traveled farther than 20 miles from their homes in their entire lifetimes, the effect must have been thrilling."

"Naturally, children were eager to play with pint-size versions of this new technology, and 19th-century toymakers obliged, cranking out model trains in wood, cast iron, and tin. By the first half of the 20th century, millions of little boys dreamed of waking up on Christmas morning to find a model train tooting around the tree."

"The problem with model trains in the 21st century: technology. Trains haven’t thrilled us for decades. For most of us, our experience with trains ranges from being packed into a crowded commuter train at rush hour to being stuck behind the wheel of a car at a railroad crossing as miles of groaning gondolas and rattling tanker cars rumble by. For the 21st-century kids stuck in the back seat of that car, trains are noisy, antiquated, and irredeemably boring."



Artist Constructs Intricately Detailed Miniature Replica of 1900s Photo Studio
Kristine Mitchell
My Modern Met

"Ali Alamedy has an eye for detail. The Turkish artist creates delightful miniature dioramas that are filled to the brim with hand-crafted items and absolutely ooze with charm. His newest piece is an adorable recreation of a photo studio from the 1900’s. The tiny photo studio took 9 months to complete, and was built using an assortment of materials such as wood, plastic, copper, and paper. Filled with over 100 tiny, period objects, Alamedy constructed each and every component of the studio from scratch. His time-intensive work manages to stay true to the spirit of vintage photo studios, and overflows with small-scale details that show true appreciation for the craft."



Japanese Artist Crafts Miniature Antique Dollhouse Furniture by Hand
Emma Taggert
My Modern Met

"Japanese artist Kiyomi brings some interior design chic to the world of dollhouses, with a range of handmade miniature antique furniture and accessories. Made from various materials including paper, wire, and perspex, her incredibly detailed, tiny creations include everything you would find in an 18th century world. There’s antique, industrial style cabinets and chairs; haberdashery items, such as spools of thread, sewing scissors, and a vintage sewing machine; as well as little shoes and hats, laid out in a tiny clothes store. There’s even a miniature bakery complete with teeny-tiny pastries."




Book Nook Shelf Inserts are Really Cool, and Everyone Should Know They Exist
Christopher Hudspurth
Buzzfeed

If you haven't seen or heard of a book nook before, it's a little shelf insert that goes between books and looks like a tiny door leading to an incredible place, or depicting unique sights.



My Atelier Dollhouse
Hanabira
YouTube


Notes: My previous miniature miscellany got really positive feedback, and several people suggested additional links to check out. I also realized I'd forgotten my friend Derrick Lin's miniature work. Big thanks to astralbath and bombasticus for their recommendations especially.

Saturday, March 21, 2020

Miniature Miscellany - Thorne Rooms, Doll Houses, Small Worlds, Lonely Deaths, Urban Grime, Gritty Architecture



Thorne Miniature Rooms
Art Institute of Chicago

"The 68 Thorne Miniature Rooms enable one to glimpse elements of European interiors from the late 13th century to the 1930s and American furnishings from the 17th century to the 1930s. Painstakingly constructed on a scale of one inch to one foot, these fascinating models were conceived by Mrs. James Ward Thorne of Chicago and constructed between 1932 and 1940 by master craftsmen according to her specifications."



The Doll Houses of Instagram
Ronda Kaysen
New York Times

"A growing community of artisans have turned the craft of dollhouse making into an exercise in aspirational home design on an itty-bitty scale, with their tiny rooms and furnishings displayed on well-curated Instagram accounts with glossy photographs and videos set to music reminiscent of HGTV. 

Scroll too quickly, or miss the photograph with a human-scale hand surreally poking into the scene, and a viewer might confuse the image for a real-life one, the type of image that leaves you feeling equally amazed by and envious of the enormous kitchen island with a soapstone countertop.

Social media has turned what was once a niche hobby into a decidedly trendy and increasingly profitable business, making it easier for artisans to find each other and potential customers online. Before, miniatures were only publicized through miniature magazines. Social media put it in everybody’s face."



Miniacs Live in a Small, Small World
Abby Ellin
New York Times

"So many 'miniacs' came to the modern mini movement by way of a childhood love of dollhouses. For some, there is a voyeuristic appeal commingled with the universal desire to inhabit and experience multiple environments at the same time. It’s a way to explore worlds you can’t explore, and tiny fake worlds are easier to make, and less destructive, than secret real ones. We spend a tremendous amount of time in fantasy worlds: watching TV, reading books, playing videos. Miniatures provide a way to practice things that we can’t practice in reality.

For a very long time, miniaturists have had this very 'Grandpa in the basement working on model railroad' vibe to it, or 'Grandma with her dollhouse.' But the miniature is most certainly a growing trend in contemporary art."




Rooms Where Time Stops: Miyu Kojima’s Miniature Replicas of Lonely Deaths
Spoon & Tamago

"Miyu Kojima works for a company that cleans up afterlonely deaths: a Japanese phenomenon of people dying alone and remaining undiscovered for a long period of time. Part art therapy and part public service campaign, Kojima spends a large portion of her free time creating detailed, miniature replicas of the rooms she has cleaned.

Kojima has been working for the clean-up company for about 5 years and explains that she cleans on average 300 rooms per year. The replicas are meant to capture the sadness of these lonely deaths. One point that Kojima emphasizes is that it’s not the dying alone that is the issue but rather the duration of time that elapses before the bodies are discovered. These individuals were so cut-off from friends, family and society that weeks or sometimes months had elapsed before they were found."



Artist Creates Miniature Worlds Mimicking the Grit and Grime of Urban Architecture
Jessica Stewart
My Modern Met

"Artist Joshua Smith is a former stencil artist and gallerist turned miniaturist. For the past two years, Smith has focused his attention on creating miniature urban landscapes replete with detail. From graffitied walls to discarded cigarette butts, he uses everyday materials to bring his scale models to life.

Smith primarily uses MDF, cardboard, and plastic for the framing and base. Layers of paint and chalk pastels give the architecture its realistic feel prior to wiring and lighting. The artist’s newest work is a four-storey replica of a building in Kowloon."



Sculptor Creates Detailed Miniatures of Philadelphia and New Orleans’ Gritty Architecture
Jessica Stewart
My Modern Met

"Philadelphia-based rtist Drew Leshko is creating a sculptural archive of the city’s most at-risk architecture with his detailed scale models. Leshko produces these miniatures in order to preserve the history of Philadelphia’s grittiest neighborhoods. From local dive bars to pawn shops and convenience stores, each commercial space is transformed into an artistic sculpture that is filled with nostalgia.

Leshko prefers to prioritize his attention and skill on rapidly changing, or gentrifying, neighborhoods. He selects the most vulnerable pieces of architecture as his focus, as these historic storefronts will soon transition over to slick corporations that push out the individual merchants who had once defined the area. In this way, Leshko’s work is a push to ponder the history of buildings and how they inform our lives."




Friday, December 27, 2019

Searching Amid Abundance

The classic dungeon exploration scenario involves searching amid scarcity.

The classic dungeon was once rich, but was also abandoned long ago. Since then, most of what was valuable has already been stolen by the looters and tomb-robbers of an earlier generation. What hasn't been taken away has mostly rotted or crumbled to dust. Invaders have moved in and trashed the place further.

There are treasures here, but they're all trapped, guarded by monsters, or hidden. Sometimes you get lucky, and there's a magic sword sitting on a plinth, just waiting for you to claim it.

All the rest of the time, there's a treasure chest in the middle of a room, but you just know that it's not what it looks like. It's empty, or there's a poison needle waiting to stab you when you try to open the lock, or there's a trap door right in front of it waiting to drop you into an alligator pit when you walk up, or else it's not really a treasure chest, it's just a monster that looks like one.

Or you see the monsters first, and you can only find their treasure after you kill them and start going through their stuff.

Or you're in a room that looks like it's empty, and you have to like, find the paving stone that sticks up slightly above the level of the rest of the floor because there's something under it. Or search all the furniture looking for false bottoms. Or tap all along the walls trying to find hollow spots that might indicate there's a secret door. Or break the furniture just in case, because maybe the jerk author who wrote your asshole GM's dungeon key said the treasure is hidden inside a hollowed-out table leg. Or maybe you're wasting your time because only 1-in-6 empty rooms have unguarded hidden treasure anyway.

Or finally you hit the jackpot and you're in the evil wizard's combination laboratory-library. This terror of the countryside, who amassed untold wealth from pillaging the countryside and demanding tribute owns ... one spellbook, a couple potions, a few scrolls. Maybe a talisman or a single magic ring.

And your characters, who are dirt poor, take everything they can find. They want everything that's not nailed down, then they want to pry up the nails and keep those too, because you never know when you might want to nail a door shut. (You never will. Those nails will still be on your character sheet, unused, at the end of the campaign, just like all the rubber bands your grandmother saved in a kitchen drawer - "just in case" - off every newspaper she ever received, and then never had any further use for, because growing up during the Great Depression convinced her that this was a wise and prudent use of space.)

Everything in the dungeon that can be taken is written down, and because it's too much of a pain to write very much of that sort of thing, there's not that much written, and so the dungeon is mostly empty.



But what if it was different?

What if, instead of poverty, there was plenty? What if instead of scarcity, there was abundance? What if your characters weren't poor, they were rich, and instead of taking everything, they only wanted to take the best things? What if the interior of the dungeon didn't resemble an empty cave or an abandoned warehouse, what if it was opulent, palatial? What if it wasn't abandoned, but living, and what if the people who lived their were your people, or at least were people whose good opinion you craved and respected?

What if, instead of playing a meth addict ripping the copper wires out of the walls of an abandoned trailerpark doublewide, you played a gentleman thief, plucking only the very finest, very choicest items from out of the museums and display halls of the inordinately wealthy and the exceptionally rich?

Or, I don't know, what if you were still poor, but that wizard you just killed had an actual library full of books, and only one of them was the spellbook? What if you're poor, but the world around you isn't, so if you bring an entire backpack full of books back to town, but none of them is the spellbook, then you'll end the adventure worse off than you started it, because books are cheap but an indoor place to sleep at night is not?

What if the problem wasn't finding anything in a place that, at first glance, appears to contain nothing, but rather finding the right thing in a place that appears to contain everything?



This is a follow-up, of sorts, to my thoughts about searching for treasure in dungeons where things might be landmark, hidden, or secret. It's a follow-up because I asked myself the question "what if everything was a landmark? what if the treasure was hidden-in-plain-sight? what if the treasure wasn't secret because you couldn't see it, but because you couldn't recognize it even though you were looking right at it?"

Running an abundant dungeon probably requires additional rethinking of the way the game designer writes up the dungeon, the way the gamemaster describes it, and the way the player approach it. But let's set all that aside for right now. For right now, let's focus on the question of how to mechanically adjudicate these searches.

When I talk about abundant dungeon spaces, I'm imagining rooms that are stuffed with objects. I guess this could just mean really well-appointed living spaces, but what I'm imagining are more like storage spaces that are filled with objects that look very similar but have very different monetary values. Imagine wading through a hallway filled with chairs. Imagining entering a bedroom where the floor around the bed is completely covered by teacups and saucers. Imagine finding a dressing room filled with masquerade costumes. Imagining opening a drawer stuffed with silverware or a cabinet overflowing with China. What happens if the players pick up the first one they find? What happens if they want to look close and pick out the best ones?



Landmark - In a room that's literally filled with treasure, let the players collect their treasure!

This advice contradicts what you might see in some other old-school sources, which I'll talk about in another post. OSR authors generally encourage you to make most of the apparent treasure in these places worthless. Find a library? All the books are moldy, rotten, and illegible. Find an armory? All the weapons are rusted and unusable. Etc.

I disagree! Let the players take home their treasure, and make it worth something!

Obviously, just picking up the first objects you find isn't the most effective way to find the most expensive treasure, but that doesn't mean what they find should actually be worthless. I would assign a nominal monetary value to each item, and let the accumulated value add up. Silverware is probably worth a coin each, collecting a drawer full is like finding a strongbox of silver pieces. Other objects might be more difficult because they're heavy or bulky or fragile or some combination of the above. Anything like that is probably worth 2, 5, or at most 10 coins.

Just picking up whatever you can find is a beginner's strategy, and players will learn to be more discerning once they realize there are ways to earn far more cash for their efforts. But un-directed accumulation can also be a stepping-stone to connoisseurship, by allowing characters to begin accidentally collecting matched sets.

Whenever the characters bring their treasure back to their hideout, you can check whether any of the individual items of the same type are part of a matched set. (Looking at the birthday paradox suggests that the chances of having at least 2 items in the same set should increase very rapidly the more you find, but that math seems really complicated to simulate at the table, so let's ignore it.)

Roll d20, and try to get lower than the number in your collection. Yes, that does mean if you have 20 or more items of the same type, then at least 2 are guaranteed to be part of the same matched set. Roll a dice determined by the set type, and that will tell you how many items are part of the same matching set. So for example, if you were collecting silverware, you would roll d4+1 to see how many pieces are part of the same matching place-setting. Other kinds of sets might require you to roll d6+1, d8+1, etc. Subtract that number out of your total collection, and roll the d20 again. You might have multiple different matched sets, so keep this up until you roll too high.

Items that belong to a matched set are much more valuable than unmatched items. So if a single piece of silverware is worth 1 sp, a set of two is worth 3 sp (2! = 1 + 2), a set of three is worth 6 sp (3! = 1 + 2 + 3), etc. If that scale-up somehow doesn't impress you, then try making each additional piece even more valuable, so two pieces are worth 4 sp (1! + 2! = 1 + 1 + 2), three pieces are worth 10 sp (1! + 2! + 3! = 1 + 1 + 2 + 1 + 2 + 3), etc. Either way, the point is that each additional matching piece substantially increases the value of the whole collection.

You now have the choice to sell your incomplete set for a decent price, or you can try finding more pieces to make even more bank. Just like that, your players have a sandbox-like goal! This can help direct their exploration within the dungeon, and might even give them a reason to return to the room where they found the first part of their collection.

The next time you gather items of an existing type, roll under d20 for the new items to see if any belong to your current sets. If you get a match, roll d4-1 (or whichever dice is appropriate) to see how many are duplicates of existing pieces. If you get a 0, it's a new piece that fits into an existing collection. Congratulations! Roll again to see how many duplicates you found at the same time. After you've finished checking for matches to your existing sets, check again for your entire collection, which might now contain some new partial matching sets thanks to the additional pieces. (If your GM is feeling really generous, you can also see if any of your mini-sets belong to an even larger mega-set. Just check them in the same way, but treat each little set as an individual "piece" of the larger set. Perhaps some of your complete place-settings have the same pattern and belong to the same table-service, for example.)

Silverware is admittedly an unexciting type of item to collect, but you could apply this same logic to pieces of clothing making up uniforms or suits, chess or mahjong pieces, idols of gods in the same pantheon, china pieces in the same tea-set, or especially books in the same multi-volume series. Not every possible item needs the opportunity to be part of a matched set, but for key items you want your players to collect, this is a simple way to segue from simple smash-and-grab dungeoneering to goal-directed reconnaissance and investigation.

This idea is currently untested, but I think it should work in a gaming environment. From knowing a friend who collects rare books, I know that filling out a partial collection is massively more difficult than I've made it seem here. (It's the birthday paradox again. For the same reason it's easier than you'd expect to find the first match, it's harder than you'd expect to find the last unique element.) But I feel like performing virtually any task in a game ought to be easier and more fun than doing it in real life, particularly if that task is one the game itself is encouraging you to perform. We don't need an accurate simulation of real-world probability, we need a mechanic that allows us to adjudicate complex actions in a simple way.


Hidden - What if you're not just looking for any items, you're looking for items of particular value? In that case, you're not spending time picking up everything you can carry, you're spending time looking at what's available and picking out individual items somewhat selectively.

Foraging in the woods should probably work like this, for example. In a damp forest, you absolutely will find mushrooms or firewood or water if you spend a little time looking for it. In a library or bookstore, you will find interesting books. In a pantry storing tea or coffee or spices, you will find valuable varietals if you stroll about instead of swiping armfuls directly into your backpack.

The idea here is that in spaces of abundance, most of the items are relatively low-value, but higher-value items can be found if the characters spend time looking for them. Matching sets are a way to boost the sale-price of low-value items, but looking for hidden gems are worth finding all on their own. I would say that in the dungeon is your only chance to find a hidden gem. They will never turn up as part of a smash-and-grab operation.

Think of collecting wine bottles out of a wine cellar, for example. Most bottles will be worth whatever's the normal amount for wine in your game, although you can increase the value by collecting a complete case of matching vintages. However, a few bottles would be more expensive if sold, or might provide minor medicinal benefits to a character who drinks it as a ration.

Or think again of gathering books in a library. Most volumes are probably parts of some sort of series - maybe the complete works of some minor author, maybe encyclopedias, or textbooks organized by grade level, or annual reports from colleges or companies or churches, maybe historical chronicles, or all the editions of a particular magazine or newspaper bound together by year, maybe really boring stuff like a social register, or a listing of military members, or shipping manifests, or business ledgers. They might have research value or look good on your shelf, but they're only particularly valuable in a series. But there are also interesting individual books, which could have all kinds of game benefits. (I could write a whole blog post, and probably should, about all the ways you could use books in your game.)

The items you find this way should have an increased value, say 10 or 25 times the usual price of un-matched items of the same type. They should also, I think, have minor beneficial abilities. These should either be less impressive than full-on magical powers, or they should be the weakest magic available in your game.

Spending the time to find hidden gems is also a way to improve your existing collections. If you look carefully, you will find items that belong with one of your matched sets. You'll still need to roll to see if there's a unique piece or only duplicates, but you can skip the initial d20 roll for the match.


Secret - Finding something really valuable amid an ocean of near identicals requires a discerning eye, cultured taste, a shrewd sense for appraisal, and perhaps a bit of luck. There's always a chance of failure, but if you succeed, you'll have found something unique.

I mentioned before that I think the purpose of game mechanics is not to simulate reality but to allow us to make complex determinations quickly enough to use these decisions at the game table, and frankly, to put a thumb on the scale in favor of fun and interesting outcomes. So look, yes, in reality, the determining factor in these kinds of searches is whether or not a really valuable thing is actually there. Not every rummage sale has an original Shakespeare folio, not every thrift store has an undiscovered Picasso, no matter how hard you look. And if there is such a treasure present, then it shouldn't matter if you find it there in the store, or if you buy up the entire inventory in order to sift through it at home.

But since this is a game, and since the point of dungeoneering is that dungeons are storehouses of riches uncountable, let's sort of assume that there is a real treasure present in every abundant dungeon room, but you can only find it if you make an appropriate skill check and succeed your roll. (Look! I finally found a use for the appraisal skill besides pretending you don't know how to look up prices in the equipment section of your game rules!) You'll never find this treasure if you spend time but don't pass the skill test. You'll never find it if you grab up everything and take it back home. I would however stipulate that if you have some sort of procedure for conducting research, either by studying appropriate reference books, or collecting enough mundane examples, or both, you can also find these treasures by making sufficient research progress, rather than risking a skill check.

I would say that these treasured items should be worth 100 or 250 or 500 or 1000 times as much as their mundane counterparts. I would also say that they ought to be full-on magic items with powerful effects. This is the good stuff. It's not enough to grab the first thing you see, not enough to just spend time looking for it. If you manage to find one of these treasures, it had damn well better be worth it.

If you use your search for secrets to find an item for an existing collection, you will find a unique item that fits into an existing collection, in addition to the usual number of duplicates. (If your GM is really playing hardball, then this might be the ONLY way to find the last item that finishes off and fully completes a matched set. If so, just make sure that the choice to finish a collection has roughly the same financial pay-off as finding a unique treasure.)



So, now you have a plan for running an abundant dungeon, a plan that doesn't involve just giving the appearance of treasure while actually declaring almost everything worthless. And, you have a mini-game for your players to try collecting matching sets for extra cash, or to especially seek out the b-sides and rarities amid the masses.


My only final word on this is that even in a dungeon that includes abundance, not everything needs to be abundant. It's probably more interesting for your plays (and much easier for you!) if pick a few categories of treasures that feel thematically appropriate, and allow them to exist in abundance. You will need to do some extra preparation so you can describe the appearance of the things they're finding, give a formal or informal name to the matching sets, and assign special properties to the hidden or secret items.

I promised at least two follow-up posts in the process of writing this, one to look at other OSR authors's advice for managing abundance, and one to think about how to write abundance without having to enumerate your own private Doomsday Book in the process.

Monday, October 14, 2019

Dark Old Miscellany - Black Food, Black Houses, Old Food, Winter Gardens

 

The Allure of Black-Colored Food
Ligaya Mishan
New York Times

"So what does the color black taste like? More precisely, what do our brains tell us it should taste like? From experience, we might expect the tartness of blackberries or the brininess of black olives or the near-bitterness of charred meat and blistered pizza crusts. Black is the menthol buzz of licorice or the density of rough bread from countries near the Arctic Circle, where the winter months see only a few hours of daylight. It’s marine, like rice blackened by cuttlefish ink in Valencia, Spain, or turfy, like rice blackened by long-soaked djon-djon mushrooms in Haiti. It’s the mineral tang of British blood pudding, Ecuadorian morcilla, Tibetan gyuma, French boudin noir. It’s the funk of huitlacoche, a fungus borne of rotting corn, blossoming like a nuclear cloud out of the dying cob, a delicacy in Mexico. It’s the subtle presence of vanilla, announced by sootlike black spots, scraped from the hard furrowed pod. But even given these associations, when I see a food that’s not naturally black turned that dramatic shade, it strikes me as so discordant that I expect it to taste like nothing I’ve tried before."

 

New on the Block: The Little Black House
Hayley Krischer
New York Times

"Black represents sadness, anger or grief for many. But that’s not all. Black also evokes a sense of richness and power. Black can be enveloping and warm, and even signify high drama. In medieval times, Ms. Gura said, black was associated with royalty; it was luxurious. Black can be practical too. In northern Europe, where tar was used as a water sealant on exteriors, the color stuck."

"Black is a color of provocation. Nineteenth-century anarchists waved their black flag. Twentieth-century fascists loved it. Beat poets, punks and Goths made it their brand. The Black Panthers wore black leather jackets and black berets. When the fashion designer Rei Kawakubo introduced everyday black clothes in the early 1980s, critics described the collection as 'post-atomic.' Most recently, black is what women in Hollywood and Congress chose to wear to express solidarity with victims of sexual assault."
 
 

The Novel Taste of Old Food
Ligaya Mishan
New York Times

"Food past its imagined prime can surprise us, like the 'vintage carrot.' It was a dish borne of scarcity in a cruel winter, carrots that had been left to languish in the earth in iced-over fields, whose skin was as rough as hide. By all appearances they were inedible, but once braised for hours like a côte de boeuf, they turned meaty, mineral and profound."

"Some flavors and textures can only be achieved by pushing foods beyond their limit. Banana bread calls for bananas gone black, verging on mush. Without stale bread, there would be no bread pudding."

"The decline toward rot - arrested at the last minute - is what creates umami, a flavor that defies categorization, that smacks of deep sea and forest floor, animal entrails and sun-gorged tomatoes. Everything that is fermented, too, was en route to death and pulled back from the brink. Pickling is salvation - this was especially true before refrigeration, when we needed to eke out supplies to make it through the winter." 

 
 

The Barren Charms of a Winter Garden
Ligaya Mishan
New York Times

"To flower, literally and figuratively, is to reach the peak of one’s possibility, from which there is no direction but down. Or so we have been taught: that lushness equals splendor, that when a blossom wilts and fails, the plant that bore it is finished, returned to drabness, spent of purpose. Spring is a pageant, winter a graveyard."

"Edney embraces a plant’s full life cycle, in flower and in death - where others dismiss winter as a dormant, liminal season, he insists that vitality may be found all year. For a seed head is no drab aftermath. Like a flower, it adds color to a landscape, from russets and umbers to flaring golds to lunar whites. One of Edney’s favorites, Veronicastrum virginicum 'Lavendelturm,' retains its spikes in winter, upright, skinnier, with a blush of purple deepening into brown. In lieu of ripeness, seed heads throughout the gardens present an eerie, ossified architecture: tight-mouthed trumpets of Iris sibirica, alliums like exploding stars. Flat-topped sedum might reach barely 10 inches, while miscanthus (silver grass) towers eight feet high, with long woolly tapers of seeds drifting down."

  

Saturday, December 1, 2018

Dungeons & Decorators as a #3BookRPG

Earlier this year, FM Geist from Ziggurat of Unknowing started a meme: Choose 3 books to act as your Player's Handbook, Dungeon Master's Guide, and Monster Manual.
 
I decided to try making a #3BookRPG for my speculative Dungeons & Decorators campaign. The point of a #3Book RPG list is emphatically not to be a full Appendix N of inspirational literature, but to identify the core that you hope to build on.

   
Player's Handbook - Heirloom Modern by Hollister & Porter Hovey

  
 
Dungeon Master's Guide - Inception by Christopher Nolan
 
  
  
Monster Manual - The Gashlycrumb Tinies by Edward Gorey
  
  
 
Your characters are collectors and thieves. You want the most beautiful relics of the time before, the masterpieces and artifacts with craftsmanship unmatched by anyone in the present day. Your goals are to preserve, possess, and display. Almost as much as you want to own precious things, you want to show them off in curated tableaus to impress and outdo your friends.

The treasures you seek are locked up in houses, the forgotten houses, shuttered wings, and unused rooms in the corners of great estates. The original owners are all dead or dying, grown up or moved on. These treasures aren't just objects, they're memories given form. To own them is to control their power. To steal them is to take something from the minds and hearts of the families that owned them, something that will change them even if it's never missed, even if they had long since shut the door.

These houses are all haunted. They are full of the memories of the people who used to live there, and the ghosts who follow you and your friends everywhere, waiting for you to enter the dead places where they can come back to life. The houses themselves are almost alive now. They've grown and twisted beyond their original floorplans. Their attics are like warehouses, their basements like caves, their drawing rooms are cathedrals, and there are monsters in every closet, beneath every floorboard, under every bed. There are many perils in these halls, and many ways to die.

  
Honorable Mentions - Against a Dark Background by Iain Banks, The Bohemian Manifesto by Lauren Stover, The Children's Home by Charles Lambert, The Glass Town Game by Catherynne Valente & Rebecca Green, The Gormenghast Novels by Mervyn Peake, The Hare with Amber Eyes by Edmund de Waal, The Heap House Trilogy by Edward Carey, House of Leaves by Mark Danielewski, Life: A User's Manual by Georges Perec, Observatory Mansions by Edward Carey, The Porcelain Thief by Huan Hsu

Monday, March 5, 2018

DIY & Dragons on Blogs on Tape!

Beloch Shrike, who operates the Papers & Pencils blog, has another project called Blogs on Tape. The purpose of Blogs on Tape is to act as a kind of podcast or audiobook for OSR blog posts.

The most recent entry (at the time of writing) is episode 47, where Nick LS Whelan reads aloud my post on running a campaign of avaricious decorators willing to pry up the floor boards of an ancient cathedral to make nice-looking siding for a wealthy patron's potting shed.

 
You can listen to the recording here.