| 
         
        
        
 
 
  an
        extra day | measuring commonness & rosenguild
        & sternencrantz, live! | a at eat neat neato
 
   Scotch woodcock (skoch' wood'-kok)
      n. buttered toast spread with anchovy paste with creamy
      soft-scrambled eggs on top. 
 
   Scotland, PA :| Someone took Cliff Notesof Macbeth and smoked a joint,
 then made a movie.
 Also: Be
      Kind Rewind 
  Titanic
      in 5 Seconds 
  Dark
      Roasted Blend: Retro-Future
 
 
 "I learned to play Fluxx after a day at the Oregon Brewers
      Festival. I have loved it ever since. It's fun precisely for
      the reasons that 'gamers' hate it. Strategy can be planned and
      formulated and then you have to scramble to reformulate it. Primarily,
      for me, the game doesn't seem like work. One of the reasons I
      don't enjoy computer RPG games is the grinding tedium of them
      that makes them ultimately seem like very complicated but nevertheless
      tedious factory work. Fluxx is more like backgammon than anything
      else that I can think of. You can have a strategy, sure, but
      one little dice roll can keep you bumped and ruin everything
      you were working on for the whole game. That tends to be why
      chess players don't care for backgammon. :)" --
      CSBMonkey, comment #57 added to the
      article about Fluxx on BoingBoing 
  Another bunch of links
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                        What changes have you made to the rules to Zark
                    City so far?
                   |  
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          | 
              
                |  | Our First Non-Trivial Annual
                  Shareholders' Meeting |  |  
          |  A little
            over ten years ago, Kristin and I started a company called Looney Labs. At first we
            funded the company with money we'd saved up from our old careers
            in the aerospace industry, but over the years we've also borrowed
            considerably from family and friends. Starting a new game company
            isn't cheap, and while we've had a lot of success and made a
            lot of money with Fluxx and our other innovative game products,
            we've also continued to need more funding as we've built and
            expanded our company and our product line.
 A little over three years ago, we hired Robin Vinopal, who's
            been a
            close friend of ours since before Kristin and I even started
            dating, and she became our Chief Operations Officer. Besides
            just helping us run and build the company, one of her tasks was
            to help us become more corporate. The more our homemade business
            was succeeding, the more we were needing to function internally
            as a real business. Robin's administration has meant lots more
            meetings and memos and in some cases, painful changes and difficult
            choices, but it's all been for the best and we've gradually been
            getting our company a lot more shipshape. Over a year ago, we started working on a major overhaul of
            our corporate governance underpinnings. It started with us writing
            an all-new business plan, followed by getting lawyers to write
            us a new shareholder's agreement, and eventually resulting in
            the issuance of more stock to a select group of our friends and
            family members. And so, after years of preparation, everything is suddenly
            different. Whereas Looney Labs has always been owned fully by
            myself & Kristin, we are now just founding co-owners, with
            ownership shared between ourselves, our employees, and many of
            the folks who've kept us going during difficult times by loaning
            us money. The culmination of all this internal restructuring occurred
            this week as we held our 2008 Annual Shareholders' Meeting. Our
            company has been having shareholders' meetings every evening
            around the dinner table ever since we started, but now that we
            have other shareholders, our official annual meeting is no longer
            a simple triviality. And as part of becoming more corporate,
            we took this meeting quite seriously. We held our first non-trivial annual shareholders meeting
            in a function room at the nearby Holiday Inn, and we prepared
            a detailed 32 page presentation on the state of the company,
            our successes in the previous year, and our plans for the years
            to come. Of course we also had the formal election of the Board
            of Directors as well, this being the main point of business we
            were legally-bound to conduct. Anyway, it was actually a lot more fun that it probably sounds.
            Things are looking good for Looney Labs, and the accomplishments
            which this meeting represented to us made us feel quite celebratory
            afterwards. Other than that, I don't have much else to report on just
            now. We've been playing a lot of my new game Zark
            City (including last weekend at a
            party celebrating Luisa's new visa) and talking about what
            to name my new Martian
            Invasion version of Fluxx.
           |  
          | Thanks for reading, and have a great fortnight!  |  
          | 
 |  
          |  
               
              
                |  | This week, we in the adventure game industry are mourning
                  the loss of game designer Gary Gygax, creator of Dungeons &
                  Dragons. Gygax represents the pinnacle of achievement for someone
                  in my profession: not only did his games create infinite hours
                  of fun for never-ending numbers of people, they also revolutionized
                  the culture, inspiring countless other such games, not to mention
                  computer games, books, cartoons, jokes, movies, clubs, businesses,
                  and so on. Goodbye Gary -- and thanks for all the fun. |  
                |  | "The genius of D&D is the way it parcels out rules
                  and fantasy. The game tethers the imagination just enough to
                  keep you focused on an imaginary world (main goal: slaying nasty
                  things for profit) without putting limits on what you could do
                  inside that world. Dungeons & Dragons is like the greatest
                  Etch A Sketch on earth: It gives you the tools to create whatever
                  you want." -- Jonathan Rubin, "Farewell to
                  the Dungeon Master: How D&D creator Gary Gygax changed
                  geekdom forever" |  
                | 
 | "Since declaring war on drugs nearly 40 years ago, we've
                  been demonizing our most desperate citizens, isolating and incarcerating
                  them and otherwise denying them a role in the American collective.
                  All to no purpose. The prison population doubles and doubles
                  again; the drugs remain. 'A long habit of not thinking a thing
                  wrong, gives it a superficial appearance of being right,' wrote
                  Thomas Paine when he called for civil disobedience against monarchy
                  - the flawed national policy of his day. In a similar spirit,
                  we offer a small idea that is, perhaps, no small idea. If asked
                  to serve on a jury deliberating a violation of state or federal
                  drug laws, we will vote to acquit, regardless of the evidence
                  presented." -- Ed Burns, Dennis Lehane,
                  George Pelecanos, Richard Price, David Simon, "The Wire's War on the Drug War" |  |  |