Friday, July 27, 2012

[Gamebooks] As they say, "Drokk! Here comes Dredd!" New Judge Dredd Gamebook App Coming Soon

Tin Man Games, publisher of the Gamebook Adventures line of smart phone and tablet based narrative solo gamebooks, have announced that they will be releasing a gamebook based on the popular 2000 A.D. character Judge Dredd.  The app should be available next week.  As is typical of Tin Man Games productions, the aesthetic qualities of the app look to be fantastic.




I have been a fan of Tin Man Games since their initial offering An Assassin in Orlandes.  Tin Man Games designed their own combat and skill resolutions system for the Gamebook Adventures line and it plays quickly while adding drama to the potential combats in their tales.  In the next month or so, I'll do an "Adventure Gamebooks as RPGs" entry for the line -- though that will have to wait until after I finish the Swordquest Table Top adaptation I'm working on.  The AGs as RPGs entries are conversations of how one can adapt the systems within gamebooks to table top play.  I was inspired to attempt them by the old Advanced Fighting Fantasy RPG which converted the Fighting Fantasy Gamebooks system into a full rpg.  It was workable, but I like to tinker.

Do yourself a favor and pick up a couple of the Tin Man apps.  Their consistent quality was likely one of the reasons that the company was given the license to do future Fighting Fantasy Gamebook apps starting with the upcoming Blood of the Zombies.



Color me excited.

Wednesday, July 25, 2012

[Gaming] Dungeon Crawl Classics Play Session Report



I was one of the earlier gamers to preorder the Dungeon Crawl Classics roleplaying game.  The entire premise of a role playing game that captured the feel of Appendix N source material without being a retro clone of older rules sets appealed to me.  When my copies -- one regular and one limited -- arrived, I immediately set about the task of reading the rules.  They were clear and captured the feel of the game play I enjoyed as a younger gamer. 

While it is true that DCC captures the feel of games of past generations, it is also true that they are quite innovative.  The game's use of a dice chain to represent the affects of bonuses and penalties is fun in theory and in practice.  It's spell system for Wizards and Clerics, as well as its "Mighty Deeds" system for Fighters, are exciting.  For the first time in a d20 based RPG there is a solid spell duel system that manages to incorporate the normal magic rules while feeling like the magic of fiction.  The ability to invoke patrons, and the mercurial nature of spells add a nice spice to the overall system.  I think that this is a very strong game, and want to play it more and more...

I was very excited to play and began the campaign to convince my players to give the game a try.   This last weekend, I finally got that opportunity.  The only thing missing was a "thematic" ally in keeping the game's tone on target...ah Nick...how we needed you.

What follows in this blog post isn't a glowing example of joy, instead it's a demonstration of how a well written game can lead to a less than fun time.  This is even when the players knew pretty well what to expect. 

I told my regular players to be prepared for a possible TPK, and that they shouldn't get attached to their characters.  I also told them that they would have to make 4 characters each due to the high lethality of the adventure. Four of the players rolled their characters up in person, and one used the online character generator.  It was an interesting band of characters  made up of farmers, jewelers, glovemakers, and coopers.  Most of them were human, but there were a couple of Dwarves and a Halfling.  On the "attribute" side, and interesting thing happened.  Every player had one character who was significantly above average.  Not with multiple "18s," but with a couple of 16s an no bad attributes.  I could tell right away that the players had begun to build an attachment to their more competent characters.  One player went so far as to call his extraordinary cooper Lord "Spivak" and created a back story that the other 3 characters were accompanying this self-important barrel and chest maker on an adventure.

As an aside, Spivak wasn't his name.  I have forgotten the specific name at the time of this writing, but it should be noted that the player had already become attached to the character and that attachment was only set to grow.

At the beginning of the adventure, I warned the players that this would be a lethal adventure and that their characters would likely die.  They each looked at their characters and began to sort them out as fodder and potential hero in their mind.  Fodder would open doors and heroes would be cautious in the hopes of becoming 1st level characters -- who have a significantly higher chance to stay alive than these beginning characters.

The party heard of a mystic gate that opened between the stones of a neolithic structure when the stars were right...and the stars were right tonight.  They journeyed to the top of a hill that contained the structure in question, only to see the mysterious constellation above them and a mystic gate between worlds before them.

The players were quite impressive in their caution and use of reason and restraint.  They solved the riddle of the constellation, and lost no party members trying to enter the complex.  The next room went as they planned.  They had fodder risk the danger, and the heroes followed behind.  They also came up with and interesting solution to the third room's dangerous trap.  Through an ingenious application of levers, they were able to not only neutralize the trap but to almost turn it into a weapon against their foes.

This is where the fun begins, and where some of the characters began to shine.   You see, the party behaved in a highly efficient tactical manner and Lord Spivak's crowbar seemed to be the weapon that kept dealing the final blow.  He was a wonder to behold, as he split the skull of a giant demonic serpent.  Also a wonder to behold was the Halfling Glovemaker who used all of his small but "unhuman" strength to hold a door closed long enough to create a plan to deal with the dangers behind the door.

After three major combats, a couple of defeated traps, the now smaller party encountered what would be their last fight.  Their foes weren't particularly impressive.  In fact, even with the low hit points starting characters begin with it was likely that a blow from one of these foes would be non-lethal.  When one struck Lord Spivak, I wasn't too worried.  He had a good chance of survival.  Sadly, he was struck down.  I could see the disappointment in the player.  This was his noble character, far better than his surviving character Friar Sloth (actual name) a character with stats suited to becoming a Cleric.  It was almost as upsetting for me as it was for the player.  The heroism of the character, and his great story were darkened by one quick roll of the die.  It was a truly chaotic situation, and a disappointing one for the player.

This was something that I hadn't prepared the group for.  I had prepared them to have a group of characters who were all extremely incompetent.  I hadn't prepared them for the whimsical and almost meaningless loss of a valiant one.  I don't know that my group will want to return to the world of DCC, though I certainly do.  The death of Lord Spivak is one of the best gaming moments I can remember for some time -- as was the amazing bravery of the "unhumanly" strong Halfling Glovemaker.  We even started having quick in jokes, like how all Jewelers start with a 20gp gem we like to call Leather Armor.

While this was a problem with my group, it isn't something that the designers of the game didn't predict.  They have even provided advice for groups to help players get in the mindset.  I'd prepared the group for some character loss, but I couldn't prepare them for the loss of characters who had been so awesome in the past 3 encounters.  In addition to the potential for lethality, I should have warned them to Embrace the Chaos.
Embrace the Chaos
The DCC RPG is unpredictable. Really unpredictable. One moment, the PCs are losing a battle against a Rat God and thousands of his furry minions, and the next, the dwarf has won a strength check against the god, ripped free his bejeweled scepter of death and is hammering that Rat God back through time and space to whatever pit that spawned him.

And the opposite happens as well: When that glorious natural 1 rolls up, the entire table howls with agony, and you get the chance to add another notch in your judge-screen.

It isn’t pretty. It isn’t predictable. But it is a fundamental feature of the game. No battle is truly lost until the last PC gives up, and death is never more than a heartbeat away. With judicious use of Luck, spellburn and piety, the PCs can turn the odds in their favors. But stare too long into the abyss, and at some point the abyss will look back.

Image by Jody Lindke

Tuesday, July 17, 2012

[Gaming History] Ace of Aces Seeks a Triumphant Return

I have always had warm feelings for Rick Loomis' game company Flying Buffalo.  When I was a young gamer whose pool of friends included few other rpg/wargame players, I spent many an enjoyable hour playing the solo adventures for Tunnels and Trolls that Flying Buffalo published.  I watched as their product lines improved in quality with the addition of the Blade subdivision and its line of well designed and attractive supplements.  I have always believed that a part of this improvement should be credited to Dave Arneson who may have provided some underwriting for this project, as he did many others after his settlement with TSR.  At a minimum Arneson wrote one of the better supplements for their Mercenaries, Spies, and Private Eyes games.

To me Flying Buffalo is the Oakland A's of the Adventure Gaming hobby.  Loomis has been innovative in many of his ideas, and has used his vision to purchase the rights to some excellent games, but he has never had the budget to bring his vision to full light.  After all, Flying Buffalo were at the forefront of the Play By Mail hobby (essentially creating the genre post-Diplomacy), the rpg hobby itself (with the release of Tunnels and Trolls), the creation of the solo game book hobby, and their purchase of the rights to publish the innovative flip book games like Ace of Aces designed by Alfred Leonardi and published by Nova Games.



Nova Games itself has heavily influenced hobby gaming.  In addition to the excellent Ace of Aces game, and the Lost Worlds combat book spin offs, Nova was responsible for the first edition of the now classic Axis & Allies game.  The Nova edition of Axis and Allies received a less than sterling review in Fire and Movement issue 27, which stated that the game would be better as a beer & pretzels game by a publisher like Milton Bradley.  That review couldn't have been more prescient, as by 1984 Axis & Allies became one of the "big" three Milton Bradley "Gamemaster" series board games.  The "Gamemaster" series of games essentially created what we now refer to as the "Ameritrash" game.  These are highly thematic games that have a complexity that falls somewhere in the middle of Risk and the easier "chit and token" games of a publisher like Avalon Hill or SPI.  When the Mildotn Bradly version came out, the reviews were quite different than the early F&M review.  To quote Warren Spector in The Space Gamer 72, "WOW! Make that double WOW! ...If any adventure/wargame company had released Axis & Allies it would probably sell for three times what it costs from Milton Bradley.  As it is, it can be yours for a measly 15 bucks if you shop around. So what are you waiting for?"

Like Axis & Allies, the Ace of Aces game seeks to provide game play that satisfies what was a new kind of gamer, and a demographic that makes up a large number of gamers today, the gamer who wants an easy to play game that is deep and has high replay value.  Where Axis provides game play at the most abstract of levels and covers all of WWII on one map, Ace of Aces provides game play at the most granular level.  It is a battle of one German biplane against one British biplane.  It is Rickenbacker versus Richtofen, Snoopy versus the Red Baron -- and it plays in about 15 minutes. When Nick Schuessler, Steve Jackson Games' resident war game guru in the 80s, reviewed the game he wrote, "All of the praise for this unique gaming system has been well deserved.  Simply put, AofA is the most innovative thing to happen to the hobby since Tactics II."  Given that Tactics II effectively created the war board game hobby, that is high praise indeed.


It is a magnificent game, that is sadly out of print and that would make a great iPad/iPhone app.

Do you hear that Rick?  This game is perfect for the iPad/iPhone without any alteration.  None.  Make it now.

As I mentioned, the game is out of print, but it doesn't have to be that way.  Rick Loomis is attempting to print a new edition of the game through a Kickstarter that is pretty close to meeting its funding goal.  The KS doesn't have a video attached to it, but the game's creator Alfred Leonardi has released a tutorial video.  As you can see by watching the video, it is more of a play through video than a tutorial.  But it does provide an excellent primer for how quickly the game plays.  In the video, two total neophytes play a full game in under 10 minutes.




Unlike other recent videos by more tech savvy companies, this tutorial is a bit crude.  But it does have it's charm.  The Ace of Aces game was also given a stellar review and recommendation in the most recent issue of Battles Magazine (number 8).  Would that the Flying Buffalo Kickstarter had the graphic design of that magazine, the game would certainly already be funded.  

Go! Now! Back this project!  Let's play an Ace of Aces tournament at Gen Con 2013. 

Thursday, July 12, 2012

[Cinerati] How Jedi are Like MLB Managers


To date, my daughters History and Mystery have had only limited Star Wars exposure.  They've seen one episode of the digital Clone Wars cartoon, a couple of the "trips" on Star Tours, and the first Star Wars movie.  No, not that first movie, the actual first Star Wars film -- the one that's called A New Hope to more recent generations of viewers.

So far, History and Mystery love the franchise.  They love Luke and Leia, but their all time favorite is Darth Vader.  They adore him and desperately want to play with him.  Jody and I have tried to get the girls picked at a couple of sessions of Jedi Training Academy during visits to Disneyland, but even dressing them in matching Stormtrooper Stand-Up to Cancer T-shirts (a gift of my dear friend Joel) hasn't prompted their selection.  Jody has observed that the selection trend by certain Jedi Masters has a noticeable gender bias, but I want more points of data before I make a decision in that regard.  If it is the case, I will definitely be sending management a stern letter.  But the Jedi "cast members" are comprised of a nice mix, so I'm willing to believe that our 4 or so attempts are too small a sample to make generalizations from -- though not too few to mention in passing.  But that is not what this post is about, so back on track.

As I stated, Mystery and History adore the Star Wars franchise and even create their own stories from time to time using their plush Darth Vaders.  Sharing Star Wars with my daughters -- and all my other quirky interests -- is one of the great joys of parenting.  But I am resistant to sharing the more recent installments of the franchise with them.

Sometimes, take The Empire Strikes Back for example, my reason for delay is tonal.  Empire is a great film, but tonally it's a bit much for 4 year old who weep uncontrollably at the end of Toy Story 3 because Andy leaves his toys behind.  I can only imagine the response that seeing Luke's hand being cut off would have on them.  Similarly, Darth Maul freaks the girls out a tad.  Darth Vader, to Mystery and History, is a cool robot who's sometimes bad and sometimes -- like when he's working at Disneyland -- a good guy.  They like to pretend to be Darth Vader.  Maul, on the other hand, genuinely freaks them out.  Which is good.  That's good character design.  I'm just not ready to show the girls this guy getting cut in half and all the resulting questions.

Other times, my resistance is entirely due to the fact that I don't want my daughters to see the "face-palmingly silly" moments that accompany many films in the franchise.  I'm not one of those who thinks that these moments ruin films -- except making Han shoot second which is ridiculous as it only makes him seem incompetent if lucky.  For the most part, I think every film in the franchise has its groan moments.  How "fast" did Han do the Kessel run?  How many years does it take the Sarlacc Pit to digest you?  Isn't that longer than you'd be alive in the first place?  Jar-Jar...  Pod races... Gambling with the lives of 8 year olds...  Okay, the newer films have more than the older films, but all the films have them.

To be honest though, some of the silly moments can be endearing as well.  Think of Han Solo shooting the comm system, or Luke leaning back after being kissed by Leia, or even C3PO as the storyteller golden god of the Ewoks.  These moments are silly, but downright charming.

Recently, Cracked did a post featuring 10 deleted scenes that would have ruined the films they were intended to be used in.  For the most part, they were correct.  When it comes to their moment from Revenge of the Sith, I disagree.  Would the moment -- in the video below -- have made me groan?  Yes, but I think I would have liked it too.  First, it shows the death of a Jedi featured in the first Clone Wars animated series.  It's kind of nice to bring her into the films.  Second, it makes Jedi look like Mike Scioscia.  All of the facial touching for a combat dialogue that looks like baseball batting/running signals has a certain appeal to me.  Not just because I'm a baseball fan, but because the thought of History and Mystery touching their cheeks and noses pretending that they are planning how to defeat Darth Vader has a certain appeal to me.  I can also see how fun this would be around the RPG table.  It might make me crazy, but I think the Jedi in my world are all going to use these kinds of hand signals.  Who knows, maybe someone will write a companion book to The Hidden Language of Baseball entitled The Hidden Language of the Jedi.  I'd buy it.


Tuesday, July 10, 2012

[RPGS] C.O.P.S. -- French Cyber-Noir RPG is on My White Whale List

Years ago, I saw the cover for a French RPG entitled C.O.P.S. and ever since I have had an itch to hunt down a copy of this foreign language rpg.  It has a lot of elements that appeal to me as a gamer and as a SF literature and Noir film geek.
  
Image from C.O.P.S. copyright 2003 Asmodee Games

Based on the game's cover, and some of the interior artwork I have been able to track down on the internet, C.O.P.S. looks like a mash up of DISTRICT B13, ROBOCOP, ESCAPE FROM NEW YORK, and TRAINING DAY.  As an action film aficionado, can one really ask for much more?  Check out some of these images.

Image Copyright 2003 Asmodee Games




Image Copyright 2003 Asmodee Games



I have yet to track down and purchase a copy of the game, though the game is available on Amazon.fr, in large part because I don't speak or read French.  That said, the game's product line has such a distinctive and evocative look that I'm tempted to do so just for the inspiration the art might bring to my gaming table.  As I wouldn't be able to understand the game system, I'd have to use Savage Worlds, Gamma World, Feng Shui, or some other system to run adventures in this setting. 

If there were ever an RPG that I'd like to see someone start a Kickstarter campaign in order to secure rights, pay for translation into English, and for release in the US, this is that game.  While I'm not sure how well the game plays, the game was designed by the French game designer Croc (Bruno Faidutti's profile of Croc is here) who has designed a couple of other games that have done well in the United States (In Nomine and Claustrophobia for example) so I think it might be possible to build some buzz for the game.

Okay internet.  Here is the challenge.  Watch the preview for District B13 below, followed by the fan video for C.O.P.S. and then tell me there shouldn't be an American Edition of this game.

District B13


C.O.P.S.

Make it happen.

Monday, July 09, 2012

Role Playing Games and Candyland

I've had many conversations with friends where I have posited that the best introductory role playing games for younger players -- ages 5 to 9 -- are The Pokemon Jr. Adventure Game by Bill Slavicsek and Stan!, A Faery's Tale by Patrick Sweeney, Sandy Antunes, Christina Stiles, Colin Chapman, and Robin D. Laws, and RPG Kids by Enrique Bertran aka NewbieDM.  Each of these games comes at introducing RPGs to younger players and their parents from a different perspective, and each is a wonderful addition to any gamer's collection.  These games aren't merely good introductory games, they are also fun games for gamers of any age.

Over the past year, I have added another game to this list and the game might surprise some hobby gamers.  The game is the much maligned Candy Land by Hasbro.  Most hobby gamers look at Candy Land as a boring exercise in which the players have no influence over the flow of play, and as a game completely devoid of any kind of play strategy.  Anyone who has played the game knows that the only actions a player takes are to draw a card and to move his/her pawn to the space signified by the drawn card.  This simple randomized movement "track" game is so disliked that it has a rating of 3.21 on BoardGame Geek.  A quick look at what a 3.2 rating means on BGG, let's us know that the BGG community thinks the game is Bad and not worth replaying.  Even adjusting for BGG's anti-children's game bias by adding a point or so doesn't put this game into recommendable territory for most gamers.

Last December I defended Candy Land as a board game, and a quick look through the internet demonstates that the game is a rich source for statistical analysis.  Dave Rusin of Northern Illinois University and Lou Scheffer a researcher at the Howard Hughes Medical Institute (which I first heard about in Tim Hartford's book Adapt) have both written good analyses of the game from a statistical perspective, but it is the rigorous analysis at DataGenetics by Nick Berry which truly demonstrates just how deeply one can dig into the statistics of the game. When I defended the game back in December, I highlighted the pedagogical aspects of play in Candy Land.  It is a wonderful game for teaching young people how to play games, and also aids in educating young players that not all victories come from "being better" than your opponent which helps to teach good sportsmanship.

What I only briefly mentioned in that post, was that Candy Land is a great role playing game as well.  Back in December I stated that one of the joys of playing the game with my daughter's History and Mystery was that it engaged their imagination's in storytelling.  I'm quite surprised that I didn't associate this with role playing and role playing games in that article, even though I described the way my daughters play the game as follows:

Rather than the goal of the game being to "go home" as is written in the rules, Mystery and History are on a journey to have tea at Hello Kitty's house.  To add to the immersion, they have placed Lego Duplo "cat legos" on the board at both the home and peanut brittle house squares.  The home square represents Hello Kitty's house and the peanut brittle house is the domicile of Hello Kitty's apocryphal twin sister "Boxie." 

Re-reading the post made me realize how much like a role playing game session that sounds, but my daughters go even further than might be alluded to in the above description.  History and Mystery also engage in dialogue with the Duplo cats and have conversations with Hello Kitty and Boxie when they reach their destinations.  In fact, it is more important to Mystery that her "Ginger Man" reach the Peanut Brittle square than winning the game.  What's more is that they use the first person singular "I" when they refer to their gingerbread man pawn.  The girls are completely immersed in the fictional world of Candy Land.  Not only that, but they have expanded the fantasy world to include their own imaginary components.

As a parent it is a real joy to watch my daughters engage in this kind of imaginative play.  They also role play when they dress up in their Iron Man and Captain America costumes, when they play with their Legos and cars as well as with various stuffed animals and dolls.  They even do some role playing when they borrow my D&D and Star Wars miniatures.  It's quite magnificent to watch, and it's truly amazing to see how well Candy Land creates a Salen/Zimmerman/Huizinga "magic circle" as well.  It demonstrates it so well that like Zimmerman in his defense of the magic circle, I find criticisms like that by Darryl Woodford a little pendantic, overly literal, and odd.  What is most interesting in this demonstration is that I get to see how the "magic circle" of play that my daughters have created during a game of Candy Land extend beyond the spaces on the board itself, but that the imaginary land in which they are playing includes implied spaces in the illustrations and their own imagined Candy Land environment.  This imagining only extends until they stop playing the game.  Once the game stops, they are no longer in Candy Land and they have already had their tea parties.  They are ready to begin engaging with the real world and their foray's into "Elfland" (to borrow a phrase from Lord Dunsany) are finished and without the trauma or life changes that accompany most fictional representations of fantastic journeys.  The magic circle allows them to explore Wonderland without the risk of the Red Queen chopping off their heads.  It's a wonder to see.

I wish that I was the first person to describe Candy Land as a role playing game, but James Ernest in Family Games: The 100 Best -- and I'm sure countless others -- have beat me to it. As he described his play with his daughter Nora:

When I got "stuck on a gooey gumdrop," Nora would move her pawn back to that space and help me get unstuck.  This completely surprised me, because as a grown-up I assumed that a race game is unfriendly.  She would move back to her own space after helping me, but she always helped.  And she expected this kind of socially responsible behavior out of her parents as well....
Anyone who thinks he has seen all of Candy Land ought to play it again with a child.
Candy Land may not be the pinnacle of role playing game systems, but it seems clear to me that my own "maturity as a gamer" is what got in the way of my enjoyment of this game for many years.  Playing it with my daughters is a joy, and I will rue the day when Candy Land no longer creates a magic circle where my daughters are imagining a realistic milieu.  I hope that when that day comes, games like Pokemon Jr., A Faery's Tale, RPG Kids, and even D&D will be able to create one to replace the one that was lost.  There is a part of me that thinks it is a tragedy when adults believe that spending some time wandering the fields of Elfland is a waste of time or silly.

Friday, July 06, 2012

Advanced Dungeons & Parenting?

As you may have noticed, this week I changed the name of the blog from Cinerati to "Advanced Dungeons and Gaming." There were a number of reasons I made the change, but I thought that I would share some of them with you.

First and foremost is that the name Cinerati didn't really do a good job of conveying the kinds of posts that were most common on the blog. There are still movie related posts like this week's post featuring the trailer to RZA's upcoming Kung Fu film, but the majority of posts on this blog are game and pop culture related and I wanted the name of the blog to reflect that. Though this blog started as a response to what I thought was a poorly thought out and reactionary article by Thomas Hibbs that a friend had shared with me, time has made this blog less and less theatrical focused.

One of the main reasons that this blog has become less cinema focused is the birth of my twin daughters Mystery and History (they're the surprised girls in the upper right-hand corner of the title card).  Since they have been born, I just haven't been able to go out to the movies as much as I used to.  What was once a weekly affair -- going to see two or more films -- has become a once a quarter if I'm lucky affair.  I still watch a ton of movies, thanks to Netflix/Hulu/Amazon/Redbox but I find myself less able to get super opinionated about things I watch on the small screen months after a theatrical release.

Since the twins were born, I've been playing a wider variety of games with my gaming group.  We still play D&D -- as we have for the past 12 years -- but now there are sessions of Savage Worlds, Cyborg Commando, Marvel (many editions), and other games to fill in the gaps.  Not to mention the increase in board gaming that has been happening in recent years.  It's been quite wonderful and I love chatting about games and gaming.

I also love playing games with my twin daughters and seeing the world of pop-culture through their eyes.  I never really understood just how much I wanted to share my passions with someone until I watched my daughters playing with a Star Wars coloring book.  When History saw Yoda, she immediately described him as "Darth Vader's Goblin."  At that point, I knew I had won at life.

My daughters love the new My Little Pony, Doc McStuffins, Phineas and Ferb, Jake and the Neverland Pirates, Star Wars, Captain America, and Iron Man.  History likes to dress up as Iron Man and Mystery likes to dress up as Captain America.  They both like to dress up as princesses (Aurora and Belle in case you're wondering).  It's truly magical watching my daughters express their imaginations and tell stories, and I am happy to let them tell me whatever stories they want.  I believe that a parent should set very few limits to how a child expresses its imagination.  I don't like it when some people say that "blue isn't a girl's color" or "there can only be one Captain America."  I want my daughters to find joy in whatever they find joy in.  I find it heart warming that a lot of that joy comes from "exercising their imagination show they can play with daddy and the fellas when they get bigger."

Expect to see the usual pop culture fare here at Advanced Dungeons & Parenting, but also expect to see some posts about my pop culture experiences with History and Mystery.