tech‧nol‧o‧gy [tek-nol-uh-jee]
–noun
1. magic.
2. basically anything really cool that you don’t know how it works…and if it breaks, you have to buy a new one.
…or so says Strong Bad. Pretty good definition, if you ask me.
Both of my hard drives, a combined 300GB or so worth of data, kicked the bucket this past weekend, mere hours apart. I had the foresight to back most of the data up about a month ago, and most of the recent stuff (mostly D&D documents), I can recreate. And hey, a fresh install of Windows never hurts. At the very least, it’s a welcome excuse to purge my PC of all the random dumb applications I’ve loaded up since my last clean install.
É™
I’ve played various incarnations of the Dungeons & Dragons pen-and-paper roleplaying game since I was 14, and I’ve never been entirely happy with any of them. The old AD&D 2nd Edition rules that I started with were clunky and haphazard, often requiring some pretty annoying charts, and some fancy number-juggling on the players’ parts. Sometimes rolling high was better, and sometimes rolling low was better. That -5 to my armor class…yeah, that negative number was actually a good thing. And I don’t know why exactly I needed to roll a saving throw vs. rods, staves, and wands to avoid getting wuss-slapped by some damn monster, but that’s what the rules said…so that’s what I did. I certainly have some great nostalgic memories of playing and running AD&D 2E games aplenty back in high school (which I plan to one day relate on this blog), but in retrospect, the game’s mechanics made very little logical sense.


