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Playstyle mismatch

http://rpg.stackexchange.com/questions/1878/strategies-for-dealing-with-turtle-or-roach-players

Other-player: My 2nd level Wizard casts a fireball, uses it as a rocket to propel themselves at the dragon and make a charge attack.

GM: That's so epic! Forget the dice roll! The charge rips right through the dragon's body, landing your wizard right next to the tied up princess.

Tactician: I take a defensive stance and ready an action to fire my bow.

GM: Ok. Now the dragon attacks you both.

Other Player: I swing my sword to cut a hole in the dragon's claw and then jump through at the last minute!

Tactician: My defensive stance gives me +2.

GM: Other player, you make it! Sorry Tact, your +2 doesn't cut it against the dragon.
This was an example of how, a player who's instinctive or most-enjoyed play style isn't matched by the GM's style, can get bored and lose interest.

But what I found interesting was that it wasn't a matter of one style being right and the other wrong. In this case, it was a tactician feeling neglected because the play only rewarded epic over-the-top-ness. But another game could have the exact reverse, the other player's gambit being met with "if you do that, the fireball just blows up in your face", and lots of detailed situations where mastery of your character's written abilities is rewarded.

The archetypes come from Robin Law's Good Gamemastering Guide (Power-gamer wants success; Butt-kicker wants to kick down the door and cut loose; the Tactician wants to do well on their own merit; the Method Actor, and a couple of others including a casual gamer who plays occasionally or for the first time and has different needs again.) It's interesting to see how those archetypes are similar to and different to other sets of archetypes often discussed.

But that it's definitely possible to have a game encompassing a fair breadth of different styles. But this example shows, sometimes people want things that are so different it's essentially impossible to cram in one without giving up the other (and that's fine if you recognise that).

The archetypal adventuring party

http://www.reddit.com/r/DnD/comments/2p096p/difficulty_multiplier_5e/

Q: An Ogre has over twice the HP of four goblins combined and can kill a 2nd-level character in a single blow. A 4-character party of 2nd-levelers could easily take out 4 goblins in a single round, while a 1-round defeat of an Ogre is highly unlikely. But the encounter multiplier table lists four goblins together as a slightly harder challenge, why?

A: With the ogre, although he's big and tough he's tactically easy: Bigpecs McFighter can beat on him up close while Pewpew Van Fireball blasts him from range.

With the goblins, while Bigpecs is beating one down, the rest come in from behind and play pin-the-kidney-on-the-wizard. Requires some more tactical smarts to deal with the goblins effectively. (And that more attacks can give a greater chance of killing one PC.)

B: Thanks for naming two of my NPC characters! Let's fill out the rest of the party then: Tippytoe O'Stab and Friar Bandaid.
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Dear people who start a kickstarter project, I am really not an expert at this, so if you have expert advice you probably know better than me already. But as someone who occasionally sees links to cool-looking kickstarters, I can tell you what seems good to me.

On the front page, try to have some sort of prominent summary, ideally two sentences, saying WHAT IT IS and WHY IT'S COOL. Um, maybe that's supposed to be obvious. But seriously, "We have an awesome webcomic, we made an rpg boardgame of it" or "we made an isometric computer game with detailed wizard duels" or "I wrote about about vampires living in london" or "here's a gadget that makes your bike sound like a horse", all of those make me think "oh, cool, can I see more". Even if I've never heard of it before. And many other pitches would make me think "good luck, but not for me".

But I seem to see so many kickstarters that say "here is a brand new BRANDNAME which is exciting and ADJECTIVE and lets you experience ADJECTIVE and ADVERBITY and here's a video for more information". That's fine. Unless you want me to give you money, in which case it has the disadvantage that all that coy non-information doesn't make me think "Yes, THIS random twitter link is the one I must track down the backstory for" it makes me think "why was I here again? *back* "

I'm assured, videos are great for persuading people. But I assume that only applies if people watch them?

To me, a video is saying "Dear technocrats, busy people, people with full-time jobs, people with children, people with smartphones, people under 25 with short attention spans, people with disabilities, methodical people and googlebot, get out of here, we don't want your money or your interest." Fine, you can sell to whoever you want to sell to, but that's excluding a LOT of desirable market shares...
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Merry Wives of Windsor was not a great play, but nonetheless was pretty funny.

Dating tips from Merry Wives of Windsor:

* Generally don't be John Falstaff
* Or a tongue-tied upper-class twit
* Or oblivious and pushy
* And the play suggests not being fat, French, or Welsh either, though I wouldn't agree with those!
* If you want to woo two people who are already friends with each other simultaneously, don't send an identical letter to both of them.
* If you love someone and they love you and you are married and living happily together, don't spy on them, harangue them, stalk them, and fly into massive fits of jealously.
* If you love someone and they love you and you are married and living happily together, don't spend lots of money bribing someone else to woo them.
* If you like someone, talk to them with actual words.
* If you like someone, don't kidnap them, nor kidnap a completely different person and marry THEM.
* If you like someone and they recoil from your touch and throw you in the Thames and beat you half to death and then ask you to go into the haunted woods at night wearing a large pair of horns on your head, there's probably a good reason and you shouldn't listen to common sense, you should totally trust them.
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If you already know collective nouns, you learn a lot less from Magic The Gathering, but words which I first learned there include:

Welkin (the sky, the upper air, the firmament, or the Celestial sphere)
Rime (Hoar frost, greyish-white crystalline deposit of ice formed in clear still weather on vegetation, fences, etc)
Whelm (submerge, engulf, as in "overwhelm" and "underwhelm" :))
Sarkan (dragon in Slovak)
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I saw Love's Labour Lost with nakedtoes et al, and it was pretty funny. It gives some excellent dating tips:

* Don't swear extravagant oaths you know you won't be able to keep. OK, this is not so much a dating tip as a life tip, but it applies super-much to dating too! :)
* If you really fancy someone, try asking if they're interested in you, not going through an intermediary.
* If you have an overly complex and passive-aggressive plan, run your fucking errands yourself, don't press-gang an incompetent letch into doing it on your behalf.
* If you really fancy someone, do NOT try to trick them into falling for a fictional person who's an over-the-top stereotype of a Russian.
* If you really fancy someone, do NOT try to trick them into proposing to your best friend instead.
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Armour Class

Emblematic of 5e reducing the spread between low and high level is something I noticed in the monster manual, armour class is even flatter than other stats, that first level players are generally fighting monsters with AC 12-15, 20 might be possible for something fragile but really hard to hit. But the highest AC in the whole thing is the Tarrasque with AC only 25. Which doesn't mean level 20s are not mythological compared to level 1s, but that they improve in ways other than "bigger numbers", and low-level monsters are relevant for longer.

"Legendary" monsters

I also like what they did with some really tough monsters, like adult dragons. They have two features which make them effective as a large single monster. They have extra actions they take after other people's turns (often a simple attack). That means that combat is more interactive than "ok, you win initiative you marmelise the dragon before it acts" or "ok, the dragon wins initiative, it kills you, you and you" even if there's only one monster.

And also, instead of spell resistance, they have three "legendary points" which let them pass a saving throw they would otherwise have failed. That means, "I mind control the dragon" is never a game-winner, but nor is it completely useless. I don't know why that feels more appropriate than spell resistance, but it does to me -- maybe that it didn't make sense to me that "big and tough" automatically meant "resistance to magic", but "I'm just that epic" fits naturally into "you can't take me out in one hit".

There is still spell resistance in a simpler form (they have a bonus on saving throw) for a few monsters where it's appropriate.

But I also notice, it's one mechanic that stays leaning into a videogame or story-telling mode than a simulationist mode -- there's no in-world understanding of what this is, it just makes things more dramatic, and is explicitly appropriate for large single monsters (I might use the same mechanic for a party of 0th level halflings fighting a troll, but not for a party of gods fighting a swarm of adult dragons).

Stunts in combat

A problem I often had with players first getting into a mechanics-heavy roleplaying system like DnD is when someone does something dramatic like "I jump over the balcony swinging on the chandelier and attack the orc from above". There are no rules for that, really not, and it's easy for the GM to revert to a habit of saying "you can't" or "ok, you roll an attack" or "ok, here's the rules for jumping, no, it doesn't say you get any benefit". You do want to embrace that! (At least in my sort of 50/50 roleplaying, if you're concentrating on miniature wargaming, then maybe not.)

But I read an article that pointed out, if you default to fancy stunts being "make a str/dex check against DC 15, if you do, you get a small bonus to an attack, or another effect like driving them back", then it usually just works -- the dramatic move has a clear advantage, but not such a big one that usual combat is pointless. So it allows a reasonable amount of adlibbing.

It also suggests allowing the target a saving throw. I might just ignore that in the case of one-off stunts, or stunts against minion-enemies, but it says it's a useful balancing feature in any case where the stunt might make a big different ("I want to push the lich off the cliff", "I want to disarm EVERY COMBAT").

The wandering monster table is like the audience members who yell out suggestions on an improv show

http://thealexandrian.net/wordpress/1248/roleplaying-games/re-running-the-megadungeon-part-2-restocking-the-dungeon

The wandering monster table is like the audience members who yell out suggestions on an improv show: Simply yelling out “mime” and “airplane” doesn’t make for a comedy show; it requires the improv actors to create a sketch about a mime pilot making an announcement over the plane’s intercom system for that. Similarly, just having random “giant spiders” attack the PCs because the table says so doesn’t make for an adventure; what you need are giant spiders in a particular place for a particular reason and doing a particular thing.


I definitely used to think "wandering monster, huh, why would you do that?" But now, although I haven't tried it, I can see when it could be a useful approach:

You wouldn't necessarily use this when you know in advance somewhere's important, where you hopefully will plan it in advance.

But consider when you're simulating an area more detailed than you can conceivably plan in advance. OK, you're sneaking into an orc camp. You plan the areas, where most orcs are. But they're also going to be wandering about, getting a snack, leaving to scout, etc. You can't plan every single Orc's hunger level. Probably the best way of giving that effect is to say "about every 5 minutes, some orc wanders SOMEWHERE", and if the players are still sneaking about, roll randomly to discover what the orcs are doing.

And the same if the players are exploring a dungeon larger than 5 rooms; it's big enough the monsters probably do wander about, if you're pretending there's some sort of ecology, and if you assume that, it adds a bit of verisimilitude over just "the monsters wait where they are until you find them". And it can also lead to more interesting exploring -- the PCs are not incentivised to always clear through methodically, but to choose trade-offs "safer to hole up for the night or go deeper while we can?"

And it can lead to awesome moments. Some things are more interesting when they happened by chance, which is why there's a random element in combat. If the giant earthworm blunders across the party when they're half-way through crossing a pit-trap, or an NPC party with the very item the party needed are camped in the first room, and everyone knows the GM decided it, it's just "ah, now the GM is screwing with us". But if it's chance, it can lead to hilarious memories.
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After the dramatic changes in episode 22, I finally watched the next two (and having seen all of season 1 except the last episode). Now I have all the thoughts, which are major spoilers for the show, but aren't really about the show (so are hopefully ok to read if you don't think you'll watch it).

Read more... )
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I have written a couple of one-shot adventures for DnD 5e designed to be easy and enjoyable and complete in up to 4h, and run one of them for ghoti et al which I count as a success and was really fun.

Is anyone else interested in playing, even if they can't commit to a regular campaign? Especially anyone who always wanted to try roleplying, or experienced GMs who may offer me some constructive advice, but everyone else too :)

If people are, I will put up a poll for scheduling.
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Immense thanks to ghoti, cjwatson, and B for helping playtest my 5e one-shot! It definitely needed some polishing, but it went fairly smoothly considering I've never used 5e before and none of them had played DnD before at all.

I might have another write-up with more specifics about what I thought went well and what I think I need to practice on, but I couldn't resist posting a dramatised account of the first half of the adventure. (I hope that's ok?)

Cpt: I'm Captain Amelfica. I'm a trained elf battlemage, veteran of the elf wars. We carried the whole continent then, I don't trust humans or dwarves not to bungle anything, or to just steal it. I'm playing a hardened veteran who's seen it all before, more so than I actually am. (B)
Princess: I'm the swashbuckling princess Miranda, daughter of the Duke. I'm kind-hearted and well meaning but always getting into trouble. (ghoti)
Priest: I'm Miranda's court chaplain, ex-army-chaplain. I think she should stop charging headfirst into caves full of-- come back! (cjwatson)
GM: Your ship is blown off course in a storm, and a threatening spectral visage appeared in the wind, sabotaging the rigging and driving the ship ashore. (Me)
GM: The captains asks for brave volunteers to try to track the spirit and try to drive it off so they can launch the ship again.
GM: Or you're foraging for supplies.
GM: Um, let me check my notes, I can't remember how this bit was meant to go.
GM: If I run this again, I need to make it clearer.
GM: OK, You scramble along the bottom of the cliffs.
GM: Who's going first?
Party: The wizard!
Read more... )
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I've been browsing the alexandrian blog with various roleplaying reviews and advice. He periodically reposts reviews he made 15 years ago for rpg.net. A couple are funny.

http://thealexandrian.net/wordpress/category/board-games/page/2

A parody game, including cards such as "Wizards of the Coast. The publishers of a hot new card game. Though they have money, they aren't exactly in the same league as TSR. If they survive Magic The Gathering, look out!"

Which was a bit of a lame joke at the time, but after WotC became a fantasy roleplaying juggernaut buying most other related companies, is funny in retrospect.

http://thealexandrian.net/wordpress/36320/reviews/rpgnet-review-settlers-of-catan

Settlers of Catan: "hex-based maps from every wargame you’ve ever seen; combinations of resource cards are basically a mechanic from Risk; maintaining diplomatic relations from Diplomacy; variable board set-up from Chess variants; and trading resources from many variants of Monopoly), but the true aficionado will recognize a whole which is greater than the parts."

It's strange to read a review where Settles of Catan is new and no-one knew if it would be as promising as it seemed yet :)

And from rpg exchange: http://rpg.stackexchange.com/questions/34825/whats-the-inspiration-for-the-owlbear

A question it hadn't occurred to me to ask, why does the rust monster look the way it does? Why the owlbear? Because the designer had a cereal-packet-style bag of mythical plastic monsters from japan that were supposed to be dinosaurs, but took their distinctive appearance for the new monsters :)
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DnD 5e

A while back I bought the 5e DnD ("DnD Next" or "DnD") player's handbook and just now have been reading through it. I actually really like it.

It reminds me of 3.5 but streamlined, with a few of the good aspects of earlier editions and 4e. That's about what I wanted out of DnD!

Many of the combat rules are simplified a bit, but look about equally balanced. Progression is simplified -- feats are more powerful, but optional, you can take them instead of a stat increase. Thus they do more to define your character and less to "here's a feat-tree you have to take".

There's no separate saves, you make a "dex save" or "con save". Your character has a single proficiency bonus which scales with level from +2 to about +5, which is added to everything you character is good at (weapons they're proficient with, skills they're trained with, etc).

They've added some fluff to the front page of the character sheet (personality trait, ideal, bond, flaw) and a suggesting for getting temporary mechanical advantage when your flaw comes into play. I have ideas for those bits up, to focus people further on the bits that actually come up in play (whether they matter mechanically or not).

The classes and races are similar to 3e -- there's the classic races (human, elf, dwarf, halfling) and further races (tiefling, dragonborn, gnome, half-orc) which don't automatically exist in all settings.

Like 4e, all spellcasters have a few infinite use cantrips which function as their standard attack options. I like that all characters have something specific to do in combat. And like 4e, fighter has some abilities beyond "hit it with my axe" to bring into play in combat -- although not many, I think that could be beefed up.

It reverts to generally winging the exact physical layout rather than using a battlemap. Which I like because combat is simpler and faster. Although I admit, it does remove some of the good effects in 4e, that there were many more tactical options for the party to work together, other than "we all hit it repeatedly".

The general power level is flatter between 1st level and 20th level, even more so than 4e. I think this is probably good, since it's almost impossible to balance things at both ends, but it does potentially mean less variation. But it has good effects that a character a few level higher than you" feels like "an adventurer like you, but more experienced" not "a demigod". And that there's less artificial scaling where every PC gets regular stat boosts to increase to-hit and damage-per-second and armour-class -- as does every monster.

It seems like, 1st level is really a tutorial level (although actually, I'd like an EVEN SIMPLER introduction for some newbies) where characters all have stuff they can do, but some of the key class features kick in at second level (eg. rogue has backstab damage at first level, but gets a free disengage/hide action from second which is nearly as class-defining). 4th or 5th feels like a typical point for experienced 3.5e players.

In addition to flattening the power level, the magic-item economy is gone. The classes are designed to be balanced mostly as-is, with a minimum amount of gold and almost no magic items. So you can run a low-magic campaign where the only magic is PC and NPC spellcasters, and add a magic sword for effect when it seems dramatic, not assume that everyone is carting around cartloads of +1 stuff else they're unplayable.

I think it could sensibly by used to run either an old-school "kick in the door and take as much treasure as you can before you die" session or a "mostly about roleplaying with some combat" session which are the sorts I enjoy the most.

4e is probably better for tactical combat -- I like that in theory, but never find it works well for me in practice.

Has anyone actually tried 5e?

FATE core and FATE accelerated

I've also been following a couple of people's suggestions and reading about FATE. IIUC it's based on ideas from FUDGE, based on a very freeform mechanics-light structure. Ideal for "here's a wacky idea about X" or "here's an existing setting (Dresden Files) with clear flavour but vague on specifics, can we adapt that to a game" and producing setting and character sheets with minimal write-up and no need to spend ages trying to balance PC activities.

Basically it sounds really fun if you want an adventure without tactical combat at all (there's still some tactics, but not based primarily on characters specific abilities).

Although some people apparently flounder if they're used to DnD -- there's definitely a "everyone should choose things that are appropriate, not always what would be most effective for the character". (Like Dogs-in-the-Vineyard, it seems it's more fun to pick character traits which come up about half the time -- but some people find it hard to resist arguing that they ALWAYS apply.)

Has anyone actually tried any of the editions of FATE?
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Will Supervillains be on the Final?

Manga-style comic written by Naomi Novik and draw by Yishan Li, about a girl who goes to superhero school, has more natural power than most people, but has difficulty fitting in, and is affected by the ongoing fallout of ex-superhero and ex-supervillain politics.

I love this genre, and it's a pleasant example of it, I really enjoyed it, though it doesn't add a lot I haven't seen before. It's fairly short, and I was sad to see promised follow-up volumes haven't appeared.

First Fifteen Lives of Harry August

This is exactly the sort of book I like, about someone living their life over several times, getting tangled up in the plots of other people in the similar situation, someone screwing up the timeline and causing future cataclysm, and fight between time travellers.

It touches on themes I find interesting in this sort of thing -- how much you meddle with time, and what happens? do you care about the lives of people you know are going to just come alive again? And it uses its premises on what does and doesn't allow an immortal to return well in crafting the overall plot. I would have liked more "now lets try a do over with more information" a la Groundhog Day/All You Need is Kill, rather than descending into standard-ish thriller territory, but it's still good.

Spoilers )
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I wrote up a checklist for a quick-and-dirty way to design an interesting character, something like:

* A code/belief/trait you live by even if it's inconvenient (by choice or inability to resist)
* An aspiration, a dream you want to eventually achieve
* A connection to at least one person in your party
* A connection to at least one person in the world
* Something you've learned how to do well

And then I thought "I shouldn't be applying this to a roleplaying game, I should be applying it to myself" :)
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I fixed our side gate! Well, sort of. I'd always been annoyed the latch didn't quite close, so you had to close the bolt to keep it from blowing open, which made it hard to open from the garden side. And I just couldn't bend it back into place.

But then after some thought, I decided when it was first fitted it must have worked, and I couldn't see how it could have changed much, and realised the answer was: the gate sticks a little, but give it a hard shove when it was closed, it closes completely against the jam, and the latch falls into place perfectly.

Oops :) But progress :)
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We inherited quite a nice garden from the previous owners of our house, which we don't really know much about upkeep. I think it's _fairly_ low maintenance, but we need to trim back the roses, bushes, etc, etc and don't know exactly what. At least once, and maybe semi-regularly. We can probably find friends to advice us on how to do it, but we're also really pushed for time so would be very happy to hire someone -- but I don't know exactly what scale we need. Ideally someone who can see what's obviously necessary, but neither bimble about with no initiative, nor want a massive project. And maybe also someone who can come in weekly over the summer to mow the grass and chop off any brambles -- I don't know if that's the same person or not.

Does anyone recommend anyone? Or otherwise know where to start looking?
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My laptop is getting flakier and I think I need a replacement. Anything fairly modern will probably do, I want to use it primarily as a home machine, but that I can easily move it around the sitting room when I need. I'd like to be able to run games from the last few years occasionally, but probably not the latest releases.

Has anyone (cjwatson?) bought a new computer recently, what did you get?
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Not great weather, but there's bits of sun. If it doesn't start raining shortly I may risk trying jesus green swimming pool this afternoon, let me know if you want to join me.
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Returned from Leipzig WGT music festival

Returned from Leipzig, travelling there on ferry and train and back on train and eurostar, with Liv and ceb and other cambridge friends (who were super helpful in booking accommodation and transport and so on).

I didn't get as into goth music as I hoped, but I enjoyed the experience a lot and I'm glad I went.

Qntal were very fun -- they had a theramin!

New sofa

At the weekend, Liv and I were productive and went to Emmaus and found a new sofa (lots more room and a bit deeper), with a beautiful green and gold fabric. We've kept the old sofa but want to replace it with an armchair or something.

And also a set of four dining chairs. We'd hoped to find a set of six, but we liked the four so we got them anyway.

Work

Work's been going fairly well -- I'm feeling on top of things again, although I need to transition to "making active progress" not just "clearing backlog".
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Velveteen

Seanan McGuire's superheroine short stories, feely available online although the format is a little inconvenient. These are really fun, if you like that sort of thing at all they're well worth reading. Thanks to ghoti-on-lj for reminding me they exist and I should read them!

They're short and a bit tongue in cheek which suits SM's style well. Being a superhero has been branded, standardised, commodified and marketed by some firms, one of which now has an near-universal monopoly. The heroine, with her "animating stuffed animal powers" flees from her old employers, and doesn't find a quiet life.

There's a little bit of what I especially like, of exploring powers.

As with most of McGuire's stories, something about the consistency or worldbuilding just aggravated me, but much less so in these funny, human, and short stories.

Pendragon Protocol

These urban fantasy books reminds me a little of rivers of london, London-based procedurals about an organisation affiliated with the british state but not technically police or intelligence services, who are modelled after reincarnations (sort of) of the knights of the round table.

The main character is an established knight who gets in over his head when internal politics starts happening.

There's lots of "exploring the basic concept and how it turns out to be more complicated than people think", which is done well. It's a bit more complicated than "reincarnation of", it's a bond that can change, but that's enough to sell the idea.

Again, it's quite British based. Mentions of oxbridge colleges, non-white britons, class warfare, uneasy tensions between idealism and the establisment status-quo which are not handled perfectly, but better than many books.

Uprooted, Naomi Novik

Squeee! This is really good, I'm glad she tried writing something after Temeraire. Definitely read it.

Agneieszka, a young village girl, is unexpectedly chosen to serve the wizard called The Dragon who is lord of the valley, the greatest wizard in the country but retreated to this rural seat to take responsibility for holding back the ominous encroachings of the wood.

Lots of different sorts of magic, well world-built. Focus on Agneieszka rather than soldiers and experienced wizards, without idolising her. Realistic tensions between people with generally well-meaning goals but selfish or short-sighted or otherwise naturally imperfect. Peels back the world to slowly to reveal where the wood came from, etc, etc, in a way that most books save for the tenth sequel.

I like the way there's a distinction between an informal, intuitive sort of magic and a rigid formalised academic sort of magic, but unlike many books, it's not massively gender-essentialised.

Infidel

A film about a british muslim man who finds out he was adopted and born to a jewish family. It could have been excruciating, but Liv recommended that it was surprisingly touching. And captures a feel of british jewish society and british muslim society imperfectly but better than most films. It is embarrassing, but more towards the Evelyn Waugh/Monty Python end of the spectrum than the Adam Sandler/Reality TV end of the spectrum -- I found that a bit difficult, but it was clearly sympathetic to all the characters even when they were acting out badly. And it was really funny in places.

It fits my heretofore unmentioned heuristic "watch every film which features Leo Rosen's Joys of Yiddish" :)

(As usual I own most of the books but rented the film.)