Saturday, December 8, 2012

Oh, Christmas tree

There is a tree in my living room because Jesus. Sometimes the mysteries of the Incarnation and the Atonement seem a bit distant or abstract, but I have a pretty tree with lights on, and I can be thankful for the excuse to have it.

My favorite phase of the Christmas tree life cycle is actually when the lights have gone up but the ornaments haven't. That's the phase we are in right now here: the lights went up the night we brought the tree home, but except for the star on top, there are no other decorations. Not that I will regret when the decorating process is finished, but there's no rush.

Because our living room window is perpetually foggy at night, the view from outside is blurry and lovely.

I like the cold months at the end of the year. November is November, and even before the invention of NaNoWriMo it was always (for me) the month of my birthday and then Thanksgiving. Then December is Christmas, aesthetically if not strictly temporally. Yes, screw Black Friday, shopping season, and aggressive holiday creep. That stuff doesn't come into my living room, though.

I've gotten to the part of my 12 Dancing Princesses retelling where I describe the wondrous underworld (which comes later in the story than usual), and the Christmas aesthetic has definitely influenced that. (Aw, now I've gone and spoiled all my imagery, says half of my brain. You can't spoil imagery, you idiot, says the other.) It's funny how things come together that way--I needed some seed. I wonder what would have filled the spot if it wasn't December. Maybe nothing. My underworld would have been all the blander in that case.

Speaking of bland, I started playing Skyrim again the other day, after talking to friend who enjoyed it more than I did. I realized that I had somehow gotten sucked into spending all my time in-game doing the things I found most boring. Inventory management, clearing out generic bandit strongholds, trying to distinguish between grey-and-grey moral quandaries--screw it all. I'm playing at an entirely different pace now, and I'm finally seeing why people like the game.

Part of the trick is more deliberate characterization. My original character was too much like myself, and too much of a blank, for me to make him sufficiently amoral. But moral paragons don't belong in a game where you can rob someone blind by putting a bucket over their head.

In RPGs I do recreationally some of the same things I do pseudoprofessionally as a writer, namely characterize. In both cases, I apparently need to be repeatedly reminded of the importance of distancing myself from my characters.

I really thought I was better than needing to be reminded of that, but maybe that's something else I need reminders about occasionally.

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