All Who Wander

On a sunny Saturday afternoon in August my nine-year-old son left the house, headed toward the local park, and returned home about an hour later.

This is an unremarkable story on the face of it. Nine-year-olds routinely roam their neighborhoods unattended, and no one thinks about it twice. I spent my own formative years trailblazing in the woods behind my house, to the concern of no one. Nine is the age where kids are expected to strike out on their own, ride off on their bikes or stroll around the corner, and be trusted to resurface soon.

But my son has classic autism, and is almost entirely non-verbal, and returned to our house in the company of the Seattle Police Department. So it was moderately big deal.

* * *

That my son was going to the park is supposition. He didn’t tell us where he was going or that he was leaving. He walked out the door in his stocking feet, without a word to anyone. I didn’t even know he’d left until I glanced out the window and noticed that he was no longer on his ginormous swingset, where he had been a few minutes prior. He had never before wandered off unaccompanied, so I searched everywhere to ensure that he wasn’t just hanging in a corner of the yard, or goofing around in the garage.

When I was confident that he had in fact left the premises, I told my wife he was missing and sprinted north, toward the park, assuming that to be his destination. After running down the five-block hill while calling his name, and back up it while panting his name, I jumped on my bicycle, wondering why I hadn’t thought of that in the first place. My wife hopped in the car, and we began to canvass the neighborhood.

All of this was alarming to us for a couple of reason, even beyond the obvious. We had moved to this neighborhood a month ago, and weren’t sure if he knew the area well enough to find his way home. More to the point, we weren’t really sure that he would think to return home, even if he knew the way. Whether he groks the concept of “lost” is one of his many mysteries.

Furthermore, we knew that he wouldn’t approach anyone and tell them that he was lost, should the realization ever strike. “Non-Verbal” doesn’t mean that my son is mute, by the way; he speaks quite a bit. But most of his vocalizations are “scripting”, the repetition of phrases he’s heard on television, radio, and MP3s, or read in books. Communication, on the other hand, is rare and and limited. He will tell us if he wants something, so long as a word for his desire is within his repertoire. We could envision him telling a passerby that he wanted food, or a drink, or to be “lifted up”, but “hey, can you help me get home?” would have displayed a semantic complexity heretofore unexhibited.

And it wouldn’t be obvious that he was in need of assistance. He would appear to most as a typical nine-year-old adventurer, kicking rocks down the street, talking animatedly to himself, occasionally stopping to drop pebbles down a drain for check out an especially interesting mailbox. Prolonged observation reveals some anomalies — he moves erratically, often jumping up and down just for the joy of it, and is seemingly allergic to traveling in a straight line — but a neighbor glancing out their window would not immediately tumble to the fact that he was autistic or lost, although they would probably wonder at the parents who let their child to go strolling in socks.

These were the thoughts that went through my head during those first frantic minutes. But I remained eerily calm. For one thing, my brain had basically opened Task Manager and killed all processes that were not directly related to the goal of finding my son, a list that included “Freaking the Fuck Out”. For another, I was relatively confident that he had struck out parkward. That is the direction he and I customarily go on our walks, and thus routine (to which he is a discipline) would almost certainly send him that way. Plus, that particular stretch of neighborhood is an ideal place to lose your kid, if you are ever so unfortunate to do so, packed as it is with families and civic-minded sorts, who will gladly take a break from tending their neighborhood garden or restocking the corner birdhouse/library to get your child home safely.

About twenty minutes into our search I called 911. I explained to the dispatcher my theory as to how this would play out: my son would either arrive at the park or wind up in a yard during his journey, someone would notice his atypical behavior and attempt to strike up a conversation, and a few minutes later the SPD would receive a phone call. “And that’ll be my kid,” I summarized. The operator said that she would alert the department and send a few officers to search the park.

* * *

A hallmark of autism is that those with the condition don’t always respond to their name. This is vexing for obvious reasons, but was also comforting in the moment: the fact that he hadn’t shown up in response to my hollering did not imply that he was out of earshot. I still believed him to be somewhere in those five blocks, but ditched my bike and hopped into my truck to cover a wider area.

I drove the blocks south of our home, and some side streets, and then decided to check in with the recreation center within the park, where he and I sometimes went swimming. Behind the desk was a nervous woman who looked alarmed at my entrance.

“Hi,” I said, “I’m looking for a kid about this tall, in a red shirt.”

Her eyes widened. “Do I need to shut down the pool?

I glanced around. The pool was visible from where I stood, but behind a solid wall of glass. There was no way to access it except through the locker rooms. “That … doesn’t seem necessary. I’m just wondering-”

“Because if there’s a chance he might fall in the pool, we need to shut it down.

“I uh, I totally get that. But I’m not worried that he’s going to fall in the pool. And even if he did, he’s an excellent swimmer …” I could see her panic rise. “Not that he would! Fall in the pool! I don’t think he could even get to it. I’m just asking if you’ve seen him? Or if you could call me if you do?”

She took a moment to digest all this, fished a pencil out of the holder, and flipped a swim schedule facedown. “What does he look like?”

“Blonde hair, about this tall. Red shirt. Socks, but no shoes.”

She had thus far written nothing, and gave me a strange look at this last revelation.

“He’s autistic,” I explained.

She wrote “AUTISM”.

Eventually I cajoled her into adding my phone number to the diagnosis, and drove back home.

* * *

My phone rang just as I pulled into the driveway. It was my wife calling.

“Found him,” she said. “We’ll be home in a few minutes.”

“Okay,” I replied. “I’m already here.”

Then I hung up bawled like a baby.

I climbed out of my truck a few minutes later, when my son, and my wife, and an officer of the Seattle Police Department came trudging up the hill. Aside from his socks, he looked no worse for the wear. He had, in fact, somehow scored a can of Diet Ginger Ale out of the deal.

He had been about two and a half blocks away the entire time. After walking in the direction of the park for a few minutes he had become enamored by a particularly alluring yard, one full of rockeries and whirligigs, and spent the remainder of his time playing therein. The owner noticed him, quickly realized that my son was not neurotypical, and phoned it in. When the police arrived my son was sitting on the front steps, supervised by our neighbor and enjoying a complimentary soft drink.

After copious thanks (officer) and admonishments (son), we retreated to our home, where we spent the rest of the afternoon coming down from our collective adrenaline high. Except for my son, of course, who seemed unaltered by the entire experience, and devoted his afternoon to watching Curious George episodes in the basement, blissfully unaware that he would never be allowed to leave the house again.

A Month of Son

I used to write on the internet a lot, posting daily on my blog defective yeti and serving as a contributing editor for The Morning News.  I wrote about whatever interested me  books, movies, politics, board games  but my site was most often classified a “humor blog”. It was crucial to Pigeonhole All Weblogs back then, so you’d know the Bloggy Awards category in which you were going to lose.  

Then one day, about a decade ago, I up and had a kid. For the sake of anonymity I referred to him by nicknames, The Squirrelly originally, later as Squiggle.  Most of my posts about him were light-hearted, but when he was three I revealed to my readership that he had been diagnosed with autism. The announcement is one of my most read posts, and the outpouring of support in the comments continues to amaze me to this day.

Aside from a handful of sporadic updates in the last few years, I have largely stopped writing about my son on the web.  There are number of reasons for this, foremost among them the fact that I have largely stopped writing about anything on the web, unless I can express the sentiment in 140 characters or less.  Another, at least originally, was that fear that the things I put on the indelible internet would come back to haunt him someday, as ammunition for malicious peers.  As the profundity of his autism has become more apparent, however, this has become less of a concern. He is currently enrolled in a special needs school where he will remain until twelfth grade, and there is no threat of bullying. Even if there were, teasing and taunting are among the many forms of social interactions to which he remains oblivious.

What’s stopping me from writing now? Sometimes I lay the blame at the feet of the autism. Caring for a special needs child takes considerable time and energy, and my son requires near-constant supervision. Finding the time to peck out a 500 word post is a challenge, I tell myself. But I know full well that I am rationalizing my lack of discipline. I would be writing, if I chose to write.

And so, I choose to write. For one month, I’m going to tell you about my favorite things in the world: my son, and my relationship to him. You can read the posts (and comment upon them) here, or you can follow along on the corresponding Tumblr, A Month of Son. I don’t have a schedule of posts or a plan of any sort, so if you have questions, or if there’s a topic you’d like me to address, please drop me a line at matthewbaldwin@gmail.com or matthew@amonthofson.com.

Games: Dungeon Roll

playtested:

Let’s get this out of the way: Dungeon Roll is a solitaire game … But as solitaire game, it shines.

I’m friends with Chris Darden, the designer of Dungeon Roll, so declined to review it myself for Playtest. This instead comes from Sandor Weisz, a.k.a. The Puzzler.

When Sandy describes Dungeon Roll as a “solitaire game”, it’s not criticism in the same way that “multi-player solitaire” often is when applied to euro. He’s not pointing out a flaw, he’s stating a fact.  Yes, you can play DR with 2 or 3 or 4 (or 30), but you are all playing in parallel, and the only interaction comes in comparing scores afterward. 

Here’s the thing, though: it’s a really fun solitaire game. I’ve gotten into the habit of playing a game or two each night before hitting the sack, striving to beat my own previous best score. 

I haven’t played with three or four, but two players is fine as well.  Yes, when it’s not your turn you simply act as “dice rolling robot”, but I unlike Sandy I think this role (so to speak) is fun enough. Even though it’s all random, you find yourself willing the worst on your opponent, and cackling evilly when the dragon appears. What’s not to love?

And it’s worth noting that DR is a near perfect bar game: portable, fast, and enticing to even the hardened non-gamers in your circle. For that alone I’m glad it’s in my collection.

Lord of the Rings

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My son loves the playground. I sometimes joke that he enjoys monkey bars even more than I enjoy human bars.

Actually, it’s truer to say that he loves playground equipment, regardless of where it’s found. When we installed a pull-up bar in our last home, it quickly became his favorite hangout, so to speak. Given a choice of activities, “hang on the bar!” was often his pick, and he would while away an hour swinging like a trapeze artist preparing to dismount.

In the absence of equipment designed for hanging, he will quickly press something else into service: a door frame, an overhead pipe, even the top edge of the refrigerator. We eventually broke him of the habit of hanging from curtain rods, but only after each had been torn from the wall at least once.

When we moved into our new home, our first order of business was to erect a swing set in the backyard, one that would accommodate him even after he grows out of what is typically considered to be the swing set age range.  We ended up with a monstrosity that looks like a Soviet-era oil rig, but also one that will survive the apocalypse with little more than scuffing.

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Yesterday my son and I were in the backyard well after his bedtime, playing on the swings in the near dark. Leaping off is his new favorite thing, and he would do so seemingly at random. I would push, the swing would reach its zenith, and he would simply continue on, arcing into the night.

PAX Impressions

Some brief thoughts on the games I learned at PAX.

Alien Frontiers: I’ve heard a few raves about this worker-placement game, and jumped at the chance to give it a whirl during PAX. It is one of a number of newer worker-placement games that use dice as the workers, with the values determining what can be done with them. Along with the dice, Alien Frontiers adds another distinctly non-Euro element: “Take That!ism”. Some actions and cards allow a player to directly target opponents, allowing them to steal deresources or otherwise complicate their plans. I have no objection to this when it’s done well; Lords of Waterdeep, for instance, also has this element, and I quite enjoy that game. But in Alien Frontiers, it seems like it’s a little too easy to dogpile on the leader, such that all the players wind up within one point of victory and the winner is he who gets slapped down the least. Wondering if our one play was an anomaly, I checked out the comments by several reviewers I trust on boardgamgeek, and saw my concerns echoed: “seem to always come down to everyone just about winning”, “too much kingmaking”, “endgame is weak & incredibly swing-y”. Suspicions: confirmed! If I want dice-as-workers, I’ll stick with Troyes; if I want a little politics in my Euro, Waterdeep remains the one to beat.

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Dungeon World: I’m a sucker for both dungeon crawls and modern roleplaying games that put the emphasis on storytelling, so it’ll come as no surprise that I loved my first session of Dungeon World.  The system, based on Apocalypse World, boasts several innovations, foremost among them the fact that the DM never rolls the dice.  Instead, she sets up the situation (“the ogre swings his club at you”), and it is incumbent upon the player to drive the action forward, by taking “moves” (“I will attempt to Defy Danger by dodging out of the way”) and rolling two six-sided dice to determine the outcome. A 10+ means they accomplished whatever they set out to do; a 6 or less means they failed.  But the fun of the game comes when a move roll results in a 7, 8, or 9,  at which point the DM gets to decide what “partial success” looks like (“you can either: take the blow and full damage, or block with your sword arm, taking less damage overall but losing the use of your arm for the rest of the fight”).  No doubt my favorable impression of the game was due in part to Brendan Adkins, our excellent DM, but I really think the game works well as a rules-light D&Dish RPG, perfect for those who prefer storytelling to min-maxing.

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Space Cadets: Dice Duel: Apparently this game hasn’t been released, but there was a copy available for play in the PAX library. Players separate into two teams, each of which works to maneuver their ship around a gridded board, collecting crystals, using tractor beams to move things around, and firing torpedoes at their opponent in the hopes of taking them down. To accomplish this, teams roll dice and then assign them to various stations: the helm for movement, the weapons systems, the shields, and so forth. The gimmick is that all of this is done simultaneously, and in real time. In other words, a team will be frantically rolling dice and allocating them to the various systems as quickly as possible, hoping to get an edge over their opponents through efficient play and fortuitous rolls. In this respect, the game is like a much more convoluted Escape: The Curse of the Temple, which also has players rolling dice in real time and frenetically using the results to accomplish tasks. I am unconvinced, however, that the added complexity is an improvement. Escape is simple, but players are able to follow the action even while rolling dice as quickly as possible; In Dice Duel, however, no one player can track everything that is going on, which is kind of fun, but also a bit anticlimactic when you abruptly win or lose without having any idea what preceded the outcome. I may enjoy Dice Duel, but I’m definitely going to need a few more plays to make that determinatio

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Pathfinder: The Adventure Card Game: This was the belle of the ball at Gen Con, and it’s easy to see way: hugely popular RPG theme (dungeon crawl) + hugely possible RPG license (Pathfinder) – the need for a DM. Like the roleplaying game on which it is based, P:TACG has a party of adventurers cooperating to explore, fight monsters, acquire loot, and ultimately confront a villain of some sort. Normally one player would have to run all this, but here everything is automated, and the players work collaboratively to beat the system itself.

A scenario has a number of location, each with it’s own draw deck. On a turn a player picks one of these locations and explores it, revealing and encountering the top card from its deck. Some of the encounters are Boons that a player can acquire, such as weapons, items, allies, and blessings; others, like monsters, are Banes, and the player must overcome them. In either case, the player rolls against one of his skills to determine success. When a deck is exhausted, the corresponding location is “closed”, and the adventurers move on to another of the sites. The overarching goal is to to flush out and defeat the scenario’s Big Bad.

Some of this is standard deck-builder fare, but P:TACG offers several novel twists on the formula (including a hand-size mechanic that is downright elegant). The biggest draw of the game, however, is that state persists from game to game; that is, if you acquire a sword or an ally or an item in one game, you can start the next game already owning it. Your characters also level up as they would in a RPG, so you slowly become more powerful and better equipped over the course of several sessions. You can play one-shots of course, but the game is really designed for a dedicated group, with players using the same characters for each session, and working their way through the Scenarios that compose the Adventures that compose the Adventure Paths.

A member of my game group picked up a copy of P:TACG, and we are in the process of setting up a monthly Pathfinder night dedicated to playing it. That probably tells you all you need to know about the game’s allure and potential.

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Sentinels of the Multiverse:  Last year a reader wrote me of the blue to recommend Sentinels of the Multiverse, which he described as “a cooperative superhero card game in which up to 5 players work to defeat a supervillain”. “Superheroes” and “cooperative” piqued my interested, but upon further investigation I came to the (erroneous) conclusion that the game was a deck-builder, a genre for which I have little enthusiasm. Even that wouldn’t have stopped me from buying it though, as I will act on pretty much any recommendation, but I also couldn’t find the game for purchase anywhere. It appeared to have been a Kickstarter project that was not generally available.

Since then the buzz around Sentinels has grown (it has been suggested to me several times in the last six months), so I picked up a copy at PAX, and am very pleased to have done so. The core game is fairly simple, with the players attempting to reduce the Villain’s Hit Points to 0 before he knocks out all of the Heroes, or before time runs out. To that end, cards are played that deal damage, or heal damage, or have a variety of other effects. The cooperative element of Sentinels elevates it above standard “Take That!” fare though, and many cards amplify or modify the effects of others. On my turn, for instance, I might play a card that reduces the Villain’s Hit Points by 3, or I might choose to instead play a card that adds 1 to the damage dealt by every other player until my next turn. Some cards remain in play and have lasting effect, such that, as the game goes on, the options available to players grow, as do the opportunities to clever, synergistic plays. Much of the fun of the game comes from working with the other players to find and exploit powerful, cascading chains of effects that will wreak havoc on the Villain’s plans.

Sentinels is often likened to Magic: The Gathering, not only because cards interact with one another in interesting and powerful ways, but also because each player has a unique deck with an overarching “theme”. Some of the heroes deal large amounts of damage but can do little else; others specialize in weakening or undermining the the Villain rather than hurting him outright. The hero I played in my first game was Legacy, a quintessential team player, who could redirect damage meant for others to himself, and often chose to assist his fellow heroes rather than bask in the spotlight. With 10 different Heroes and 4 Villains (each of which also have their own decks and specialties), there are lots of combinations to explore as you play through a comic book series of your own making.

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Games: Tzolk’in

This review is a cross-post from Playtest. Tzolk’in: The Mayan Calendar is available through Amazon and Funagain Games.

♪ For every season, turn, turn, turn … ♫

As with any form of art, boardgame design is subject to trends. “Worker placement games”, for example, were all the rage in the years following the release of Agricola. Most games of the genre had similar hallmarks:  players used their turns to assign “workers” to spaces on the board; each space conferred to the player some benefit or reward, such as free resources, the ability to build improvements, or even the opportunity to recruit yet more workers to his cause; and each space could only hold a single worker, so occupying them (thereby denying them from your opponents) was the main form of player interaction.

The market eventually became saturated with worker placement games, and fell by the wayside when Dominion ushered in the era of Deck Building games. These days a worker placement game must be exceptionally well designed or feature a compelling twist to merit consideration. Lords of Waterdeep is a good example of the former, a game that adds little to the genre, but is so well designed that I frequently recommend it. Trajan, on the other hand, exemplifies the latter, a worker placement game (sort of) with a very clever mechanic, but one that dominates rather than supplements play.

Tzolk’in: The Mayan Calendar, meanwhile, meets both criteria, boasting an remarkable design and one hell of a hook. And the gimmick in this case is not only mechanical, but physical: six interlocking gears which sit in the middle of the game board. Each of the smaller gears represents a site of importance in Mayan culture  Palenque, Yaxchilan, Tikal, Uxmal, and Chichen Itza  while the large, central gear plays the role of the Mayan calendar. When the calendar gear is advanced between rounds, the site gears move in tandem. It’s a system that’s not only practical (it saves the players a great deal of bookkeeping), but cleverly reinforces the premise of the game: the inexorable march of time over the course of a year in the Mayan empire.

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Finally, a game with some teeth.

Each site has Action Spaces positions around the perimeter of its gear, and these spaces grant unique benefits to the workers who resides there. But unlike most worker placement games  where a player plunks his pawn into a space, uses the effect, and then retrieves all of his pieces at the end of a round  Tzolk’in employs a novel system of distribution. First, a player must either place workers or retrieve workers on his turn, but cannot do both. Second, the effect of an Action Space takes place when the worker is removed from the board. Third, and most ingeniously, the workers are not placed onto the Action Spaces directly, but rather into depressions within the gears. As time passes, and the central calendar cog turns, the site gears rotate as well, moving the placed workers up toward the more powerful spaces. Thus, the longer a worker sits on a gear, the better the reward it earns when he is finally returned to the owning player’s pool.

The Action Spaces for a site are loosely bound to the overall theme of the location: Palenque focuses on forestry and farming, Yaxchilan provides resources, Tikal permits construction, Uxmal allows you to purchase various goods and effects, and Chichen Itza is where players can make offerings to the gods in return for points and favor. This specialization is one of several thematic touches in what could have been a largely abstract game.

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The gods work in clearly explained ways.

There’s considerably more to Tzolk’in — resource management, buildings and temples, technology tracks, and three different gods to appease — but the gears and the worker placement are the heart of the game, and what really make it shine.

I was profoundly skeptical that the game could rise above its “gimmick”, but after four plays I firmly believe that Tzolk’in would remain as highly regarded if the gears were removed entirely. The game would no doubt be accused of “fiddlyness”, as players would be required to manually advance all the workers between every round, but that just proves my point: the cogs facilitate the excellent gameplay, rather than replace it.

And another good sign in regards to the game’s depth is that it is becoming more interesting with repeated play. The first two times I played I had no idea what to focus on (corn? resources? buildings? temples?) and came in last place. The third time I won, without consciously knowing how I did so. I won the fourth time as well, and this time even had an inkling as to why. Like the best strategy games, Tzolk’in requires study and persistence to play well, and rewards those who makes the investment.

Tzolk’in: The Mayan Calendar has become a staple at my Wednesday gamenight, and is my favorite 3-4 player game at the moment. It’s not a something I would recommend to novices, as it has a fairly steep learning curve. But if you are a fan of worker placement games who thought the genre was played out, or are just looking for something to challenge your group, Tzolk’in is an excellent choice, one you’ll want to play often. One good turn deserves another.

If You Give a Wombat a Wedgie

Buyer Beware

If you and I share drinks or dinner or a movie or whatever, and you offer to pick up the check, I will accept without protest.

This is not The Seattle Way™, which mandates a minimum of seven “oh no, I’ll get this one / oh no, I insist” volleys between the parties, and allows for escalation all the way up to the point where credit cards are slapped out of hands and cash is surreptitiously slipped into purses. It is because of this expectation, my enthusiastic “heck yeah you can pay for it!” is often met with a moment of perplexed silence.

Frankly, I think you should appreciate the fact that I skip the Pacific Northwest social convention and shave an hour and a half off our our departure time. Isn’t that ultimately worth the price of my three IPAs and black bean burger?

Regardless: you have been warned.

The Bad Review Revue

Grown Ups 2: “Perhaps the closest Hollywood has yet come to making Ow! My Balls! seem like a plausible future project.” — Andrew Barker, VARIETY

After Earth: “He’s done it again. M Night Shyamalan has done it again. Again. Done it. Again. He has given us another film for which the only appropriate expression is stammering, gibbering wonder that anyone can keep making such uncompromisingly terrible movies with such stamina and dedication.” — Peter Bradshaw, THE GUARDIAN

White House Down: “The poster for this movie should read: Hello, Suckers!” — Peter Travers, ROLLING STONE

The Hangover, Part III: “For all the promise of mayhem and WTF moments, the final episode hits you with all the force of a warm can of O’Doul’s.” — Kyle Smith, NEW YORK POST

The Lone Ranger: “So confused in its purpose and so charmless in its effect that it must be seen to be believed, but better yet, no.” — Mick LaSalle, SAN FRANCISCO CHRONICLE

Come on

Uh, yes I want butter on my bagel. That is the entire reason I am ordering a bagel. If it was socially acceptable to order a tub of whipped butter and have it tablespooned directly into my mouth, I would be doing that instead.