Wednesday, November 29, 2017

Reset (David Murray)


Pace matters.  In today's American culture, that pace is frequently too fast.  We burn out, fall apart, wear down, and (ultimately) destroy ourselves in today's frenetic society.  In Reset, David Murray challenges us to change the way we think, and live "a grace-paced life in a burnout culture."

The point of the book: "by connecting God's grace more and more to our daily lives . . . we can learn how to live grace-paced lives in a burnout culture."  Murray points out five powers of grace:
- motivating ("in view of God's amazing grace to me in Christ, how can I serve God and others?")
- moderating (we're not perfect; we accept that both work and relationships are flawed, and therefore take them to God and don't seek human or divine approval)
- multiplying (we depend on God to give increase, not on our own effort)
- releasing (we release control to God's hands, which "humbly submits to setbacks and problems")
- receiving (we recognize and receive weekly Sabbaths, exercise, sleep, and fellowship as blessings)

He then takes the reader through chapters teaching to rest, re-create, relax, rethink, reduce, refuel, and relate, among other things.  His more cogent points:
- Physical and spiritual health are connected.  Ignore one, affect the other. 
- Sleep matters- a lot.  Some championship athletes (like LeBron James) sleep 12 hours a day!  Everyone's needs will vary, but 7-9 hours a night is a must for almost everyone.  Neglect this and everything else will suffer.
- "We must nurture our lives with regular recreation, especially physical exercise."  Doing so is imperative to think more clearly and be more effective in our vocations.
- "We need rest for the body and the mind."  We need to turn down the volume in our information-soaked life.  Minimizing screen time (in any form), breathing exercises, yoga, vacations, and regular Sabbath-keeping are some tips for increased inner peace.
-  We need to re-think the answer to a basic question: "who am I?"  How we answer that- often with a list of roles and responsibilities- reveals a good deal about our priorities, and it's the starting point to  recover our true identities.  Priorities must align with how we should be living.
- We do too much, and need to reduce.  Come up with a routine and prune activities accordingly.  Many good things will never get done- but as people with finite capacity, that will always be true.  Accept limits and stop pretending we're more than we are.
- Food matters- the fuel you consume has a marked impact on mood, energy levels, and more.  And everyone needs activities in their lives that "refuel" them.  For example, keeping a blog.  Seems like a good idea.
- "The joy of [our] journey depends so much on who's riding with us."  As it is not good to be alone, we need to prioritize our relationships with God, spouse, kids, and friends.

This book is good, if much seemed like common sense.  I can't say I learned a lot of new things, but I was reminded of things I need to improve.  In that sense, it was valuable.  It's so easy to go down rabbit holes of false gods and forget what matters in life. And living where I do- in a high-paced area- heightens the pressure to "go, go, go."  Slow down, plan & prioritize, remember what matters.

Rating: A-

Monday, November 20, 2017

It's All a Game (Tristan Donovan)


As the subtitle states, It's All a Game covers the long history of board games.  Tristan Donovan gives an overview of ancient games and explores the origins of chess, backgammon, Life, Monopoly, Risk, Clue, Scrabble, Mouse Trap, Operation, Trivial Pursuit, Settlers of Catan, and more.  Further, he provides a fascinating look at the significance of each of these games, and how culture influences games and vice-versa.

Historical Summary
"Senet," an ancient Egyptian game, was played from at least 3000 BC.  Game boards were found in Tutankhamen's burial chamber and depicted in paintings in Nefertari's tomb.  The royal game of Ur and Mancala also have ancient origins.

Evolving from an ancient game, chess got its start in India around the fifth century.  From there it would change incrementally as it spread through Persia and Arab lands and then into Europe (in 711), with each culture contributing an element recognizable to modern eyes that reflected regional politics and religion in these different eras and regions.  The standard chess set wouldn't be established until 1849.  "The folk game born in the Gupta Empire had traveled the world and back again for centuries.  Along the way it had been molded by religion, war, female monarchs, and neoclassical architecture, and turned into an international sport."

Backgammon, huge in the 1970s, was a possible descendant of the ancient royal game of Ur.  A early version was popular in Greece and Rome (Claudius "had a board affixed to his chariot to he could play on the move"), and remains huge in the Middle East- Crusaders brought the game home with them in Medieval times.

Games reflect culture, and their evolution does the same.  The Game of Life started in the 1860s "as a highly moral game . . . that encourages children to lead exemplary lives."  And it had to do so: "religious New Englanders viewed board games as gateway drugs that could lure children into a life of gambling and sin."  But later iterations would put the focus on money, reflecting American values a century later, and further tweaks would reflect the ever-shifting realities of American society.

Monopoly was first envisioned, in the 1880s, as a cautionary game showing the evils of monopolistic landlords of the age.  Little did its inventor know that the game ultimately became popular because, rather than admonished, players desired to be the cutthroat king of property.  Thankfully, some good would come of it: modified Monopoly boards were given to American POWs in Europe during WWII to aid their escape.  The modifications included hidden silk maps and small tools.

War games are not a new concept.  The Japanese ran game simulations before Pearl Harbor, using their conclusions to refine the attack plan against the USA.  But they were far from the first- Germans started in the 1550s to tinker with the concept, which would be refined over the centuries.  By 1824 "Kriegsspiel had become part of Prussian military training," by 1850s it was "a central tool" in so doing, as the world would discover in 1870 during the Franco-Prussian War.  A century later (1950s), Risk would burst on the scene and bring war gaming into the home.

Clue (1940s) grew out of a British love for detective stories (which themselves originated out of a public fascination with murder).

Scrabble (1930s) spawned a new concern for what a true word was- as the official Scrabble dictionary testifies.

Mouse Trap and Operation (1960s) brought games into the plastic age.

Twister (1960s) and Monogamy (2001) revealed societal attitudes towards sex and gaming.

Trivial Pursuit (mid 80s) helped make games for adults more acceptable and mainstream.

Germany became a board game powerhouse in the last 70 years.  After World War II, as West Germany rebuilt, "board games became associated with togetherness and wholeness."  It was (and is) a preferable alternative to television and similar pursuits. In the mid 90s, a new wave in German games changed the landscape.  In these games,
- the outcome is governed by player decisions rather than fate; it's about decision making and planning relative to others
- streamlined rules became more common, making games more accessible
- social activity was key, so all were involved to the end (no early player elimination)
- there are often concealed victory conditions (vague frontrunner) to keep all interested/involved

The Settlers of Catan illustrate these concepts well and is indicative of the mid 90s wave in Germany; the trend would follow suit in the US a decade later.  Today, games like Catan, Pandemic, and Ticket to Ride are common sites around the world.

Board games are exploding.  In 2014, game sales were up 20% (reaching $880M) in the US alone.  From 2009-15, Kickstarter saw $196M towards development of new games.  And now, "legacy" games (making permanent changes to the board through multiple plays) are the latest concept to gain traction.


Why Games Matter
Games help people.  People use chess and other games to explore brain activity.  We use them to encourage ourselves to open up about our feelings (like in Ungame).  Psychologist Jon Freeman created programs "to activate and develop particular parts of the brain through games that emphasize strategy of chance.  The approach is based on the concept of neuronal plasticity, the idea that the neuron connections in our brains are constantly rewiring themselves in response to stimuli. . ."  He and other people are using games to teach math, develop social skills, help those with special needs, and diagnose medical conditions.

Games help machines; they "powered the development" of artificial intelligence (remember "Deep Blue," the chess computer?).

Games teach.  They can refine views on topics through interactive and experiential learning- and grant empathy/understanding by encouraging players to step into another's shoes.  Pandemic "is a prime example of how board games can make the complexities of the world around us easier to comprehend."  Games like Twilight Struggle can re-create reality and make "geopolitics easier to understand."

Games reflect culture.  In America, "dog-eat-dog competition" is common.  In Europe, it's more about player cooperation, or at least indirect competition (where players focus on managing their own resources as much as possible rather than wiping out others).  In each case, they point to cultural values.

Games bring us together.  They're a counter-trend to digital.  People want to connect; games help them make the time, bring us together face-to-face, and "reflect our needs and desires and our outlook on life."

Review
This is a good read.  I enjoyed the interesting anecdotes Donovan includes, and the breadth of material is nice.  The stories can get repetitive- many games took years to take off, so you hear familiar (and decreasingly interesting) stories of determination to overcome initial setbacks- but it's valuable nonetheless.  Initially, I had hoped for a more cohesive history, with scholarly analysis showing linkages between games proving some sort of tidy evolution, but in hindsight, I don't think such a thing is feasible.  Board games arose at different times and cultures, and the author's "one game at a time" approach is probably the best way to present things.  Most of all, I appreciated his discussion of the way culture influences games, how games help us as a society, and why people are increasingly drawn to them.  If anything, reading this deepened and increased my appreciation of this wonderful hobby.

Rating: A

Sunday, November 19, 2017

The Joys of CCG

And here is my second talk (see previous post for backstory).

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Most people know I love tabletop games. It’s an excellent hobby for many reasons: mental exercise, social interaction, teamwork, imagination, and just plain fun. But my very favorite type of game is called a collectible card game, or CCG. In a nutshell, this is a game where each player builds a deck of cards and uses it to battle opponents to the stated victory condition.


CCGs differ from typical games in two ways: distribution model and preparation.

Distribution: You can't pick up the complete game in a self-contained package.  Instead, players obtain cards by purchasing randomized packs, with varying rarities. New sets of cards (called expansions) are released regularly, adding to the available card pool.

Preparation: Players must build a deck before any play happens.  Often, they invest a considerable amount of time learning cards, testing interactions, and constructing their decks. Most players spend more time preparing for games than playing them.


CCGs burst on the scene in 1993, when mathematician Richard Garfield wanted a compact filler game to pass time between games at board game conventions. He invented Magic: the Gathering, and its phenomenal success would see a predictable boom in the industry by 1995. Anything and everything had a CCG. There were encyclopedias and magazines dedicated to the hobby. There were even three Christian-themed games. But the bubble burst as quickly as it had formed. There were later successes- like Pokemon and Yu-gi-oh, but the golden age had passed.


That said, the hobby enjoys a steady following today: there are over 20 million Magic: the Gathering players in the world today, with tournaments occasionally appearing on TV.


Sometimes, we’re drawn to hobbies- consciously or otherwise- because they point to truths greater than themselves. I believe CCGs have several unique characteristics that reflect our reality more than typical tabletop offerings. Just a few:

- (top left picture in above slide) The joy of creating: your deck is a personal creation you nurture to reach its potential, which echoes of the Genesis cultural mandate and our responsibilities to do the same for creation as stewards of the Earth

- (bottom right) Diversity & Vastness: with over 15,000 unique magic cards, the possibilities are nearly infinite. Like the world, it’s too big to experience it all- though maybe you can reach .002%.

- (bottom left) Progressive revelation: the games are a living, unfolding drama. You know there’s a plan, but never know what’s coming. Cards which seem to have no purpose can become valuable when paired with later releases.  We can experience this in our lives, at times being unsure where we fit.  But as life progresses, our purpose can become evident.  Additionally, as new expansions release, which cards are important changes, reflecting our changing roles in society as we age and pass the torch to the next generation.

- (top right) The need for synergy/community.  New players often make the mistake of packing their decks with expensive and powerful cards.  But the best decks are ones that synergize well, where each card plays a role and some of the most key cards can be the most common.  It reflects the Christian Church as a whole, as discussed in 1 Corinthians 12 and elsewhere.  There are many members, gifts, and functions the body requires- and the most important is not always visible.

- (also top right) Need to focus and develop.  Individual decks must have internal synergy, but even then, no deck does all things well or wins in all conditions.  This reflects our finite capacities and need to nurture specific gifts to fulfill our calling.  No community is perfect, and each is geared to thrive in certain scenarios.

For these and other reasons, CCGs have a special place in my heart. I’d be happy to demonstrate them sometime; see me if interested. And I encourage you to look at your hobbies and determine the greater truths behind them- for the Lord’s invisible attributes have been clearly perceived, ever since the creation of the world, in the things that have been made (from Romans 1).

Saturday, November 18, 2017

The Morasse of Materialism

Today, I gave two talks at our Church's annual men's event, called Ignite.  Similar to TEDD talks, the rules were no more than five minutes and five powerpoint slides.  What follows is the first presentation; I hope you enjoy.

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Hi, my name is John Mark, and I confess I like my stuff more than I like most of you. But the Lord is at work, and it starts with a story.


Four years ago, a family member (“Sue”) had a problem. She was a lifelong collector of stuff. Her house was packed and poorly tended. Years of this unchecked accumulation and neglect had produced decay and a remarkably unpleasant odor in all she owned. At the advice of professionals, we had to throw away nearly everything in the house. It was very difficult for her, and a stark example of the warning found in Matthew 6:19. It’s hard-but good- to be confronted with the futility of our false gods.


“People need dramatic examples to shake them out of apathy.” (Batman Begins, 2005). This was a wake-up call for me. Sue wasn’t alone in her addiction; I, too, love things far more than I ought. In fact, nearly all of us have too much. A recent study found that a typical British child owns 238 toys but consistently uses only 12. Despite fewer offspring, the average American home has tripled in size in the past 50 years and contains 300,000 items. And even popular slogans like “collect memories, not things,” have inherent in them this idea that accumulation is the goal. We have a problem. 


Sue’s situation sparked a personal struggle. Like Gollum/Smeagol, I felt conflict within me. Change was needed but I was resisting. Thankfully, help would soon arrive from an unexpected quarter.

As a voracious reader, one day I decided on a whim to calculate how many books I could read should I enjoy a standard lifespan. The answer- .002% of the 130 million books written in English- hit me like lightning. A lifetime of dedicated pursuit for .002%?! Finally, my heart was starting to see the asininity of accumulation. All human endeavors are bounded; our stuff should be too. At that point, a message popped into my head: “there are many good things you’ll never get to experience, and that’s okay.” That has stuck with me, and to this day I repeat that phrase during times of temptation.

My mindset shifting, I started looking at possessions differently. I took stock of what I owned. And rather than asking “do I like this?” the question became “do I use this?” The answers were humbling; the way forward clear.


“Let it go.” (Frozen, 2013). Finally convicted, I started purging. I sold or donated over 500 items: books, toys, games, clothes, DVDs. Though hard at first, I soon found it liberating. To my delight, I didn’t miss what I removed, nor did I need something after I jettisoned it. In fact, I enjoyed what remained more, because I had more time (and peace of mind) to appreciate it. And I made $4,000, which encouraged me further.


The Argonath in The Lord of the Rings were pillars to provoke pause in passersby. Through many trials and much error, I’ve learned a few principles to do the same in this area. First, maintain a “use it or lose it” mindset. If you have trouble with this, move every few years- it’s an impressive deterrent to accumulation. Second, develop criteria for ownership. Study your own usage patterns and use that knowledge to inform purchasing and retention decisions. Finally, set physical limits. This creates a tradeoff mindset and discourages irresponsible collecting.

I’m a work in progress. Though minimizing is now easier for me, I’m not better yet; I still love stuff and still buy too much. But this needs to happen; we cannot serve two masters, and “one’s life does not consist in the abundance of his possessions.” (Luke 12:15) I’ll end with a challenge: get rid of 100 items in your home. Sell them, donate them, put them on a friend’s lawn. Perhaps you, too, will experience the “liberty of less,” for “where your treasure is, there will your heart be also.” (Matthew 6:21)

Friday, November 17, 2017

Thor: Ragnarok


The latest Marvel Cinematic Universe offering, Thor: Ragnarok picks up where 2015's Avengers: Age of Ultron left off (though familiarity with other MCU movies is advantageous).  Here, we pick up Hulk and Thor's story (both disappeared at the end of Ultron).  While Thor tries to stop Hela (goddess of death) from destroying Asgard, Hulk chills out as a gladiator on mysterious world.  They'll need to join forces if they have any hope of saving Thor's homeworld . . . can they do so before all is lost?

This film has been well received, but I wasn't as enamored as the majority.  It was certainly better than Thor: The Dark World, and retained the stunning visuals common in the series.  It struck a markedly different tone- much more humorous and zany, with odd characters; it all was reminiscent of Guardians of the Galaxy 2.  I enjoyed the change, but uneven pacing and oscillation between offbeat and deadly serious wasn't done as well as in Guardians, character (and plot) development was poor in places, and it was light on meaning ("Asgard is a people, not a place," was about it).  It was pretty good, but not great. 

Rating: B+


Thursday, November 16, 2017

Carrie


Carrie is the 1976 film based on the 1974 Stephen King book (just reviewed).  It follows the plot reasonably closely- an oft-wronged telekinetic girl goes bonkers at the prom and kills lots of people. 

As is typical, the movie fails to convey the power of the book.  The casting is reasonable (mostly fine, though John Travolta was a weak point), the characterizations accurate, but it's just too rushed.  At 90 minutes, the film fails to convey the depth of pain Carrie experiences, and the problems/sins of those around her.  You get the idea, but just a taste.  And, as the above poster implies, I think it misses the point that all involved are monsters.  It's not just about Carrie.  Finally, it's a product of its time- poor effects (by today's standards) and so on.  Read the book, skip the movie.

Rating: C

Tuesday, November 14, 2017

Carrie (Stephen King)


Carrie White is a sixteen-year-old telekinetic, able to control objects with her mind.  Raised by a mother practicing an extreme* interpretation of Christianity, Carrie is a sheltered outcast.  Relentlessly teased by kids at school, things seem to turn in her favor when her crush asks her to prom.  Things go well at first . . . but when her world comes tumbling down, she'll make sure everyone else's does, too.

I really liked this book.  A master of suspense and horror, renowned author Stephen King does an impressive job here, in his first published work.  The tale is told in nonlinear fashion and alternates between "standard" omniscient narrator, newspaper clippings, AP reports, book extracts, and various character points of view.  I loved that aspect, and was particularly impressed that the reader knows early on how the tale ends, but that foreknowledge heightens (rather than detracts from) the suspense.

Though Carrie is seen by many in the tale as a monster, I believe King's point is that we're all monsters.  Almost everyone in the book has a hand in the tragedy that occurs; such is life for our fallen race.  We use our powers (words and deeds) to torment and destroy others . . . at times to the ruin of all.

Rating: A

*and blatantly incorrect

Sunday, November 12, 2017

Tales of King Arthur (Henry Gilbert)


Tales of King Arthur, published in 1911, is a re-telling of the Arthurian legend for children.  A classic treatment, there are many familiar stories and figures here.  The chapter [story] list:

- How Arthur was made king and won his kingdom
- Sir Balin and the stroke dolorous
- How Lancelot was made a knight, the four witch queens, and the adventures at the chapel perilous
- The knight of the kitchen
- How Sir Tristram kept his word
- The deeds of Sir Gertaint
- How Sir Perceval was taught chivalry, and ended the evil wrought by Sir Balin's dolorous stroke
- How Sir Owen won the earldom of the fountain
- Of Sir Lancelot and the fair maid of Astolat
- How the three good knights achieved the holy grail
- Of the plots of Sir Mordred; and how Sir Lancelot saved the Queen
- Of Sir Gawaine's hatred, and the war with With Sir Lancelot
- Of the rebellion of Mordred and the death of King Arthur

I liked Henry Gilbert's take on Robin Hood, so I was anticipating this one.  Unfortunately, this didn't do it for me.  The tales weren't compellingly told and, worse, diminished the power of the tragedy by watering down or minimizing key aspects of the story (like Lancelot & Guinevere's relationship).  I assume the changes were made to make it more appropriate for children, but other versions for children- like Rosemary Sutcliff's- are much superior.  I read half, skimmed the rest, and moved on.

Rating: C+

Saturday, November 11, 2017

Exit: The Game- The Pharaoh's Tomb


Today's review is of the 2016 release, Exit: The Game- The Pharaoh's Tomb.  For 1-6 players, it (supposedly) can be done in one hour, but will likely take much more.

Overview
On a vacation to Egypt, you're enjoying a tour of an ancient tomb when the unthinkable happens: you get separated from your group and trapped in a burial chamber.  With only a notebook full of clues and a dial, you don't have long before you'll be trapped forever.  Can you figure out a series of riddles in time to escape?

This is a cooperative game, modeled after the escape rooms so popular right now.  You may have to cut or modify clue cards or other components, meaning it can be played only once (though once you know the clues, playing again would be pointless anyway).  The notebook is key but doesn't hold your hand- you'll have to think outside the box on this one- assume nothing.  You're supposed to be able to solve every thing in an hour . . . good luck.

Review
I played this with a group of four other highly educated individuals . . . and while we figured out many riddles, we got stumped more than once and had to rely, more than we expected, on the hint cards provided- and it still took us almost two hours.  I appreciated that it was challenging, but some steps seemed unfairly difficult . . . maybe that's the point.  As this is one in a series, I wonder if playing other offerings would be much easier, now that I know the range of things to expect.  In the end, it was enjoyable enough, but not something I see myself doing frequently.  I'd like to try a physical escape room to see how that compares.

Rating: B

Wednesday, November 8, 2017

Inis


Today's review is of the 2016 release, Inis.  For 2-4 players, it takes 60 minutes.

Overview
A newly discovered land begs for colonization; your goal is to be elected High King over disparate clans.  To do so, you must satisfy the most victory conditions:
- be present [have at least one clan] in six or more territories
- be chieftain* over a combined total of six or more opposing clans
- be present [have at least one clan] in territories with a combined total of six sanctuaries

Inis actions are taken using different types of  cards:
- each territory has a corresponding advantage card, given to the chieftain of that territory at the start of a round
- action cards are a common pool of actions, drafted completely each round and reused in subsequent rounds
- epic tale cards are generally obtained by playing certain action cards; powerful, they can be used only once per game

Throughout the game, players will use advantage, action, and epic tale cards to place new clans, citadels, sanctuaries, and territories, move clans between territories, and clash with opponents.
the game's contents; image from here
*the chieftain of a territory is the player who has the most clans in that territory. 

Simplified Gameplay
Inis is played over rounds; each round has two phases: Assembly and Season.

Assembly
- the chieftain of the Capital territory is designated as the Brenn (temporary leader or first player)
- check to see if anyone has won the game (players must have obtained a pretender token the round before to be eligible; the player who has a token and has satisfied the most victory conditions wins)
- each player takes any advantage cards corresponding to territories where he/she is chieftain
- the Brenn shuffles the action cards and manages the drafting of cards as described in the rules

Season
- each player, starting with the Brenn and rotating, can take one action on his turn: play a card, take a pretender token, or pass.  Every card played is discarded; some (action and advantage) will be used again in every round; epic tales will not be
- play continues until everyone has consecutively passed; then a new round begins with the assembly phase
- some cards can provoke clashes, which will force participants to lose clans or cards from their hands until all involved agree they've had enough

a game in progress; image from here
Review
This game initially appealed to me due to the breathtaking artwork- and it is a very 'pretty' game.  The rules are simple, the game moves quickly, and it's pleasantly interactive with lots of decision making.  That said, playing with just two players felt anticlimactic.  It's good, but there's something I can't identify that precludes it from being great.  I need to try this again with three or four participants.

Rating: B+

Tuesday, November 7, 2017

Christianity's Dangerous Idea (Alister McGrath)


The Reformation of the sixteenth century (discussed here and elsewhere on this blog) "is best conceived as a series of initially independent reforming movements with quite distinct agendas and understandings of the nature of theology and its role in the life of the church."  It would result in a number of new denominations of Christianity, grouped together and called "Protestant" due to their origin (protesting what they held to be erroneous Catholic doctrines and practices).  Alister McGrath masterfully captures the essence of Protestantism in Christianity's Dangerous Idea.  Any quotes here are from the book.

Summary
The book is divided into three sections: Origination, Manifestation, and Transformation.

In Origination, he covers the origins of the Reformation before Martin Luther, Martin's work, concurrent efforts in Europe (like Zwingli & Calvin), and the emergence of and differences between the four main schools of thought (Lutheran, Reformed, Anabaptist, and Anglican).  Initially focused in Germany, Switzerland, and England, "Protestantism spread, like Islam, through a complex amalgam of trading links, colonial activity, and intentional outreach."  McGrath then discusses the shifting thoughts in subsequent centuries in Europe and America, analyzing the notable change from religion as state policy to private belief after years of conflict (like the Thirty Years' War) left people tired of fighting over beliefs.  "Rigid theological orthodoxy had to give way . . . to a new concern for the devotional life and a deeper personal relationship with Jesus Christ."  Some, understandably, started to prefer devotional fervor to intellectual rigor.

In Manifestation, he discusses some distinctive Protestant beliefs, worship structures, and how the movement shaped Western culture, art, and science.  Why does this matter?  "Christianity was not just about the individual's personal relationship with God; it had implications for an individual's existence in the community."  "What the church believes it is determines what it does as it shapes it priorities and agendas."  From the Protestant work ethic to its analytic/questioning mindset that translated well into the scientific realm, the movement had a profound impact on the world which continues to this day.

In Transformation, he looks at how American Protestantism has changed over the years, the global rise of Pentecostalism, and the new frontiers.  "It is of the essence of Protestantism to reexamine and renew itself, responding to its environment, on the one hand, and its own reading of the Bible, on the other." And the result?  "Even small changes in biblical interpretation can dramatically alter Christian life and actions."  This is well illustrated in Pentecostalism's focus on the work of the Holy Spirit, and indicative of the Protestant movement as a whole, whose slogan semper reformandum ("always being reformed") has rung true for five hundred years and counting.  It allows the Church to "deal with rapid social and cultural change."

A Dangerous Idea
At the crux of Protestantism is a dangerous idea: that all people had the right to read and interpret the Bible for themselves.  Luther's principle of Sola Scriptura (Scripture alone) would turn society on its head and change the world.  He and others argued that having a human authority over Scripture- in his time, the Pope- and discouraging laity access to the text was unacceptable.  He would translate the Bible into the common tongue and give everyone the right to read for themselves the word of the Lord.  Effectively, "Protestantism arose as a new way of reading the Bible."  This had predictable results, both good and bad.

The good was a return to the Bible, enabling direct access for all believers to foster personal understanding and responsibility.  And this access helped create an atmosphere of constant evaluation: "At its heart, Protestantism represents a constant return to the Bible to revalidate and where necessary restate its beliefs and values, refusing to allow any one generation or individual to determine what is definitive for Protestantism as a whole."  As a result, "all interpretations of the Bible must be regarded as provisional, not final; part of the task of the Church is continually to reexamine previous ways of interpreting scripture to ensure that they have not lapsed into uncritical, unthinking, or simply wrong ways of interpreting this foundational text."

The fundamental difficulty was "the absence of any authoritative interpreter of scripture that could give rulings on contested matters of biblical interpretation."  In other words, "if the Bible had ultimate authority, who had the right to interpret the Bible?"  Protestantism is "characterized by a belief . . . that scripture is clear enough for ordinary Christians to understand and apply . . ." yet this theological approach would "lead to an uncontrollable diversity of outcomes."  Why?  "Since every Protestant has the right to interpret the Bible, a wide range of interpretations cannot be avoided.  And since there is no centralized authority within Protestantism, this proliferation of options cannot be controlled.  Who has the right to decide what is orthodox and what is heretical?"

This led to diversification; several schools of thought, "each claiming to be grounded in the Bible, and the Bible alone, yet recognizing quite different authority figures, interpretative methods, and contextual constraints in their interpretation and application of the text."  Indeed, "the movement's shared commitment to the authority of the Bible does not lead to a common mind on how the Bible is to be interpreted."  The hundreds of denominational variations available today prove the point. And unfortunately, the little things become big: what some consider "matters of indifference" are "treated as criteria of demarcation."  In every age and culture, we tend to congregate with fully like-minded individuals; we humans are not nearly as open-minded as we claim.

So what are the issues in biblical interpretation?  Why such disagreement?  Some examples:
- The Relation Between the Old and New Testaments.  How does Jesus and His work change what stays and what goes?  Which of God's Old Testament commands are always true, and which were satisfied in Christ?
- Biblical Language: literal, metaphorical, poetic, or accommodated?  The nature of a book is immensely important to understanding and interpreting the message.  And does God accommodate ("adjust himself to the capacities of the human mind and heart") in certain places?
- New Testament commands: which are universal, and which specific to the original audience?
- Biblical values and ethics: which values are culturally contingent or universal?  Are we to take them as they are presented, or discern the intent behind a given law/prohibition, as it may "reflect issues in the culture of the ancient world . . . that do not apply today"?

Does this mean the Bible is untrustworthy or unknowable?  No; "It is perfectly possible for an inerrant text to be interpreted incorrectly.  Asserting the infallibility of a text merely accentuates the importance of the interpreter of that text."  Thus, the company we keep is immensely important.  Today, the result is a consumerist mentality, with people often choosing a Church based on how it aligns with their personal beliefs on Scripture. All this, based on the idea that people should be able to read and interpret for themselves the word of the Lord.  A dangerous and transformative idea, indeed.

Review
Thought-provoking (with profound statements applicable well beyond the subject material), clear, succinct, eloquent, insightful, scholarly yet accessible . . . McGrath does an amazing job.  I appreciated his focus on Protestantism as a whole over the centuries, going well beyond standard Reformation treatments.  I was impressed by his balanced approach- I couldn't figure out from the text which Christian tradition he preferred.  His education (three doctorates: molecular biophysics, theology, and intellectual history) is excellent and shines through- he knows his stuff and how to communicate it- a rare combination.  Though not the best starting point on Reformation history, this is a vital work to understanding the world in which we live.  Highly, highly recommended.

Rating: A+

Thursday, November 2, 2017

Set


Today's review is of the 1988 release, Set.  For 2-20 players, it takes 30 minutes.

Overview
As the name implies, Set is about identifying (and collecting) sets of cards.  Every card in the game pictures objects with four attributes:
- quantity (1, 2, or 3)
- shape (diamond, oval, or 'squiggly')
- fill (solid, lined, or empty)
- color (blue, red, or green)

The game is prepared by shuffling these cards and creating a 3x4 grid of them for all to see.  There are no turns; all players look at the available cards and seek a set.  A set is defined as three cards which, for each of the four attributes, are all the same or all different.  Look at the picture below, then the following paragraph for an example.
image from here
There are several sets in the image above.  Here are two:
A) a set of cards with "two squigglies" each.  It's a set because the shape is the same on all (squiggly), the quantity is the same on all (two), the color is different on all, and the fill is different on all.

B) a set of cards with three ovals each.  It's a set because the shape is the same on all (oval), the quantity is the same on all (three), the color is different on all, and the fill is the same on all (lined).

There are other sets I see in the above . . . do you?

When a player identifies a set, they point it out, and everyone verifies that it meets satisfies all criteria.  If so, the player picks up those three cards, stacks them next to himself, and three new cards are drawn from the deck and placed in the vacated slots.  Play continues until no possible sets remain; the player with the most sets wins.

Review
This game is fun- if you like silence.  Since everyone goes at the same time, concentration is intense and (generally) nobody speaks until the game nears its conclusion.  It's simple in concept but can be impressively difficult to find a set in a given arrangement.  While I like the game, it's low on interaction and therefore well-suited to only specific crowds/situations.

Rating: B