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+