Holidays and Choose-Your-Own-Adventures

Oh my.

Quite a lot has happened since I last wrote to you, my friends.

Christmas and New Years were big events. I definitely had the Christmas blues — or whatever phenomenon hits some people during various holidays. I cannot tell you how often I've entered some unfortunate state of mind and lamented to myself: "Am I gonna be like this forever?! I'll never be happy again! Woe is me!" Etc.

And then the season ends, and I feel normal again, and I try to remind myself how many times I've gone through that drama.

IN THE OTHER NEWS

I have printed Meadowvale! It's sitting next to me, patiently waiting to be read, patiently waiting to be written.

I've been relearning these past few months that things aren't stuck. I often want to think that things will always be the way that they are. Even more so, I want to think the bad things will always be the way that they are, and the good things may come and go. Certain voices have tried to teach me as much, and I felt compelled by it often enough. However, our circumstances never last forever — neither the good nor the bad.

Far too slowly, I'm learning how to rest in God — instead of dramatizing all over the place.

Far too slowly.

In other other news, Dominion!? What what! It's a card game that I absolutely love. It's a deck-building game, so you gain various cards as you go that perform various actions. There are so many expansions with so many cards that I'll never manage to play them all, and I need to play them all!

Why? What is it like? It's like a choose-your-own-adventure story. I LOVED choose-your-own-adventure books. (I am determined to write one one of these days — by God's grace. I beg, and I plead.) I've watched plenty of movies and a fair bit of TV, but nothing can really beat choose-your-own-adventures: video games, board games, and books.

It lines up ever so nicely with writing your own book: you tell the story. You may win or lose, but you still tell the story. With Dominion, there are so many little stories! There are stories with knights and castles, alchemists and golems, thieves and kings, pirates and islands, and so many more.

Donald X. Vaccarino, designer of Dominion, seems like a creative, thoughtful man. If you play enough of the game, you start to see elegant relationships between the cards — as if he were deeply invested in each one.

Card games may not be your thing, but any self-respecting individual can at least respect another man's refined craftsmanship.

In other^3 news, I have to go finish some story sketches that have been sitting too long.

Kapow.

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