Tuesday, December 31, 2013

Fortitude Save



Howdy all, I apologize for dropping of the face of the internet for the past couple weeks, but things have been a little nutso. The movening is complete and the Wife and I have transitioned to the Unpackening. The holidays were a whirlwind, and I got slammed with a wonderful last-minute gift--a wicked chest cold--from my 2 year-old niece and her little brother. As such, I have barely had enough brain power to figure out where the dish towels are hiding, much less come up with anything profound to say.

However, rest assured that things will be back to their old selves with a new base of operations and some fresh new content once I get myself settled and over this dang cold.

Happy New Year! Thanks for reading!

Now I'm going to go ring in 2014 with a NyQuil toast.

Friday, December 20, 2013

Maps from the Past: Grade School Project



Among the many remnants of my past recovered from my family's storage unit awhile back was this map of an island that I did for some long-forgotten grade school project. It has a grade on the back (it's good), but I had no idea this map even existed until I pulled it out of a musty old folder. I have no idea what the assignment was, but judging by the thoroughness, I suspect I took to cartography with gusto.

The map is clearly contemporary, with airports and railroads. All of the major features are named. Yet the islands are nameless... Spooky... It might be fun to set a modern adventure in this little world, or re-skin it for Eberron or something similar. Also, my childhood spelling was clearly not as good as I remember it being.

Wednesday, December 18, 2013

A Very Lego Christmas: Week 2

And now for the continuing adventures of A Very Lego Christmas, my interpretation of the story contained within the 2014 Lego Advent Calendar. You can also check out Week 1 here.

December 7 (a date, which will live in infamy): The cop tells his dog to turn in his badge and bone for failing to protect the house from the scarf and hat burglar.

Monday, December 16, 2013

Make-it Monday: KSP Day 1 - The Founding of DASA


I know Make-it Mondays are not supposed to be videogame related, but I am going to bend the rule this week, because I think this videogame project fits the spirit of my Make-a-thing-a-week resolution. Yesterday I got together with several of my friends for the first-ever meeting of the Dubliner Aeronautics and Space Administration (DASA). The name is derived from the name of the karaoke bar where we all used to be regulars.

For several months, a group of us have been kicking around the idea of getting together to run a day of Kerbal Space Program as though we were actual 60s-style rocket scientists, complete with black ties, white shirts and lots of hand-drawn diagrams. Well, this weekend, we finally made it happen.

Monday, December 9, 2013

Make-it Monday: SketchUp Modeling the New Home/Game Space



The Wife and I have a proven strategy for effective moving. The two key components of this strategy are fear, surprise, ruthless efficiency and an almost fanatical devotion to the Pope rolls of color-coded packing tape, and a highly accurate SketchUp model of our abode-to-be.

Color-coded tape FTW!
We used this strategy during our move into our current place, and it proved to be one of the quickest and easiest living-transitions I have ever experienced. Now that we once again find ourselves on the eve of movin' on up, it is no surprise we have, once again, rolled out our old battle plan.

Over the weekend, I began work on a SketchUp model of the new house. This began with a brief stopover to take detailed measurements of the various living spaces. I then used these to whip up a model of our new living/dining/gaming space. We have already begun using this model to figure out furniture placement, new furniture purchases, and potential paint colors.


The room modeled here is the main living area of the new house, which has an open dining room attached. One of the great things about our little family is that we are both totally on board with having our gaming out on display in our lives. This room will not only hold our couch and TV, but will also eventually include shelves full of board games, books and gaming books, because when we have friends over, there is an excellent chance that we will be playing something.

TV area with a candidate for a new couch...
we quickly realized that the full 6-piece sectional was too big, so this model shows a three piece version.
I am still not finished populating the model with our furniture, because, unfortunately, my models of our current apartment and all of our stuff are entombed on a busted hard drive, so I've been forced to rebuild all of the furnishings.

This space will soon be full of shelves... oh, and chairs. Chairs are good too.
One of the tricks to modeling for moving is to not get too caught up in the details. I have intentionally left the models a little low-fidelity in order to save time building them, and to keep the model from getting bogged down in rendering as it grows. However, that being said, it is important that certain elements like the outside dimensions of furniture, window heights, and even overhangs for things like railings be accurate, as these can affect furniture placement in significant ways, depending on the circumstances.

Now, you may be wondering about my previous SketchUp post in which I hinted at making video tutorials on this stuff. Well, I tried to start but quickly realized that Fraps and SketchUp reeeeeally do not play well together. They basically talk to each other as though it is opposite day. When Fraps indicates it is running, it's not, but when it isn't, it is... but not exactly. I only learned this after recording an entire tutorial session only to discover that Fraps recorded everything around the tutorial like getting the screen set up and going to check on the file when I was done. I even tried to play the opposite game with the software, but it seems like there are some rule of which I am not aware... so that didn't work either. In short, I tried, but have not yet succeeded in recording a SketchUp session. I will be sure to let you know if and when I do.

Friday, December 6, 2013

A Very Lego Christmas: Week 1

This year, I once again received a Lego advent calendar for my birthday. Last year, I got Lego Star Wars. This year was Lego City. Upon opening the first little bin in the calendar, I noticed something amusing. December 1 contained a mini-figure of a police officer in tactical gear, holding a mug. However, there wasn't just one mug in the set. There were two… and two hats as well.

At some point in the years since I was a child, Lego has wised up to the fact that small pieces are easily lost. So they now include an extra or two among the smallest pieces in any set. With most normal sets, this isn't particularly odd, but when dealing with the VERY limited number of pieces in an advent set, it can produce some amusing results.

I found myself faced with the spectacle of one cop, two cups… Thus, double-fisting cop was born! There is a gaming adage that "no adventure plot survives first contact with the players", which was adapted from a military saying that "no battle plan survives contact with the enemy." Well, I am here to declare that no Lego set survives first contact with the imagination.

I snapped a picture of my newly invented character of the double-fisting cop, and as the days progressed, and new sets were built, I added to his story with amusing (to me at least) results. I plan to keep this up throughout the holiday season, and will share the unfolding tales here.

So now, I give you week 1 of A Very Lego Christmas.

December 1: Meet Double-fisting Cop. He's too drunk to pick up his hat.
December 2: The cop has a cozy fireplace and has switched to more exotic beverages.
December 3: When drunk, the cop thinks it's amusing to feed human femurs to his dog.
December 4: Stepping outside for some air, the cop is accosted by a snowman
who attempts to mug him with a veggie club.
December 5: The standoff escalates as the cop and snowman go for a nearby weapons cache.
December 6: Little does the cop know that the snowman is merely there to distract him
 from the robber who is stealing his hats, scarves and holiday booze.
I plan to post weekly updates of A Very Lego Christmas as the story continues to grow and warp into an absurd tale of holiday shenanigans.

Thursday, December 5, 2013

The Packening



Well, the Wife and I are officially movin' on up. We are getting ready to close on a home purchase in a couple weeks, and have shifted into full-blown packing mode. All of my game books and my pre-painted minis have been boxed up and my regular game group is on hiatus until after the holidays. As such, I may be going into a bit of slacker mode around here as my evenings are likely to be spent up to my elbows in bubble wrap.

I have some ideas for easy, entertaining, low-effort content, but you may just need to bear with us for a bit.

Hopefully we'll be settled in by New Years and everything will be back to normal... or as normal as it ever is... both online and off.

Monday, December 2, 2013

Make-it Monday: Sporkchop Attempts to Sew a Dice Bag



The Wife and I got back from an uber-relaxing holiday weekend spent at a friend's house in the mountains, and I think the Wife decided that I was just too relaxed by the time Sunday rolled around. So, when we got back into town she decided that Sunday afternoon would be an excellent time to teach me how to use a sewing machine.


We decided that my first project would be to try my hand at a dice bag similar to the one Paul Mason makes in this nifty tutorial video over at Geek & Sundry. It seemed simple enough, but let me tell you, even though the project only involves four bits of fabric (five if you add a decorative piece to the bottom like in the video), it sure does a good job of presenting its share of frustrations. The circular bottom bit was probably the most frustrating to line up properly, and the stretchy fabric I picked out didn't help.

After a bit of hemming and hawing, (get it? hemming!?) and perhaps a paltry amount of pouting and blowing off of steam, I finally managed to create something that I am not horribly embarrassed to use for dice storage.

See! Happy Sporkchop!

I picked out a red paisley print to strike fear into the hearts of my enemies!
I ended up with some unintended pleating around the base of the bag, though
I do like how the bit of paisley I picked for the bottom lined up... sort of tentacley!

The black, velvety lining is also pretty boss.
 For a first venture into machine sewing, I would have to call this a success. Unfortunately, I have little patience for my own learning curve and tend to get grumpy if I'm not perfect on the first try. I'm working on tempering that tendency, but could still use some practice. Because, hey, nobody's perfect!


Friday, November 29, 2013

Game Maps and Notes From My First Adventure EVAR!



In my continued rummagings through my very first DM binder of 20 years ago, I came across the maps and notes I drew up for the very first adventure I ever ran.

The girl I was dating at the time (read getting caught making out on people's couches like the uber-jerk I was at that time in high school) had an interest in D&D I think largely due to her dad. The basement of their house was AWESOME. Wall to wall shelves of dad's fantasy paperbacks and game books.

Well, she and some of our other friends wanted to get a game up, but we had no DM... of course, I said I'd do it. What's the big deal? I thought. I had previously played and run a lot of HeroQuest and Dragon Quest games. I really liked THOSE. how hard could it be!?

Wednesday, November 27, 2013

Happy Thanksgiving my Nerdly Friends!



Hello my lovely readers. I just want to say that I am thankful for all of you! Thank you for stopping by my little corner of the internet to share in the joys of nerdliness with me. I hope all of you living in the U.S. have a wonderful holiday weekend, however you choose to celebrate. I will definitely be eating my share of home cooked food and drinking gratitude like gravy... or is that gravy like gratitude? Anyway, there will be both gravy and gratitude.

Now, I will share with you a tip that one of my coworkers offered up for dealing with Thanksgiving leftovers. Take your mashed potatoes, turkey, stuffing and whatever suits your fancy, and wrap it in a tortilla for a delicious post-Thanksgiving burrito!

I'll catch you all next week, but I have another map scheduled to auto-post this Friday, so keep an eye out!



Monday, November 25, 2013

Make-it Monday: Mini Painting, Dwarf Base Coat and Old School Birthday

So, my birthday was last week, and this weekend we threw a little shindig over at our place with food and board games. A couple of my friends even got me presents, and a lot of those presents just happened to be game related.

One friend got me an awesome set of brushes to add to my mini painting kit.

The angle brushes are awesome for getting into the hard to reach bits.
Of course, I couldn't pass up the opportunity to them out, so I busted out the Bones once again, and put a base coat on a dwarven fighter mini.




I'm basing the color scheme for this mini around a bronze palette, which so far is seems to be a nice change from the typical gunmetal/silvery chain mail and armor that seems to be my default. I also think I finally got my brain to shift away from worrying about being perfectly tidy on the base coat. Ultimately, it is more important for that initial layer to have thorough coverage than it is for it to have clean edges. Once you get that first covering, you can more easily go back and tidy things up.

Unfortunately, I can only do so much in one sitting before my hands get tired and my eyes start crossing, so I'll need to leave it where it is for a day or so before continuing with more base touch-ups and highlighting.

Blast From the Past

The other gaming presents I got were only sort of birthday presents. I have found that one of the advantages about being an out-and-proud dice dork is that former dice dork friends will occasionally offer up some of their old kit that they don't plan to use anymore. Such was the case when a couple of my friends mentioned that they had old D&D 2nd edition material they were looking to get rid of. One of these friends did package his set of books as a birthday present, while the other delivered two boxes of box sets to my door after about a month of delivery tag (if that's a thing?)

I actually took the Monster Manual upstairs to read before bed... just like when I was a kid.
Anyway, I'm just glad I have a nerdy and understanding Wife who indulges my habits, because this stuff is 
  1. unbelievably awesome inspirational material
  2. not likely to get used for their main purpose (as game modules) any time soon
  3. voluminous enough to nearly double the linear footage of my D&D catalog
Despite the fact that I don't think I'll be rolling a 2e game anytime soon, I've been flipping through the books and have already discovered a couple elements that I might even be able to work into the next game session. One of the truly wonderful things about inspiration is that it is not affected by new editions and rule changes.

Wednesday, November 20, 2013

Kerbal Space Program: The Silly Side of Rocket Science

A couple weeks ago, Squad released an update to their amusing space sim, Kerbal Space Program. The version .22 update added a career mode feature, which has been directly responsible for a lot of my wasted time over the past couple weeks.

For those who are unfamiliar, KSP is an indie game in open alpha development that allows the player to build rockets to fly little green men (who are likely some genetic variant of the minions from Despicable Me) around a made up solar system. Here's the thing, though... unlike any other space game I've played, KSP uses extremely realistic orbital mechanics. Which makes it both compelling for a space geek like me, but also really hard to get the hang of.
 
First Kerbal on the Mun
Up until this recent update, the game has been a sort of sandbox spacecraft builder. You built rockets from an unlimited supply of parts and sent them off to who-knows-where with an unlimited supply of little green men at the controls.

The new career mode is only different from the sandbox spacecraft builder in that your starting parts are limited. Unlocking the parts in the tech tree requires that you fly missions and run science experiments along the way. This earns you science points, which you can use to unlock new tech. That's it... no specific missions, no storyline. Just a tech tree tempting the player with its forbidden rockety fruit.

Probe landing on Eve (the in-game equivalent of Venus)
Seriously though, career mode was a major game changer for me. When the game was a simple sandbox, I'd fire it up from time to time, maybe put a rocket in orbit, or try to dock two spacecraft together, but that was about it. Now, I find myself dreaming up missions, doodling spacecraft, even calculating delta V by hand! The fact that repeat missions produce diminishing returns on science only encourages this behavior. If I am going to get the whole tech tree unlocked, I need to explore new worlds, seek out new life and new civilizations, and boldly go where no Kerbal has gone before.

Orbiter around Jool (in-game equivalent of Jupiter)
 

Monday, November 18, 2013

Make-it Monday: SketchUp Tiles

Using SketchUp's built-in style sets can yield some really cool looks.

I apologize for the lack of posts last week. Life got really slammed as the Wife and I scrambled to finalize our offer on the house it looks like we will be buying. All offers and counter offers have now been accepted, so we just need to finish wrapping up the mountain of paperwork that goes along with such things and we'll be on our way to home ownership! We also headed out of town late last week to go down to Oregon. I had a conference to attend, and we decided to extend our trip into a mini-vacation... without a computer.

Well, we're back. We are still busy with the house stuff, but I did have a chance to dink around in SketchUp a bit! I created a nifty little virtual version of my Dwarven Forge dungeon tiles. Each 10x10 tile is made into a component, which makes it super quick and easy to plot out a dungeon. Simply use SketchUp's [ctrl]+move and array functions to duplicate and move pieces around, and you can have a little dungeon complex up in no time. It took me about an hour to build all the tiles you see here, and set up the little example dungeon.

The whole dungeon was built from five basic block types

A top-down view

I think I'll keep tinkering with this method of SketchUp dungeon mapping. The components are simple to build, and I suspect I could come up with some pretty cool looking dungeons just using a few basic building blocks.




Monday, November 11, 2013

Make-its of Days Past: Map, Ulrich's Pass

Life came on pretty strong this past week. The Wife has been down for the count with a wicked cold, and I have been doing my best to keep up with the weekly chores so she can rest. Of course we didn't actually get much resting done, as we just put an offer on a house this weekend and had it accepted! Holy crap, now we're in the inspection and Escrow scramble.

The point being, I didn't have time to really make anything new this past week. That's not to say I didn't put time into keeping my make-it resolution going. I did put an hour or two worth of work into figuring out an approach to making SketchUp videos for gamers, and I am cultivating ideas on that front, but I didn't end up producing anything worth sharing from the effort. The Wife also got into the make-it act after getting bored with lying around, watching TV (and buying houses). She picked up a paintbrush and applied a base coat of grey paint to an entire set of the Dwarven Forge tiles that I started recently.

So, as a consolation prize for not finishing anything new this week, I give you another map from my very first DM binder. I don't even remember what Ulrich's Pass was supposed to be for, but I definitely dig the topographical feel. Also, hex paper! I found a whole huge sheaf of the stuff in the binder. I distinctly remember struggling to form my opinions on the usefulness of hex vs. square paper back in my 2e days. I definitely dig hex for regional maps like this one, but still prefer quad-rule for dungeons or other tactical maps.


Friday, November 8, 2013

Book Review: Accelerando



Accelerando, by Charles Stross is an interesting thought experiment in novel form. The book is an extrapolation of Moore's Law written as a cyberpunk space opera? The story follows the family of Manfred Macx and his ex-wife/occasional dominatrix, Pamela. It begins in a near future that seems disturbingly close. Macx is a sort of altruistic patent troll, who comes up with ideas, patents them and then immediately releases them to the public domain. His reputation is his income, literally. He is also completely reliant on a system of portable memory banks, which interface with a pair of glasses that provide him with an heads-up display tracking the broad expanse of his virtual business endeavors. Pamela, is a sado-masochistic IRS agent trying to nail Macx for tax evasion.

Moore's Law

The book periodically fast-forwards through time, often describing the transition in (the incredibly useful units) megaseconds, or gigaseconds. The interludes describe the growth of artificial intelligence in the solar system as the sum total of computational processes knocked out by silicon begins to outstrip the total thinking power of biological life. People begin uploading their personalities into virtual existences, storing their entire physical, mental and emotional code for download into future bodies, etc. Death becomes obsolete.



The story goes on to track the exploits of the next several generations of the Macx family. First is the daughter, who mines asteroids around Jupiter before sending a copy of her consciousness off to explore an alien signal at the edge of the solar system. Next it focuses on the grandson who is a museum curator on Saturn after most of the inner planets have been dismantled to make clouds of spaceborn nanocomputers. Finally, it moves to the great grandson living among a bizarre human exodus out among the stars. Throughout all of this, none of the earlier generations ever disappear, and everyone is constantly shadowed by the presence of Manfred and Pamela's robotic cat, Aineko.

Unfortunately, I think that this book suffers from something fairly common in the cyberpunk genre: an overinflated sense of cool. The author seems driven to write cleverly, rather than to tell a compelling story. So, while this book succeeds at being an interesting thought experiment, I never really found myself invested in the characters or burning through pages to find out what happened next.

The subject matter is the other big problem. Exploring the end of human mortality has the unfortunate, possibly inevitable, side-effect of lowering the stakes of the story. The main characters cannot die… in fact, by the end, deaths of individual instances are almost a daily routine. Death loses its impact and its meaning. I stop caring about what happens to the main characters, because if something bad occurs, they can just reboot. I think the author tried to insert a twist into the end, but it really came across as a hybrid of a Shyamalan-ian flop and a Stephensonian non-ending. Great thought experiment. Poor novel.

Wednesday, November 6, 2013

Running Dreamland Adventures in D&D



After a month of conferences, illness and Halloween craziness, my regular game group finally managed get back to the table this past Monday. We ran through a session that accomplished something I had been wanting to run for a long time. The adventure we began on Monday took place in the dreams of one of the PCs.

I came up with a few custom mechanics for creating a dream-like feel to the adventure, and I will get to those in just a bit, but first a little back story to set the stage.

Monday, November 4, 2013

Make-it Monday: Painting Dwarven Forge, First Impressions

After a month of nothing but costumes, I finally got to scratch my painter's itch this weekend. Yesterday, I cracked open my Dwarven Forge Kickstarter set and decided to try my hand at the technique described in DF's official painting tutorial found here.

Waiting for the paint
Painting the tiles is a four step process when making use of the official Pokorny-brand paints that were available as an add-on to the Kickstarter. here's how it went. 

Friday, November 1, 2013

SketchUp for Gamers

The landing at Fenwatch from my last campaign
I've been seeing an increase in the use of SketchUp lately for game mapping. The most common technique seems to involve importing a hand-drawn dungeon map and pushing/pulling it out into three dimensions. You can check out an excellent example of this by mapper, Kevin Campbell here.

Now, I am a huge fan of SketchUp. I deal with it regularly in my day job as a museum exhibit developer. I even teach an annual introductory seminar on it for my former grad school program. So, I like to think of myself as being relatively skilled with the software. Yet in my several attempts to adapt the program for game mapping purposes, I always wind up faltering and leaving a half-produced model waiting to be finished. Why is that?

Hey Geoff... why you no finish Wayshepherd's Guild?

Using SketchUp well takes time. 

I think the name SketchUp is a bit of a misnomer, because if you use the program like a sketch pad, simply drawing in your maps, your model can quickly become cumbersome to work with. The program should really be called "ModelUp", because, as I tell my students, it works best if you "group early and group often". To translate for mapping, each bit of the map should be "sketched" as its own unique group or component. Every doorway, pit trap and blood-soaked altar should be set up as a discrete building block and then plugged into the model. The downside to this technique is that it adds steps, which adds time to the process. If you are in a hurry to get a map done for next week's game, you might want to run with pen and paper. Heck, even at work, we use pencils and sketch pads as much as any software, especially when pressed for time.

Because I'm running an active game, and leaning towards the Lazy DM model for most of my planning, cracking open a SketchUp file for my location-based encounters just hasn't been practical of late. If I were focused on mapping for maps' sake, or making something for publication, it might be a different story, but when in a hurry, it's best to stick with quad ruled paper and pencil.

That being said, SketchUp can offer some definite advantages in certain circumstances such as:

  • Dungeons with overlapping levels. The ability to view models from all angles is a powerful visual tool when dealing with twisting ramps, balconies and other vertically layered environments.
  • Recurring locations. Recurring environments in your game, especially those that might be modified over time can really benefit from the SketchUp treatment. If you set things up well, it can be quick and easy to expand the kitchen on the party's keep, or add battle damage to the mage's tower. If set up poorly, however, such changes could be a nightmare.
  • Established Settings. This is a bit of a Catch-22. SketchUp can get more efficient as you use it, but it can take a while before it is efficient enough to be worth using for a game. Why is this? Well, again, if you are building your models well, you will start to accumulate a library of components that can be quickly plugged into other models as needed. If you don't need to create a creepy statue for your 2nd or 3rd creepy statue dungeon, you can save a lot of time if you slogged through the work in the 1st one.

So, perhaps the best way to start using SketchUp for a game is to build game-like things for fun... without session prep deadlines, or real requirements. Once you have your system down and a library built up, then take the plunge to work it into actual game mapping.

Of course, all of this rumination on SketchUp has both given me an idea and gotten me tempted to try my hand at game mapping in it again. I think that I will take a stab at creating an online version of my intro to SketchUp seminar, but with a focus on creating things for use in RPGs. I don't have a schedule for it, so it will likely be slow to roll out. Nevertheless, I think it could be helpful for those game mappers who want a leg up to use SketchUp well.

In the mean time, if you are currently using SketchUp for fantasy mapping purposes, you can find some furniture and other dungeon/castle elements (along with a couple unrelated projects) for use in your models in my SketchUp warehouse here.

It's like some sort of kobold-filled Ikea


Wednesday, October 30, 2013

Make-its of Days Past: Maps, Falrhea and Ravenwood


Hey hey, map junkies! I've got a couple more maps to share with you from my very first DM's notebook. The first is a very similar, yet slightly different left-justified regional map akin to the one I posted a couple weeks ago! 

I'm not sure how this map relates to the previous region, but I suspect they are part of the same game world. I haven't found a whole lot of notes pertaining to either of these maps. I think high school me was more fond of the drawing aspect of world-building, and likely kept a lot of the relevant story in my brain rather than putting it on paper. Over the course of time, the contextual details, which informed these maps has long-since faded.

That being said, present me really likes the detail past high school me put into the coastline, and is honestly impressed at the decent place names my younger self came up with.

Despite my decent naming skills, "Falrhea" sounds like vertigo-induced dysentery
The second map is of the city of Raven Wood and its surroundings. I dig the smattering of dots and random shapes used to flesh out the population centers. Though I'm not sure high school me really understood how rivers flow. One seems to dead-end in a corn field.


While losing the contextual details behind these places after 20 years in a musty closet is a little sad, these maps also present a sort of blank slate from which to form new stories! I may see if I can't work some of these into the Westerlands at some point.

If you like these ongoing posts of maps from my gaming past, stay tuned. There are still more in my binder and I plan to keep sharing them here. 

On a separate note, in case you missed it, I updated my final Halloween costume post with a couple of better pics taken by my friend, Dan.

Monday, October 28, 2013

Make-it Monday: Halloween 2013, Forest King and Raven Queen

A back-lit closeup of my final do

We hosted our annual Halloween party this past Saturday. We had probably a good 20-25 people at our house over the course of five hours with a lot of cool costume ideas happening. Among the many wonderful outfits at the party, we had the Swedish Chef, the pin-up Hilda, Jeeves and Wooster, Bob Ross and a happy tree. The costumes the Wife and I have been slaving over for the past month or so turned out spectacularly. 


Here is the Wife and I in our full get-up

and a close-up of the hooves
Unfortunately, our actual camera has been dead for a few weeks now, so we only had my cellphone, which was also serving as an mp3 player with the music for the evening, so our pictures were sparse and not of the greatest quality. Fortunately, some friends of ours also had cameras at the ready. So, here is a sampling of the other guests.


Though this pic wasn't taken at my party, my adorable niece showed up wearing this.


Brunhilda and Bat-Girl talk with Hank Venture -taken by me

Hank Venture meets zombie hiker and zombie frat boy -taken by my friend, Rene

Venture-Archer power combo -taken by my friend, Rene

A good full-length shot of the Wife's cloak -taken by my friend, Rene
 Oh, of course, before the party began, I had to take the obligatory duck-faced selfie.


UPDATE: 10/29/13
Our friend, Dan uploaded a couple new pics!

This is what I wake up to every morning! ; )

A MUCH better pic of the Wife and I
With another successful Halloween party in the bag, we must now consider whether we will ever wear these costumes again. If we get invited to a party next weekend, we might. Unfortunately, we don't get a lot of trick-or-treaters in our neighborhood. I am pondering the practicality of putting the outfit back on for karaoke next Friday... hmmm...

If this is the first Halloween post you've seen, check out how we made our costumes at the following links.



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