Issue
 Two
 
 February
 2003
©2003 
by 
Cliff 
Johnson 
All 
Rights 
Reserved 
Clothes make the man. the officious newsletter of author Cliff Johnson Never judge a book by its cover.
     >Take One<
     I note that Newsweek dates each issue one week ahead of its publication. The January Issue of Cat Fancy arrives in early December. The March/April edition of GAMES Magazine arrives in February. It is my pledge to you to reverse this time-traveling trend by posting my newsletter as close to the end of that month for which it represents as possible.
     >Take Two<
     Groucho Marx said “Quote me as saying ‘I was misquoted’.” The Sea Jay Interview is now cluttered with photos, making the words far easier to skip.
     >Take Three<
     My previous commentary on DVD commentaries notwithstanding, for the record, I do enjoy The Thing far more than I enjoy Starship Troopers.
     Point of order, your Honor. I also worship great cinema like Clockwork Orange and Midnight Cowboy, but as you yourself just experienced, mentioning those titles elicits no snickering.
     When Eddie Valiant said “You mean you could’ve escaped (from the handcuffs) any time you wanted?” Roger Rabbit replies “No... only when it was FUNNY...”
     >Take Four<
     Mark Twain said “My goal is to someday be at least half the man my dog thinks I am.” Now re-read the same quote substituting ‘cat’ for ‘dog’ — spooky, isn’t it?
     >Take Five<
     If this newsletter is perceived as egregious mental cruelty and grounds for a civil suit, click here to cancel.
     >Take Six<
     Attention all Fools, 3s, and Mysterious Strangers:
     The First Annual April Fool’s Day Treasure Hunt Errand!
     Grand Prize— the book Mysterious Stranger autographed by both CJ and DB.
     Look for puzzles and clues appearing 12:01 AM, April 1, 2003, and no sooner.
     >Cut<
     >Print<
     (What’s that?)
     (April Fool’s Day??)
     (Who does he think he’s fooling???)
     There is much activity by the man behind the curtain.
     The story teasers are accumulating — The Hierophant, The Moon, The Empress, The High Priestess, The Vision. These samples showcase the splendid stylings of Brad Parker whose artwork is featured in the seventy-eight cards of the Tarot deck which tell the story of The Fool’s Errand.
     Speaking of which, The Fate of the High Priestess harkens back to the Finale of the first game, recapping the events that lead you to the beginning of the sequel. If you’ve not played the first Fool — what are you waiting for? Download the game free of charge or purchase a Commemorative CD-ROM for old time’s sake.
     To the True Believers who have pre-ordered the sequel, my heartfelt thanks.
     How to pre-order? And why pre-order? Here’s how and why.
     he Kingdom of the Swords stands resolute in the shadow of the western mountains on the edge of the crimson desert. The three towers of the Royal Palace gleam of crystal granite, the spires of wrought iron savage the clouds. Natural rock formations create an impassable wall that surrounds the city, safeguarding the workshops, foundries, and dwellings of cold stone and rough hewn timber. The streets are safe to no one traveling alone, especially outsiders.
     The Swords export precious ore and gemstones from the mines, and from the desert, raw glass is refined from quartz. They weave coarse cloth, bake hard-crusted bread, and brew heady ale. They are builders of battering rams and catapults. Their blades are fierce and their metal craft is coveted throughout the Land.
     With the crown on his head and the other thirteen treasures dangling from the pole of his knapsack, the Fool hikes down hillsides and meadows, passing farmwives and fishermen, children and wild hares, and all the while, he daydreams of grateful countryfolk and generous nobility, and how, for his great achievement, he might be crowned the new Emperor of all the Land.
     The diminishing orange-red Sun peers over the horizon.
     ”If you plan to take the short cut to the Kingdom of the Swords,” the Sun advises, “you would be wise to arrange for safe passage through the woodland marshes.”
     ”But I am wise already and have considered this,” the Fool boasts, heading due north into the trees and mist (and into Prologue of the sequel).
     You may recall in the last newsletter I promised to continue the discussion of how to create a mystery game that Dr. Watson would enjoy, affording Sherlock Holmes the opportunity to stay home and fiddle. In the real world, the Watsons far outnumber the Sherlocks, and, the point of a social game is to be social and have fun, not to feel imbecilic, incompetent, and inadequate.
     Some vegetation observations.
     The seed planted by Sir Arthur Conan Doyle and harvested by Dame Agatha Christie troweled the mulch that bloomed the hybrids, Clue and 221B Baker Street, in the greenhouse nursery of board games.
     Clue can be played over and over and over. There are 6 characters, 6 murder weapons, and 9 rooms in which the crime can be committed. The cards are shuffled. One of each type of card is secreted into the Clue envelope. The rest of the cards are divided equally among the players.
     Roll the dice and off you go, tiny pad and miniature golf pencil in hand, to interrogate the other players, and by process of elimination, you deduce the murderer in the format: WHO used WHAT weapon WHERE?
     221B Baker Street, on the other hand, contains 20 unique mysteries, each with its own cast of characters and clutter of clues. Here, after rolling the dice, instead of player interaction, you earn the chance to read a paragraph from the secret mystery book. The game is, in essence, a collection of mini-mysteries set to dice. Besides having to buy a new secret mystery book every 20 games, imagine the icy suspense of wondering if your host has memorized every page in the secret mystery book!
     My point is — oh, there’s a point? — when it comes to presenting a murder mystery as a game, you need to decide what is most important to you. The makers of Clue all but eliminated the story aspect of the mystery in order to create an infinitely replayable logic/elimination game. The Baker Street gang were intent upon preserving the mood of a mystery story, using scenes like jigsaw puzzle pieces, without regard to gameplay or player interaction.
     In my mystery game parties, I give my players the satisfaction of the sacred “ah-ha!” by sly substitution. Instead of having to deduce evidence like Sherlock Holmes with a magnifying glass, you solve hands-on picture-and-paper-and-pencil puzzles that provide you with the hard evidence of the case. In this way, the satisfaction of solving a puzzle is separate from the unfolding chapters of the mystery, yet in the frenzy of game play, your team, competing in race-against-time fashion with other teams, experiences the headlong rush of putting the pieces together and solving a mystery, even though what you’ve really done is solve an eclectic collection of down-to-earth eminently solvable puzzle clues that reveal a story, made mysterious in its unfolding.
     One can readily see how my plan for The Fool’s Errand evolved from such party favors.
     You might’ve noticed that I’m posting a daily mug and muddle at the top of my home page and that, worse, you can read all the previous posts in my ‘rivulets of consciousness’ page and that, worst, you can track my face for the whole year.      Why this compulsive facemanship? Diary of a madman? Lead paint poisoning?
     “Why I do this, I do not know. Perhaps because I love it so.”
     More on Blaine’s $100,000 Challenge.
     Til March. The end of March. The very end.
     Chronic Jailbird.
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