20070927
Or Christ in Pop Culture. Or something like that.
Rich Clark of DYL and one of, what I presume to be one of his seminary cohorts, have begun regularly producing a podcast relating their Christian viewpoints to various expressions of pop culture. Spider-Man. Jason Bourne. Adult-oriented cartoons with crude humour. Three tens. And yumas. And some such. I think they talked about tv once too.
In any case, they talk about stuff like how films either reflect or refract a Christian worldview. They talk about how tv is either dooming or saving America. They talk about cowboy bravery (not as cool as cowboy bebop), how Jesus is the true template for action heroes, how the Wii is going to replace the church as the community of the faithful, how adult cartoons started with the Simpsons and are bad, how Benjamin Martin from The Patriot wasn't blood-thirsty and vengeful like you thought he was, but really just a freedom-loving patriot. Well, or something like that. I don't really listen to what they yammer on and on about.
Okay, that's not true.
I actually do listen. The format is easy-going and conversational. Less like a produced show and more like two guys sitting around talking about junk and what they think of it in relation to their faith. They'll chat about something, throw in a Top 5 list and start it all off with an ever-changing title shtick, like "Christ and Pop Culture: where the Christian faith meets Naruto and Nine-Tailed Fox" or "Christ and Pop Culture: where the Christian faith meets Don't f&¥!% with Jesus." And it's gotten at least eight times better since they dropped the prohibitive ninety-minute runtime down to a far more accessible twenty minutes. Less yap and more flap, as they say.
<nobody says that>
What?
<nobody says 'less yap and more flap'>
What? Of course they do!
<what does that even mean anyway? 'less yap and more flap.' what kind of imbecile are you anywa--> BANG!!
In any case, if you're interested in an evangelical take on pop culture (or even just pop culture itself) or if you find either Rich Clark or David Dunham (said cohort) to be attractive and hope learn enough about them to steal them away from their wives and families and pets and obligations, you may find the show interesting. Anyone with any sense of the history of this site know that Rich and I see things pretty differently in the realm of pop culture, entertainment, artistic expression, what-have-you. And that's partly why I listen. He likes to see Christian themes in stuff and point out boy-wizards as Christ-figures, whereas I just like to enjoy well-crafted entertainments without hunting for a spiritual flavour that I'm skeptical exists. I like to think of his version of things as silly and mine as erudite, but come on. I'm the guy who thinks Fantasy Football is nerdy. How can you even begin to take a guy like me at his word?
So yeah. Guys talking about stuff. And sometimes arguing with me. At Christ and Pop Culture Lips of Sin.
Labels: christian culture, podcast









I really need to do a full review of this sometime. Settlers of Catan is an awesomely fun game and pretty much perfectly paced (those with xBox 360s should check it out on that platform), but the Cities and Knights expansion set turns an awesome game into an incredible game. There is so much to do and so many strategies to do it with. Most of our games end up pretty close and so we never quite know who's in the lead. My one piece of advice: endeavor to complete your turn quickly, as those who make lingering moves can drag the game out for quite longer than needed (the game should finish in one-and-a-half to two hours, but there are certain friends of ours who can stretch a game to nearbout four hours... ugh). My other one piece of advice is that if you have the five to six player expansions to the game as well, play even your three to four player games on the larger map. It gives everyone more room for growth and contributes to what may be a funner gaming atmosphere. My last only piece of advice is that you start with regular Settlers of Catan before graduating to Hot City Knights.
Players each act as the governor of colonial Puerto Rico, competing to see who would make the best governor. Managing the arrival of new colonists, the growth of new plantations and maintenance of old ones, the building of essential building, the trading of crops for money to build with, and the shipping of crops back to the Old World, Puerto Rico is a thinking game that keeps everyone active throughout the whole game. Even more so than Settlers, this one keeps the leader shrouded in ambiguity even up 'til the very last move. Great stuff!
As you may have gathered from above, I think pretty highly of Settlers of Catan. It's broadly considered a gateway game - a means of introducing people to the recent European style of gaming, of drawing out those who "don't like games" because they're only familiar with boring, tedious crap like Monopoly and other Chutes and Ladders-style fare. Unlike those games of your youth, Settlers is honestly fun and combines strategy and fortune in a fun, easy-to-learn way. In the game, you play on a island (different every time you play) covered with a variety of resources. Your goal is to settle the island, building settlements and cities, connected by roads. You accomplish this through harvesting the land of its natural resources (and making trades as necessary). It's an awesome game and there are numerous sets with which you can expand the game (Cities and Knights, Seafarers of Catan, etc.), even expanding the game to fit up to six players from its original four (by adding more pieces and enlarging the island). Get it, play it, love it.
I will admit that the placement of Tigris & Euphrates on the list here may be a little premature. I've only played the game once. And it was a test game with The Monk. The game supports 3 to 4 players so we each played as two players to make four - and I'll freely point out that this is not the ideal way to experience a game. That said, it was a lot of fun and you can expect a full review after we get some real play time on the board. It's a pretty high strategy game somewhere between Settlers and chess. Which is fine, 'cause I love Settlers and hate chess. I'd say it feels pretty similar to Puerto Rico so far as the chance/strategy ratio goes.
This one's rad. It's the only game I played as a ten-year-old that is still on my list of Fun Games to Play. One player is Mister X and the others attempt to uncover his secret movements through simple deduction to corner the poor chaps and clap him in irons. While playing, Mister X should probably wear sunglasses and a ballcap to hide his eyes.
Power companies competing for control over the nation's power grid doesn't sound like fun. But... Surprise! It is. Budding capitalist pigs should soundly enjoy themselves. Read
A fun game. And I don't ever really like cards. But this is so much more than cards. It's like Fistful of Dollars in your fist. You can read
I'm not very good at all at speed games. I played Pit about a year ago and kinda just stood there with trades in my hand wondering how everyone was going so fast. Even so, Dutch Blitz, as advertised, is a vonderful goot game. It's like playing multiplayer solitaire very quickly (we like to play with eight players for the pure ferocity of it). I tend to place moderately, but if you're a fan of speed games, I haven't played a better one.
As related in my NAQ review, I'm not a big fan of party games, but as far as they go, Wise and Otherwise is far and away my favourite. I think it might be due to its catering to my taste for the absurd. For those familiar with the Balderdash series of games, the mechanic is the same. The difference is that rather than everyone crafting phony definitions for words and guessing which is the real definition, players craft phony proverbs and guess the real one. The player who's turn it is provides the first part of the proverb, such as "There is an old Nepalese proverb: A cooked dog..." and everyone writes down inventive endings to the proverb such as, "is better than eight" or "won't complain of the cold" or "is a happy dog." These are shuffled in with the real one and everybody guesses what is the truth. A fun game and the real proverbs are generally as loony as anything you'd make up yourself.
A tile-laying game of strategy, Carcasonne is pretty easy to pick up. And fun. Though not as fun as the games I mention above, so I probably won't play it much until I get tired of the above games.
I am famously bad at games like chess, checkers, Connect Four, Othello, Stratego, etc. So I don't play them often. The Monk got me a cool laser-based game called Khet last Xmas and promptly beat me five games straight. Within minutes. It's a fun game. You should try it. Go is another game I will occasionally play. I like it for a couple reasons. For one, it makes even people who are good at chess sweat. It's too much for their computation skills. For another, it's pretty elegant. I might not be that good at it, but I still like it!
I find word games to be moderately fun. The inherent problem with most of these games is that they cater to a particular kind of person - a person with a problematic affinity for vocabulary. Simply stated: the dorkiest of the dorks in your group will win every time. Scattergories largely defeats this by allowing the use of words and terms that wouldn't be allowed in typical word games and further complicates the issue for word dorks by basing your entries not so much on letters but on categories. Boggle is fun because the rounds are short and egalitarian. Everyone's working with the same letters and the spatial element of the game may just be enough to adequately handicap a dork in order that someone less dorky might win. Still jocks will always lose, so Boggle could never make a Top 10 list.
I love Trivial Pursuit, but playing the game as intended is rather boring. People land on subjects and only one person gets a chance to answer a question and half the time, when people do get a question right its something aberrational and dumb like "Literature: Was Frodo Baggins the hero of The Chronicles of Narnia?" That's why I vastly prefer to do away with the board and just sit around with a roomful of people and ask whatever looks interesting on a card. That way everyone's involved and there's nothing so distracting as a bored to compel boredom to creep in. And the game ends when people get tired of not knowing what movie Paul Perkins produced for $17,000 in 1923.
The set-up time is two or three times what it is for Settlers (and Settlers isn't brief on set-up time) and explaining the rules to a newcomer would probably take an hour (the instruction booklet is forty-some pages long). And then the game itself, if expedience is not demanded, can last for hours and hours. And hours. And, well, hours. I've played eight hour games in my more youthful days that were only about a third of the way done. That said, it's one of the coolest war strategy games I've ever played. A good can be one of the best games ever. You just need ridiculously patient friends with a lot of time to kill (and as I get old, time is becoming more and more difficult to find).







