Friday, October 21, 2011

Leadership Through Scouting, Doane, and Teaching


It's been far too long since I wrote an article. Since Conclave, I've been thinking about the significance of Scouting in the world and the impact it has, and I've been drawing comparisons to the two other major leadership events in my life: Doane College and teaching.

Monday, May 16, 2011

Graduation Card


Laura was very creative with my graduation card, so I decided to repost it here.  The lines in bold are the original lines on the card, and the not-bold lines are what she added.

Unforgettable College Memories
Libraries explored.
"Stay out of the dark."
Ideas exchanged.
"It's a Kakuna!"
Beliefs challenged.
Circuit City is great...wait
Questions answered.
"We need to talk!" (She wasn't interested.)
Answers questioned.
"Cornflower and emerald?"
Music cranked.
On the radio show
Wallets emptied.
Paying for gas
Grades sweated.
Grading students' papers
Finals crammed.
"tweet tweet tweet"
Laughter shared.
Crabby dance
Tears shed.
But you got through
Lives touched...
Who knew I'd be planning to spend my life with the dorky kid in the orange hat.
Goals achieved!
You must be so proud.
Congratulations on Your Graduation
All my love,
Laura

Thursday, January 20, 2011

D&D: Review of Fortune Cards


After trying out the new Fortune Cards at D&D: Encounters and mulling it over for a night, here is a review of what I think of them.

Overview:  The description of the Fortune cards is as follows: "Fortune takes many forms. The hand of fate, destiny, divine intervention, or even just plain luck—adventurers attribute their good (or bad) fortune to such agents. DUNGEONS & DRAGONS Fortune Cards™ represent these forces acting on your character and his or her allies. Try using these cards in your DUNGEONS & DRAGONS® roleplaying game. May fortune favor you!" (taken from http://www.wizards.com/dnd/files/FortuneCardRules.pdf)  Each player brings their own deck, and the deck needs to contain any multiple of 10 cards.  There are three types of cards: Attack, Defense, and Tactics.  There needs to be at least three of each type of card in a 10-card deck, 6 of each in a 20-card deck, and so on.

At the start of an encounter, each player shuffles their deck and draws one card.  You are only allowed one card in your hand.  At the start of the turn, the player can discard their card to draw a new one, draw a new card if there is not one in your hand, or hold on to the current card.  One card can be played per round, and the cards say when they can be played (i.e. while attacking, when hit, etc.).  The card requires no action to be played.