By Jason Godesky
As I write this, Mouse Guard: Winter 1152 occupies the #9 slot on The New York Times‘ list of best-selling hardcover graphic books, where it has now spent the past four weeks. The comic portrays the adventures of “mice with swords”—what Variety called “a mix of Lord of the Rings and Stuart Little.” The Mouse Guard books don’t present a very detailed or intricate plot, or even terribly complex characters (though the Winter series has certainly done more on that account than the preceding Fall series); still, it has attracted a devoted following because it evokes, in its setting and in David Petersen’s gorgeous art, such a captivating world.
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By Jason Godesky
Last time, I wrote about the unexpected richness of roleplaying games—or more specifically, storyjamming—as part of rewilding, as a crucial, long-term survival skill. I found something else interesting at that unusual intersection: other people. Yes, other people, besides me, have an interest in both rewilding and roleplaying games, and even how roleplaying games can deepen, improve, and help our rewilding!
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By Jason Godesky
In 2002, Daniel Quinn, the author of Ishmael, gave a speech he called, “The New Renaissance.” He said:
If there are still people here in 200 years, they won’t be living the way we do. I can make that prediction with confidence, because if people go on living the way we do, there won’t be any people here in 200 years.
I can make another prediction with confidence. If there are still people here in 200 years, they won’t be thinking the way we do. I can make that prediction with equal confidence, because if people go on thinking the way we do, then they’ll go on living the way we do—and there won’t be any people here in 200 years.
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