Gaming in Sci-Fi literature

My currrent daily Sci-Fi fix is the 5th Book in the Star Scrapper series by Chaney and Goodwin.

Having read the snippets below in the book it made me think about the concept of gaming in S i-Fi literature:

As I moved toward the back of the store, I was greeted by several tables of people playing Warhero, Holohammer, and Adventures & Wyverns. Some were drinking and laughing, while others were lecturing their tablemates on some esoteric rules. There was a group of teenagers cackling and cheering as an employee crafted a tale for them from behind a cardboard screen.”

Hmm I know a few of those guys!

“I stepped through the tables set up on some plots of fake grass that were cordoned off from the cement slab where starships and cars were parked beside one another and entered the store. Inside were more people chatting and shopping at the rows of shelves, and others were sitting and painting miniatures or playing on the arcade games set off against one wall. The air inside was stale and carried a smell of cooking grease and I-meant-to-shower-today.”

Aargh! The pungent odour and “anorak” wearing stereotype!

“I scanned the room to see Alek and Lara standing over a low table set with square boxes full of cards in little plastic sleeves. They picked them up, then talked and compared them and showed one another the ones they were most excited by. It was comical to see the two in their combat attire, Lara in her tight stealth suit and Alek in his ceremonial Kyrogi armor, standing together and comparing cards like excited kids. But, like the people outside, they were happy.”

Gaming in science fiction literature is a key theme that deeply examines concepts such as virtual reality and immersive worlds. These narratives often portray games as tools for entertainment and as means of exploring complex ethical dilemmas. Furthermore, they delve into the use of games for military training, showcasing how virtual simulations can prepare individuals for real-world scenarios. In addition, many stories explore the role of games in social control, highlighting how they can influence behavior and shape societal norms in future societies, where the lines between reality and simulation may increasingly blur. Through these explorations, science fiction literature prompts readers to reflect on the implications of gaming in our lives and the potential futures that lie ahead.

​The topic broadly encompasses two main aspects: the depiction of fictional games within the narratives, and the exploration of game-like structures as metaphors for life, war, or political strategy.

Gaming in science fiction literature explores the complex connection between technology, humanity, and society in profound ways. This theme often appears in immersive virtual reality (VR) worlds and elaborate simulations that push the boundaries of what is possible. Classic cyberpunk books like William Gibson’s Neuromancer and Neal Stephenson’s Snow Crash introduced the groundbreaking idea of a vast digital realm or Metaverse, where users can escape their everyday lives to inhabit alternate realities enriched with unique economies and intricate social structures, complete with challenges and conflicts that mirror those of the real world. These narratives delve into questions of identity, freedom, and the consequences of technological advancement. More recently, Ernest Cline’s Ready Player One centers on the OASIS, a massive and intricate VR game that serves not only as an escape from a grim reality but also as a battleground for the ideals of personal choice and resistance against corporate control. Through thrilling quests and shared experiences, the OASIS emphasizes themes of escapism, the power of community, and the influence of shared digital culture, inviting readers to reflect on the impact of technology on our lives and the intricate relationships we form within these virtual spaces.

A separate, important theme is the use of games for military and social control. In these stories, games go beyond mere entertainment to serve as powerful tools for training or governing individuals and societies. They become instruments of influence that shape the minds and actions of participants, often without their full awareness. A well-known example is Orson Scott Card’s Ender’s Game, where a young prodigy, Ender Wiggin, is secretly trained as a military leader through what he perceives as complex and strategic war games. These simulations, however, are part of a larger plan, and when he ultimately discovers that the “game” he won was a real and destructive battle against an alien species, it raises profound ethical questions about manipulation, responsibility, and the psychological costs of warfare. The implications of his training lead to a chilling realization about the nature of leadership and the loss of innocence. Similarly, Iain M. Banks’s The Player of Games tells the story of a master gamer from a utopian society, Jernau Morat Gurgeh, who is sent to play a crucial game on a feudal planet. The outcome of this complex game not only determines who becomes the Emperor but also reflects the intricate power dynamics of the society itself, ultimately making the game a potent symbol of political power, societal structure, and individual destiny within the broader narrative. Through these narratives, the intersection of games, power, and morality invites readers to reflect on the real-world implications of games as tools for control and manipulation.

Ultimately, gaming in science fiction is a strong way to explore ideas, serving as a rich canvas for creativity and imagination. It lets authors examine what reality means, questioning the boundary between digital experiences and the physical world, and how human identity changes when that boundary disappears, leading to deep philosophical inquiries about existence and perception. Whether showing a harmless pastime that fosters community engagement, a tool for societal control that reinforces power dynamics, or the future of warfare where technologies blur ethical lines, fictional games help science fiction tackle complex scenarios about human interaction and technology’s progress, revealing the potential dangers and benefits of immersive experiences. Through these narratives, writers can challenge readers to consider the implications of their own interactions with technology and ponder the ever-evolving relationship between humanity and the digital universe.

Now that was a rabbit warren I had not intended to go down!

“The Quokkas of Rottnest Island are we”

Rottnest Island, a charming little speck off the coast of Perth in Western Australia, is basically the quokka’s version of a five-star resort. These adorable, cat-sized macropods have turned the island into their personal playground, boasting the largest quokka population on the planet. With an estimated 10,000 to 12,000 quokkas chilling out, this place is like a VIP club for the species. While their mainland relatives are busy dodging habitat loss and uninvited feral cats, Rottnest quokkas are living the dream in a predator-free paradise—just a bunch of happy little folks basking in the sun, with only the occasional snake spoiling the party.

Seeing the quokkas was at the top of our bucket list, right next to “learn to juggle flaming torches” and “become a professional cat whisperer” (because who doesn’t want to talk to cats about their feelings?). We were absolutely buzzing to tick this one off our list before we got sidetracked by our next absurd adventure! Seriously, those adorable little creatures have a talent for making even the grumpiest of curmudgeons crack a smile with their cheeky expressions and seemingly endless enthusiasm for life.

As we approached their habitat, we felt like kids in a candy store, each quokka sighting prompting fits of giggles and spontaneous, awkward photo sessions. With our cameras clicking away and our silly selfies looking like we were auditioning for the lead in “Quokka Gone Wild,” we knew this would be a memory we’d cherish forever, right alongside our dreams of fire-juggling and chatting with felines about their deep existential crises!

The undisputed kings of looking perpetually happy. They live on Rottnest Island, a place that’s essentially a five-star resort for tiny marsupials who’ve figured out the secret to life is just… smiling. Seriously, a quokka’s face is a masterclass in blissful contentment. They look like they just heard a hilarious joke and are trying not to laugh, which is probably about a human trying to get a selfie with them.

These little legends have perfected the “I’m with stupid” shirt, but instead of a shirt, it’s just them standing next to a human trying to get the perfect photo. They don’t have to work out, they don’t have to pay rent, and their biggest daily challenge is probably choosing which blade of grass to chew on. Their entire existence is one long, beautiful vacation, and frankly, we’re all a little jealous.

They’re so chill, they’ve convinced everyone they’re harmless, fluffy potatoes. But don’t be fooled. They’ve got a bite force strong enough to chew through tough plant matter, so they’re basically a fluffy, smiling ninja. Still, they’d probably prefer to use their powers for good—like holding a tiny press conference to announce their new health insurance endorsement deal.

So, when you see a quokka, remember who’s really in charge. They’re the ones with the perfect lighting, the charming good looks, and the easy-going attitude. You, on the other hand, are the awkward tourist who just stumbled upon a natural-born supermodel. Just accept your role, snap the picture, and bow to your new, fuzzy overlord.

The tourist village hangout is not just a pit stop for travelers; it’s like the grand stage of a quirky production starring local culture and community tales. Quokkas aren’t merely hanging out—they’re channeling their inner wilderness warriors in the “bush,” where Wi-Fi is as rare as a unicorn sighting, giving you a taste of their offbeat lifestyle. With nature throwing shade and wildlife critiquing their every move, these little guys hold onto their traditions like they’re auditioning for a reality show titled “Survival of the Cutest!”

Quokka capers!

Had a ball. A must see.

Rating: 5 out of 5.

Are Wargamers Crazy?

A pleonasm if I ever saw one! Hey crazy is good…………right?!

After all I enjoy a good weird war game every now and then.

Well on the last day of our short mid week break (some posts on this over the next few days) we came across a very different sort of weird!

The annual WAFF (West Aussie Furry Friends) convention was happening in our hotel. I didn’t know this even existed and not sure that I want to!

A description from the organisers website:

Sharpen thy swords and fluff thy tails! WAFF 2025 dons its finest cloaks and chainmail for Knights of the Roundish Table — a medieval misadventure packed with honour, hijinks, and just a touch of nonsense. Join fellow furs in a land of heraldry, merriment, and noble silliness where dragons are optional but good vibes are mandatory. Whether you’re a gallant knight, a mischievous bard, or a humble potato farmer, there’s a place for you at our table (round-ish though it may be)!

Sounds like a twist on D&D but I am really not sure.

At least they enjoy leaning on the bar, so they can’t be all bad…….can they?

Just plain creepy and I don’t mean in a good way!

Watch out Ms Hood I’m coming for you.

I always thought “Westies” were weird, but this takes it to a completely new level.

Apparently this is quite a phenomenon with next year’s event a bit too close to home. Melbourne Fur Con is happening in February 2026 at the Preson Novotel!

The attendees were great fun and Maree had a great time cuddling some new “furry friends”, and just loved the costumes. We had to fly out or I would have tried to “gate crash” the event to find out more.

Taking a short break

From today we are taking a short break and are flying off the Perth which doesn’t sound as if we are not going very far but the 3400 kilometre trip is further than London to Moscow!

Daily posts have been scheduled in advance so you won’t miss your daily “Guru fix”. I will answer your replies etc. when I return.

See you over the weekend!

The Duality of Game Design: Balancing Fun and Accuracy

I have spent most of this year designing some “easy play” sets of rules. These include:

  • Dinosaurs: A game for all ages
  • Scurvy Dogs
  • Hellfire Heroes: Section Level Skirmishes
  • Shattered Hulls: Ancient Galley Warfare
  • Channel Clash: Small WW2 Ship Action
  • Sand, Sweat and Camels: Gaming WW1 Palestine
  • Join or Die: a French-Indian Wars skirmish game.

I have also been writing a book about recreating the battles on the Kokoda Track in miniature that is still being researched.

The first three are almost finished and ready for publication, with the others at various stages.

The family is surprised by how long it’s taking, but I’m not. What surprises me is that many wargamers feel the same way.

Crafting a set of rules for a game is a constant balancing act between two competing ideals: what makes a game fun and what makes a simulation accurate. This tension is a central and unavoidable challenge for any game designer. A designer must always be ready to compromise, deciding which of these principles to favour in order to create the best possible experience for the players.

On one hand, rules that prioritize a good game are designed for engagement and playability. They are often simple, clear, and easy to remember, which allows players to focus on strategy and decision-making rather than on memorizing complex procedures. The goal is to create a well-paced, fair, and fun experience. This might mean abstracting away real-world complexities—for example, replacing the tedious tracking of individual bullets with a simple “supply” token—to keep the action flowing and maintain player interest. In essence, the rules serve the player’s enjoyment.

On the other hand, rules that prioritize simulation accuracy aim to mirror a real-world system as closely as possible. This approach often leads to detailed, nuanced rules that incorporate complex factors like physics, historical logistics, or specific weather patterns. The goal is for the game to produce outcomes that are historically plausible or scientifically sound. A designer might include a rule that gives different bonuses for various types of terrain, even if it adds complexity, because it more accurately reflects the historical or tactical realities of the situation being simulated. In this case, the rules serve the authenticity of the experience. Most professional wargaming simulations favour this approach.

The core of game design lies in finding the sweet spot between these two philosophies. A designer must decide when a realistic rule becomes too tedious to be enjoyable and when an overly simplified rule breaks the illusion of the simulation. For instance, a war game might use a simplified combat resolution chart rather than a complex mathematical formula to ensure the game remains playable, even though the formula might be more accurate.

“Game theory” and “game design theory” are two distinct but related fields. Game theory is a mathematical and economic discipline that studies strategic decision-making in situations of conflict and cooperation. It’s about what a perfectly rational agent would do to maximize their own outcome. Game design theory, on the other hand, is a more practical, interdisciplinary field focused on creating engaging and enjoyable interactive experiences for human players.

While you don’t need to understand game theory to design a great game, understanding some key concepts from both “game theory” and “game design theory” can significantly improve your work.

The designer needs to have an understanding of “game theory” because it helps a designer analyze how a set of rules will guide player choices and determine the resulting outcomes. The primary goal is to create a system where the “best” strategies, known as a Nash equilibrium (more on this later), are balanced and engaging, rather than exploitable or broken

Firstly you need to consider the MDA Framework: Mechanics, Dynamics, and Aesthetics. The MDA framework is a cornerstone of modern game design, providing a structured way to analyze and build player experiences. It works in three layers. Mechanics are the fundamental rules and systems of your game—the building blocks. These could be the combat rules in an RPG, the movement system in a platformer, or how resources are collected in a strategy game. Dynamics are the direct result of a player’s interaction with the mechanics; they are the emergent behaviors and moment-to-moment gameplay. For example, a “chase sequence” is a dynamic that arises from the player’s movement mechanics and the enemy AI mechanics. Finally, the Aesthetics are the emotional and psychological experiences a player feels while playing. This is the “fun” part of the game. The MDA framework suggests you should start with your desired aesthetic (e.g., a sense of discovery or fellowship), then design the mechanics that will naturally create the dynamics leading to that feeling.

Secondly an understanding of “Flow Theory” developed by psychologist Mihaly Csikszentmihalyi certainly helps. Flow Theory describes the state of complete absorption in an activity. In game design, achieving “flow” is a key goal because it represents the perfect balance between challenge and a player’s skill level. If a game is too easy, the player gets bored; if it’s too difficult, they become frustrated. A well-designed game keeps the player in a state of flow by providing clear goals (have both primary and secondary objectives), immediate feedback on their actions (oops I shouldn’t have moved my squad in front of that machinegun), and tasks that are just challenging enough to keep them engaged without overwhelming them (objectives shouldn’t be too easy or too difficult to achieve). Think about how a good tutorial gradually introduces new mechanics, or how a level’s difficulty slowly ramps up, keeping you in that sweet spot of focused concentration.

Thirdly you should consider Player Motivation Theories because understanding why people play games is crucial for designing a compelling experience. Self-Determination Theory (SDT) identifies three core psychological needs that motivate human behavior: Autonomy, the desire to make meaningful choices and have control; Competence, the need to feel capable and effective; and Relatedness, the desire to feel connected to others. You can satisfy these needs in your game through things like character customization (autonomy), a rewarding progression system (competence), and strong multiplayer or social features (relatedness).

Another useful model is Bartle’s Player Types, which categorizes players by what they enjoy most. These need to be built in to the game system to appeal to a broader range of people.

  • Firstly Killers This is the most direct mechanic. Killers enjoy duels, arena battles, and open-world PvP where they can directly confront and defeat other players;
  • Secondly, Achievers love to achieve and win so objectives are important;
  • Thirdly Explorers who desire to understand the game’s inner working. For them designers notes, sources etc., are important.
  • Finally, Socializers who enjoy interacting with others. Team and cooperation games and scenarios should be included to appeal to these.

Knowing these types can help you design features that appeal to your target audience.

Finally while not a direct design tool, understanding core concepts from mathematical game theory can be a huge asset, especially for competitive or strategy games. The Nash Equilibrium is a state where no player can improve their outcome by changing their strategy, assuming all other players keep theirs the same. In games, this can lead to a stale “meta” where a single, dominant strategy emerges. Good designers work to avoid this by introducing new elements or balancing existing ones to keep players making interesting choices. The related concept of a Dominant Strategy—a strategy that is always better than any other, no matter what—is almost always detrimental to a game. Your role as a designer is to ensure there are always trade-offs to every choice, forcing players to adapt and think strategically instead of just following a single path.

As you can see a game designer can use game theory to anticipate how players will exploit rules for maximum advantage. It assumes players are rational and will act to maximize their own “payoffs,” whether those are points, victory, or a stronger position. For example, if a rule gives a huge bonus for a specific action, game theory predicts that all players will gravitate toward that action, potentially unbalancing the game.

By thinking about the payoffs for different actions, a designer can adjust the rules to create a more balanced and interesting game. A balanced game, in the context of game theory, is one where a player’s optimal strategy is not overwhelmingly dominant and where multiple viable strategies exist. This leads to more dynamic and unpredictable gameplay. A designer can also use game theory to intentionally encourage or discourage cooperation or competition among players. For example, in cooperation style games a “Prisoner’s Dilemma-style” situation can be created to force players to choose between their own self-interest and the collective good, leading to more powerful and dramatic moments.

Ultimately, the best game designs use simulation to build a believable world and then use the principles of good game design to make that world interactive, engaging, and, above all, fun for the player. This is especially so with the small scale, “rules light”, game systems I am working with.

Hope this gives you some insight into what is going on in the “game design” mind (scary stuff) of Guru!

Thanks again to Google Gemini for the cartoons.

Dust, Dice, and Denial: The Wargamer’s Guide to Hoarding Gloriously

Recently a number of us on the far side of life have been writing about the ageing wargaming fraternity and our burgeoning collections and what to do with them. Here is my tuppence worth. Yes I’m still living in the past before the 14th of February 1966 when we in Oz changed to decimal currency.

We are fellow travellers on the long and winding road of wargaming, a path paved with miniature heroes and tiny tanks. I understand your plight completely. As a “Guru” not just in name but in spirit, I am a true old codger of 72 who has seen battles and bought battalions, nay armies!

I have meticulously divided my collection into three piles, because life is too short to have everything mixed up—let’s be honest, even my socks deserve better than that! Well, maybe not!

A collection isn’t just a pile of “stuff”—that’s just the technical wargaming term for “really cool junk”; it’s more like a quirky museum of your life’s epic quests. Each model is a tiny memory, showcasing your brilliant tactics (or facepalms of legendary proportions). That second cohort from the left? I bet you can still visualize those dust motes doing the cha-cha in the lamplight as you staged your strategic maneuver, feeling the pressure like you were about to launch a real invasion. It’s not hoarding; it’s a personal hall of fame, a gallery filled with victories and wild “what ifs.” This “stuff” is the eye candy that decorates your shelves, even if you know you may never unleash them in battle again!

And that second pile, the “games I play or might play”? Ah, that’s the glorious, never-ending optimism of the wargamer! It’s the dream that one day, out of the blue, you’ll have the kind of free weekend that only exists in fairy tales, where you can finally crack open that box and unleash those meticulously painted miniatures like they’re about to get their own reality show. That pile is the beacon of future glory, seducing you to add just one more battalion to your arsenal or one more starship to your fleet—because, hey, this time it’s different! This one will totally get used… right after you finish that other pile, and the one under the bed, and maybe the one you forgot about in the garage!

But then there’s the third pile—the “really cool stuff” that you secretly know will never see the light of day. It’s like the old general preparing for a downsizing mission, except instead of a war, it’s a battle against the clutter! For me, selling AU$500 worth of treasures at “Victorious” this past weekend felt like I just conquered Mount Everest; I deserve a gold medal for that feat! I mean, walking into a convention selling off part of my prized collection, and managing to not buy anything? That’s a level of self-control that only the most disciplined superheroes can achieve. I’m practically a legend now, staring bravely into the abyss of yet another impulse purchase and declaring, “Not today, my friend! I’ve got enough glorious artifacts gathering dust back at my lair.”

And what’s the deal when you “cark it”? You’ve uncovered the secret sauce of the wargaming world! Your poor heirs will be left wrestling with a garage packed to the brim with your lovingly painted miniatures while you’re off in the afterlife, blissfully planning your next epic campaign against the celestial forces.

The fate of that glorious collection? That’s a problem for the living! They haven’t quite grasped the fact that the real joy of life isn’t in the endgame but in the marathon journey of buying, painting, and carefully arranging those tiny warriors on a shelf where they can bask in eternal admiration.

It’s a hilarious cycle: buy, paint, show off like it’s the Mona Lisa, and then, with a dramatic sigh, sell it—only to realize you’ll probably just run back to buy more! It’s proof that a wargamer’s work feels like a never-ending episode of articles in a wargaming magazine, and honestly, isn’t that the real joy? The adventure—and all that glorified clutter—will carry on like an obnoxious opponent – and yes we all have them!

Thanks to Gemini AI for helping me graphically represent our glorious journey through life’s campaigns.

Lest we forget – unless your name is William Allen Irwin

Events at today’s Anzac dawn service were extremely distasteful and so very UN-Australian, but reminded me of a story I was told whilst studying up in New England (you will get the irony later) where I was told about this story from one of William’s relatives I was studying with.

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Portrait of Kamilaroi solider William Allan Irwin. Supplied by Australian War Memorial, AWM2017.995.1.1 

William Allen Irwin is a hero who has been forgotten by history. However, his family continues to share the story of his final moments as they fight to honor his bravery.

The family passed down the story of Irwin’s last moments, keeping it safe from claims that questioned his bravery, ensuring that the legacy of his courage would never be forgotten. Now, over a century after his death, his family are fighting to lay him to rest in Country, a longing that embodies their deep connection to the land and their heritage. Irwin was born at Forky Mountain, which later became Burra Bee Dee Aboriginal Mission, near Coonabarabran NSW in 1878, a place steeped in history and significance for the local Aboriginal community.

He was the eldest of three brothers who all worked as shearers across towns like Moree, Werris Creek, and Quirindi, laboring in the rugged outback that shaped their lives and character. At 37 years old, after a horrible heartbreak that shattered his spirit and left him yearning for a sense of purpose, he enlisted to the Australian Imperial Forces, driven by a desire to fight for his country while grappling with the personal demons of loss and longing. His story, rich with resilience and depth, reflects not only his individual struggle but also the collective memories of those who came before him, and it serves as a powerful reminder of the sacrifices made by many in pursuit of a better future.

In May 1916, he became one of the first members of the 33rd Battalion, known as “New England’s Own”. This battalion was part of the 9th Brigade in the 3rd Australian Division and left Sydney for the United Kingdom in May 1916, as noted by the Australian War Memorial. After training in England, they moved to France in late 1916 and took part in the Battle of Messines in 1917, and they also fought during the German Spring Offensive in 1918.

The battalion’s first and only commanding officer was Lieutenant Colonel Leslie Morshead, who later became known for his role as commander of the “Fighting 9th” Australian Division during World War II. Praised by both Rommel and Montgomery!

Two years later, Irwin’s battalion was deployed to the Battle of Amiens, in an attempt to gain control over German-held territory near Péronne.

For those who are unaware the fighting near Péronne during World War I involved the capture of Mont Saint-Quentin and the town itself by Australian forces affectionally know as the “Hundred Days” campaign in August and September 1918. This action was part of a larger Allied offensive against the German Hindenburg Line

The ruined Town Hall

In the early morning light on August 31, Irwin courageously took out three machine-gun posts by himself, capturing fifteen German soldiers and three machine guns. The battalion planned to rush at six o’clock, but they would have been easily shot down. Instead, William got up first and took them all on alone.

As he reached the fourth machine-gun post, he was wounded by shrapnel in his back and thigh. He died from his wounds the following day.

AWM2017_995_1_1--2-.JPG

This is the only remaining photo of William Irwin Allen, donated to the War Memorial by his family. AMW2017.995.1.1 Credit: Australian War Memorial

Irwin’s family learned about his bravery when a soldier from the 33rd Battalion visited them. He shared what he had witnessed, explaining that Irwin acted alone and struck before dawn. He mentioned that things would have been different without Irwin’s actions.

Now for that irony!

Later that morning, George Cartwright, an English soldier in the 33rd Battalion, took down the fourth machine-gun post that shot Irwin. He fired at the enemy, wounding one shooter and the two who replaced him, then launched a bomb at the post. On 30 September, he received the Victoria Cross (VC). After he died, he was honored in the New South Wales Garden of Remembrance, and his medals were donated to the Imperial War Museum in London.

George Cartwright VC

Not to take away from Cartwright’s heroic actions, in comparison, Irwin’s feat was celebrated only in September 1918. He was awarded the Distinguished Conduct Medal, for his “conspicuous gallantry and devotion to duty”.

“He should have gotten the VC; they don’t share that story and have kept this guy hidden for 100 years because of George Cartwright. If he was a whitefella, he would have been number one up there, he’d be recognised from day one for those actions.” the family said.

I thought our attitude to racism had changed with regards to our war heroes, that is until today’s dawn service.

A well-known neo-Nazi has allegedly heckled an Indigenous elder’s Welcome to Country at an Anzac Day Dawn Service, with political leaders, the RSL and all “decent Australians” slamming the conduct. The “Welcome to Country” was marred by booing from numerous attendees during Bunurong elder Uncle Mark Brown’s welcome ceremony.

A Channel 9 reporter asked the leader of the incident, “Why do you think you have the right to be here today?” The reporter started to ask this while Hersant began to speak over him. “I’m a Victorian and an Australian, and I have the right to express my views to the public,” he said.

Kangaroo Tails!

One of the expectations tourists to Australian in Kangaroos in the burbs. Myth or reality.

Looking from our blacony to the park across the street. These arer two fully grown bucks that have been thrown out of the pack by the dominant buck. Lone bucks can be very dangerous during mating season and tourists should look only from a distance.

Any way I had better hop along!

The Fat Ogre ???!

Sometimes, not often, but sometimes you stumble upon a figure that looks like they just popped out of a parallel universe, mirroring someone from your gaming club—cue the Twilight Zone music! This doppelgänger can send your brain into a delightful spin, sparking memories of epic gaming marathons fueled by snacks and questionable life choices.

As you gaze at this uncanny lookalike, it’s like the universe is playing a cosmic prank, reminding you of all those bizarre strategies and eccentric quirks that made your friend uniquely them. You’ll start to wonder if they’re secretly a clone who just emerged from a gaming lab, ready to level up and join the fray.

In that moment, it hits you: the true magic of gaming isn’t just in the pixels and power-ups, but in the shared laughter and absurdity that makes your gaming crew feel like family—even if they do have an evil twin roaming around! Yeah Right!

You will notice that he wears the perfect attire that befits a Senior Public Servant, complete with tailored trousers that exudes authority and polished feet that shine under the brightest lights.

He is always seen with not one, no not him, but two tankards so that he can swill the amber fluid under his arm, a peculiar habit that seems to draw both admiration and bewilderment from those around him.

His unblemished skin is just bursting out in pustules, a stark contrast to his otherwise impressive appearance, and he has bigger breasts than an aging cow, which wobbles uncomfortably and in unison with his belly as he strides confidently across the room, seemingly unaware of the laughter he incites.

Despite this unflattering feature, he carries himself with an air of superiority that demands attention, leaving an impression that is hard to forget. Oh I wish we could!