George Milton (
bindlestifflost) wrote2022-07-02 09:52 pm
Handwaved CR ~ Apocalypse How
Want handwaved CR with George or just a more general SOL prompt for a log? Look no further! If we've had at least one thread together so we roughly know how the characters interact, I'm open to ongoing handwaving with any of these prompts. Or one can be used to prompt an intro thread or just to thread if you're in the mood for something light. These prompts may change from time to time. Use this handy form to let me know what handwaving your character gets up to with him. Thanks!
Card Night
When: Usually around 8-10 PM, irregular week nights
Where: ADI Housing A-3
Who: George Milton and occasionally his roomies Nick Valentine and/or Cornelius Hickey
What: Very low stakes gambling, anything from poker to euchre, blackjack, canasta, stuff like that. Snacks like chips and popcorn, soda, cheap beer. The boys appreciate people bringing their own stuff, too.
What your character will learn about George: He's pretty laid back, gets into the competitive side of it more in a trash talking/just for fun way. When he's tired, he's more likely to just say good-night and head off if Nick and/or Hickey are still playing. If he's the only one, he'll kick people out, but in a genial way. He's OK at the gambling. Decent enough poker face, not at all a card shark.
NPR
When: After work hours/odd hours on the weekend
Where: ADI Housing A-3
Who: George and possibly his roommates, Nick Valentine or Cornelius Hickey
What: George loves NPR! Especially Prairie Home Companion, Roots Music, Swing Hour, and various older-timey things like this. He 100% believes Lake Wobegone is a real place and loves to talk about it and listen to it with friends. If he likes your character, chances are he has invited them to come over for this.
What your character will learn about George: He laughs at/tremendously enjoys bad jokes/folksy jokes. He's likely to try to get someone dancing with him when it comes to swing music. He takes a lot of joy in simple things and good music. Listening parties are never not a good time as far as he's concerned.
Dance Lessons
When: Saturday afternoons, 2:30PM-3:30PM Unless an event precludes this
Where: A classroom in the compound not in use during this time
Who: George and whoever shows up
What: Through the magic of Spotify, George has curated a list. Always wanted to learn things like the Lindy Hop, the Charleston, Foxtrot, Texas Tommy, Black Bottom, etc.? Milton's your man. He's not a professional dance instructor, but he does know his way around cutting a rug and is happy to show you how to bust out a few new (old) moves.
What your character will learn about George: When teaching a new skill, George is patient and encouraging. He genuinely likes to dance. He'll talk about some of the parties he went to back home or the dance nights. He's very into the easy access of music here.
Horse Shoes
When: Sunday afternoons, 2PM - Until. Doesn't run past dark. Events might prevent this.
Where: In a common area off the apartment complex, George has made a horseshoe pitch. Nothing fancy.
Who: George and whoever shows up.
What: Horseshoes! If your character doesn't know how to play, he'll teach them. If they do, he'll challenge them. He's good at it, not great at it. Often an ice chest with sodas and waters nearby.
What your character will learn about George: He's a good sport, but he is competitive, and he gets into this. He doesn't talk about the past at all playing this particular game. He's a patient teacher.
Drinking - CW: Alcoholism
When: Friday and/or Saturday 9 PM - Until
Where: Various dive bars near the docks
Who: George and whoever shows up. He doesn't invite people out with him for this.
What: George getting blotto and holing up somewhere at the docks to sleep it off since it breaks curfew
What your character will learn about George: He holds his liquor well, but he gets wasted. This is when a character will see he can be volatile and has a temper if pushed the wrong way. Encounter him this way enough, it'll be hard not to realize he has a drinking problem.
He will talk about current events that bother him, how things are too expensive, general small talk, how the music sucks if anything but older country is playing, or if he's drunk enough very little. He gets quiet before he's cut off/ready to leave and will not react well to attempts to manage or coddle him.
Card Night
When: Usually around 8-10 PM, irregular week nights
Where: ADI Housing A-3
Who: George Milton and occasionally his roomies Nick Valentine and/or Cornelius Hickey
What: Very low stakes gambling, anything from poker to euchre, blackjack, canasta, stuff like that. Snacks like chips and popcorn, soda, cheap beer. The boys appreciate people bringing their own stuff, too.
What your character will learn about George: He's pretty laid back, gets into the competitive side of it more in a trash talking/just for fun way. When he's tired, he's more likely to just say good-night and head off if Nick and/or Hickey are still playing. If he's the only one, he'll kick people out, but in a genial way. He's OK at the gambling. Decent enough poker face, not at all a card shark.
NPR
When: After work hours/odd hours on the weekend
Where: ADI Housing A-3
Who: George and possibly his roommates, Nick Valentine or Cornelius Hickey
What: George loves NPR! Especially Prairie Home Companion, Roots Music, Swing Hour, and various older-timey things like this. He 100% believes Lake Wobegone is a real place and loves to talk about it and listen to it with friends. If he likes your character, chances are he has invited them to come over for this.
What your character will learn about George: He laughs at/tremendously enjoys bad jokes/folksy jokes. He's likely to try to get someone dancing with him when it comes to swing music. He takes a lot of joy in simple things and good music. Listening parties are never not a good time as far as he's concerned.
Dance Lessons
When: Saturday afternoons, 2:30PM-3:30PM Unless an event precludes this
Where: A classroom in the compound not in use during this time
Who: George and whoever shows up
What: Through the magic of Spotify, George has curated a list. Always wanted to learn things like the Lindy Hop, the Charleston, Foxtrot, Texas Tommy, Black Bottom, etc.? Milton's your man. He's not a professional dance instructor, but he does know his way around cutting a rug and is happy to show you how to bust out a few new (old) moves.
What your character will learn about George: When teaching a new skill, George is patient and encouraging. He genuinely likes to dance. He'll talk about some of the parties he went to back home or the dance nights. He's very into the easy access of music here.
Horse Shoes
When: Sunday afternoons, 2PM - Until. Doesn't run past dark. Events might prevent this.
Where: In a common area off the apartment complex, George has made a horseshoe pitch. Nothing fancy.
Who: George and whoever shows up.
What: Horseshoes! If your character doesn't know how to play, he'll teach them. If they do, he'll challenge them. He's good at it, not great at it. Often an ice chest with sodas and waters nearby.
What your character will learn about George: He's a good sport, but he is competitive, and he gets into this. He doesn't talk about the past at all playing this particular game. He's a patient teacher.
Drinking - CW: Alcoholism
When: Friday and/or Saturday 9 PM - Until
Where: Various dive bars near the docks
Who: George and whoever shows up. He doesn't invite people out with him for this.
What: George getting blotto and holing up somewhere at the docks to sleep it off since it breaks curfew
What your character will learn about George: He holds his liquor well, but he gets wasted. This is when a character will see he can be volatile and has a temper if pushed the wrong way. Encounter him this way enough, it'll be hard not to realize he has a drinking problem.
He will talk about current events that bother him, how things are too expensive, general small talk, how the music sucks if anything but older country is playing, or if he's drunk enough very little. He gets quiet before he's cut off/ready to leave and will not react well to attempts to manage or coddle him.

Malcolm Bright
Frequency: Fishing maybe every week or two, hanging out talking when they're walking back from work or having lunch or just run into each other.
What might he learn of your character from these activities? He will learn that Malcolm is not a sore loser at any sort of game; he has as much fun watching a friend win as winning. He will talk about what he thinks about current game events and he will talk about his family. His sister just disappeared from Gloucester and so did his last roommate and one of his close friends. He'd talk about them. He'll talk about Neal if it doesn't make George uncomfortable (no intimate details!) and sometimes he'll even talk about his father. He will always back down if he sees George doesn't like the subject matter. He will ask George questions but not push too hard; he's not trying to crack him open. He would absolutely recognize the alcoholism if he sees it with any frequency, though he doesn't frequent bars much. Maybe we can work that part into non-handwaved situations. Between his training in psychology and his experience growing up with an alcoholic mother, he knows what that sort of addiction looks like.
Re: Malcolm Bright
I saw that Ainsley disappeared. Boo. He's fine hearing about Neal. He likes Neal.
For now with the alcoholism, he's keeping his drinking to nights and weekends. (This is going to progress over time as alcoholism does.) My plan with it is for things to eventually hit a point where he screws something up badly he shouldn't have, misses an important detail, or gets himself or someone else hurt before he actively seeks help for it. I can absolutely see Malcolm recognizing it for what it is at the level where it is now, given his history with his mom and his training.
And I would love if over time it does make it more into play. I never like doing addiction SLs if they aren't handled realistically and don't eventually get some movement/attempts to improve. Malcolm would be a good person to not only help him recognize it's a problem but point him to the resources that could help him. I don't think George's rock bottom will need to be abysmal misery before he realizes he can't sustain this. So if you're down for that, we can start working it in in little ways here and there. Just lmk.
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He is understandably put off of fishing; there probably aren't any fish anyway!
I would love for Malcolm to start seeing the signs in small ways and also to talk to him about it/help him with it. George is very pragmatic and I can totally see him realizing he can't realistically keep it up before it makes his life completely untenable.
Malcolm did already see him turn to multiple shots of hard liquor to deal with the super bad situation on the island, so that is a good jumping off point for him to notice other situations where George maybe deals by numbing with substances.
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