“After a time, you may find that having is not so pleasing a thing, after all, as wanting. It is not logical, but it is often true.” —Spock, Amok Time
Knitting is not so pleasing a thing as planning. In the planning stage, all the possibilities are wide open. The vision of the project-to-be shifts like a kaleidoscope in your mind, with each new version somehow more beautiful and intriguing. You hold in your imagination an ideal garment in the perfect colors, the perfect fiber. Technical hurdles, dropped stitches, bungled calculations, dwindling dye lots, and worries about gauge are nothing but hazy spectres on a distant horizon.
Having is not so pleasing a thing as knitting. It’s weird how, while you’re knitting, you’re comepletely focused on this thing and how great it’s going to be, and the marvelous process of watching it take form. But, then, in the end, once you’ve finally cast off and seamed up and worked in all the ends and blocked, you feel this pang that it’s all over and now all you have is this . . . thing. Not always, I guess, just sometimes.
Role-playing is not so pleasing a thing as character creation. GMs say that no game survives contact with the players; I think it’s also true that no character concept survives contact with the game. Before the game, you have authorship of your character. You have as long as you like to decide what happened to your character in the past, how they responded, and how this shaped their personality and the course of their life. Once the game begins, you have to actually roleplay. In the heat of the moment, you do things that are not perfectly in-character, and, like it or not, these become part of the character. As the world and the story evolve, the pre-game-past is ret-conned and compromises are made to fit the system, the group and the plot. And then there’s the stupid stuff, like the sudden realization that everyone at the table is convinced that your character is blonde, when you’ve described the character as red-headed since day one.