The author of an ebook, titled "Spots the Space Marine", has recently come under flak from big-box-business Games Workshop, and I'm sure all but two of you know who they are. Ah, but the problem here isn't author M.C.A. Hogarth participating in fraudulent activity, and impeaching upon the tarnished name of Games Workshop. Rather it is that he is being bullied by the company for using the term 'Space Marine'.
What's so big a deal with that? Certainly any science fiction fan worth their salt, knows how long this fundamental trope has been a part of its literature. The earliest known use dating back to 1932 in Bob Olson's "Captain Brink of the Space Marines", and more widely known within the works of Robert Heinlein and E.E. Doc Smith.
Now this isn't a simple case of one person getting pushed around, and threatened with a legal battle that doesn't truly have grounds for happening. What is the case, is that the more times they can successfully bully the case, the more credence they will appear to have. All big companies do this, because they know the majority of little people they trod on will get lost in the shit-storm that ensues. "How do I defend myself?", "I can't afford the lawyer(s)!" and etc. to that effect.
Funny thing too, given that the same sort of crap Games Workshop can throw at little M.C.A Hogarth, or in another case and make of that what you will, Chapter House Studios, it won't bother with video games giant, Blizzard. When Warcraft was turned down as a Warhammer Fantasy game, they edited it slightly and sold it, and Starcraft is just as guilty. And why is that? They can afford to fight them, and being pound-for-pound and then some, would just as easily throw Games Workshop off.
So if you can support this man, or any other in a similar situation, it'll be one more victory against big business. For further reading, or ideas on what to do, follow through to the author's personal site. Thankfully a number of people have given him some good advice, 'cause he needs it!
Showing posts with label Pimping. Show all posts
Showing posts with label Pimping. Show all posts
February 6, 2013
August 26, 2012
From Barbarian Prince and Other
While formally considered moreso a boardgame than an role-playing game, and solitaire at that, both the setting and game play of Barbarian Prince follows through with fodder for fantasy RPG goers.
After a thorough read of the game's manual, and a good look-over of its map, I was left almost too inspired to borrow from it. Maybe even lift some of its design. Given its solitaire nature, the player is immediately aware of much meta-information; he has to. And it's a good play of honesty to keep on trudging even when he rolls up something nasty, such as a killer curse or the loss of all his party members, and many other things.
Meta-gaming information was never much of a secret I've murdered to keep off the table. It could be things such as knowing how to kill zombies or vampires. A certain genre savvy nature is often expected and enjoyed by all, whether it's the motives of robotic clowns or the party's non-player. So how does this relate; look no further than the concept of the role-playing game. I wouldn't for the life of me spill a monster's stats and abilities, but things such the powers of a sword are preferably given (to the possessor).
The magic items of Barbarian Prince, by design, follow this. But not only did they know what the item could do, but also what it was worth to certain NPCs. In a way we can begin to see the assumed lore behind objects in a setting, without going through a heap of exposition from the Referee.
Video games from the NES on to early 3-D platforms had it 'all there in the manual'. They needed too, because the game couldn't actively describe or detail items in-game, but still wanted, or needed, to explain an object's purpose in its world. Maybe the influence of these older games comes off too readily for me, but good consideration for why it is sometimes beneficial to let at least a little on for the players.
Meta-game information varies between groups, and often how little or much is allowed can also set the mood of a game, but sometimes even a little will benefit everyone. Especially if they can avoid taking too much advantage of it. Scare them with new stimuli and subvert the old to keep it fresh, if you need to.
Returning to the magical items of the game in question. A mechanic that excited me, and one often excluded in fantasy artifacts (ignoring wand charges), is the chance of burning out. Instead of an arbitrary number assigned, we find each use garnering either a 1 in 6 or 1 in 12 chance of running out of juice (or being destroyed). And just about all magic items use this mechanic (except swords); and can reduce the likelihood of defaulting on the item to snatch success time and again.
By no means an 'item', but certainly an item; the True Love that can be scored by the prince is both an invaluable asset to his adventure, and an under-used, seldom-seen trope of fantasy adventure. Given the NPC-ish nature of the prince's party, this is the one person he can rely upon, even if her activities are randomly determined. Not only this, but a love triangle can form that muddies up the affair, losing the benefits while it persists. She provides a bonus to Wits & Wiles, (woman's good senses, no doubt). Other NPCs offer similar benefits (such as negating the penalties of Reactions with elves, or worsening them with a dwarf). And in all it really expanded the horizon for what Non-players can bring to the party for me, especially if the players available are fewer than wanted. The idea that they aren't just extra hands/swords, but can improve conversations as advisers, among other things. I don't mean as in the Referee talking as them, but as more passive improvements to the players' activities.
The Events booklet provides a great swath of ideas for adventures, encounters and even what sort of event forks could open up between them. The map too is an easy grab.
Hopefully my bestial writing hasn't hidden the values I've intended to place in this document. All the same: Barbarian Prince is interesting mechanically and setting-wise; items and the meta-game; NPCs and the unspoken, but ever present benefits they provide.
For those parties interested: Barbarian Prince is available for free download.
After a thorough read of the game's manual, and a good look-over of its map, I was left almost too inspired to borrow from it. Maybe even lift some of its design. Given its solitaire nature, the player is immediately aware of much meta-information; he has to. And it's a good play of honesty to keep on trudging even when he rolls up something nasty, such as a killer curse or the loss of all his party members, and many other things.
Meta-gaming information was never much of a secret I've murdered to keep off the table. It could be things such as knowing how to kill zombies or vampires. A certain genre savvy nature is often expected and enjoyed by all, whether it's the motives of robotic clowns or the party's non-player. So how does this relate; look no further than the concept of the role-playing game. I wouldn't for the life of me spill a monster's stats and abilities, but things such the powers of a sword are preferably given (to the possessor).
The magic items of Barbarian Prince, by design, follow this. But not only did they know what the item could do, but also what it was worth to certain NPCs. In a way we can begin to see the assumed lore behind objects in a setting, without going through a heap of exposition from the Referee.
Video games from the NES on to early 3-D platforms had it 'all there in the manual'. They needed too, because the game couldn't actively describe or detail items in-game, but still wanted, or needed, to explain an object's purpose in its world. Maybe the influence of these older games comes off too readily for me, but good consideration for why it is sometimes beneficial to let at least a little on for the players.
Meta-game information varies between groups, and often how little or much is allowed can also set the mood of a game, but sometimes even a little will benefit everyone. Especially if they can avoid taking too much advantage of it. Scare them with new stimuli and subvert the old to keep it fresh, if you need to.
Returning to the magical items of the game in question. A mechanic that excited me, and one often excluded in fantasy artifacts (ignoring wand charges), is the chance of burning out. Instead of an arbitrary number assigned, we find each use garnering either a 1 in 6 or 1 in 12 chance of running out of juice (or being destroyed). And just about all magic items use this mechanic (except swords); and can reduce the likelihood of defaulting on the item to snatch success time and again.
By no means an 'item', but certainly an item; the True Love that can be scored by the prince is both an invaluable asset to his adventure, and an under-used, seldom-seen trope of fantasy adventure. Given the NPC-ish nature of the prince's party, this is the one person he can rely upon, even if her activities are randomly determined. Not only this, but a love triangle can form that muddies up the affair, losing the benefits while it persists. She provides a bonus to Wits & Wiles, (woman's good senses, no doubt). Other NPCs offer similar benefits (such as negating the penalties of Reactions with elves, or worsening them with a dwarf). And in all it really expanded the horizon for what Non-players can bring to the party for me, especially if the players available are fewer than wanted. The idea that they aren't just extra hands/swords, but can improve conversations as advisers, among other things. I don't mean as in the Referee talking as them, but as more passive improvements to the players' activities.
The Events booklet provides a great swath of ideas for adventures, encounters and even what sort of event forks could open up between them. The map too is an easy grab.
Hopefully my bestial writing hasn't hidden the values I've intended to place in this document. All the same: Barbarian Prince is interesting mechanically and setting-wise; items and the meta-game; NPCs and the unspoken, but ever present benefits they provide.
For those parties interested: Barbarian Prince is available for free download.
August 20, 2012
A Shout-Out: Hulks & Horrors
As misfortune would have me, I've not even a modest sum to donate toward Hulks & Horrors, but all the same, here's a call out to my humble audience that they might support Hulks & Horrors, if not tell others about it.
Here's the jump coordinates.
Here's the jump coordinates.
A Little Something For The Eyes
I don't believe I've much referenced any such capacity in myself here, but occasionally as fancy strikes me, I draw. This is both in traditional and digital mediums. My plan has been for a while now to eventually make a sister site, under the title of 'Cobalt Blue'. There I would display various works of both fantasy and science-fiction both.
All the same, while I do consider my strength moreso to be with a simple Bic pen, I've rather enjoyed my hand with a program called Painttool SAI. Below is the most recent piece, and I trust you hobbyists will enjoy both the visual and subjective values.
The image is best viewed at 100%, and now folks, the world finally gets to see what I envision Mind Flayers to seem. And for those wondering, both my avatar picture and banner are elements from other illustrations of mine. In a future time, both will be made available to see; either here or at the aforementioned web log.
The pencil and pen drawings will not make an appearance 'till after I acquire a scanner that doesn't butcher the image quality.
All the same, while I do consider my strength moreso to be with a simple Bic pen, I've rather enjoyed my hand with a program called Painttool SAI. Below is the most recent piece, and I trust you hobbyists will enjoy both the visual and subjective values.
![]() |
| Click to Enlarge. |
The pencil and pen drawings will not make an appearance 'till after I acquire a scanner that doesn't butcher the image quality.
August 8, 2012
Curiosities From Times Gone: The Ultimist
Whether a method of satire, or merely innocent of intentions, The Ultimist character class Gygax put up for Polyhedron Magazine is something else. By design it is absurd, and below I shall leave it for your humor.
Not only does the character have minimum requirements (a common feature of AD&D), but it also gives great bonuses to make sure they are met, and then after the rolled scores are modified to greater values. We also see that the character fights as Fighting-men do, cast magics as a Magic-user and Cleric both, and no less does it possess the skills of a Martial Monk and can foil devices as does a Thief (without needing tools)! And by merit, it seems the fellow needs half experience gains as does a Fighting-man to advance in level.
Better still, we find out on the second page the filling for the cake. Each level the character gains nets him 100 "Spell Points", of which at first level he's got 100, and can cast 100 First Level Spells per day, I josh you not! Maybe in EGG's games First Level Spells are diddly-squat, but that's still a whole lot of diddly! The character also comes with a schwanky Bag of Holding from the get-go, among other things and from 1,000 - 4,000 gold pieces fresh off the press.
So, my few readers; satire, or honestly-considered-good-idea? If nothing else, the picture's a good chuckle.
Not only does the character have minimum requirements (a common feature of AD&D), but it also gives great bonuses to make sure they are met, and then after the rolled scores are modified to greater values. We also see that the character fights as Fighting-men do, cast magics as a Magic-user and Cleric both, and no less does it possess the skills of a Martial Monk and can foil devices as does a Thief (without needing tools)! And by merit, it seems the fellow needs half experience gains as does a Fighting-man to advance in level.
Better still, we find out on the second page the filling for the cake. Each level the character gains nets him 100 "Spell Points", of which at first level he's got 100, and can cast 100 First Level Spells per day, I josh you not! Maybe in EGG's games First Level Spells are diddly-squat, but that's still a whole lot of diddly! The character also comes with a schwanky Bag of Holding from the get-go, among other things and from 1,000 - 4,000 gold pieces fresh off the press.
So, my few readers; satire, or honestly-considered-good-idea? If nothing else, the picture's a good chuckle.
May 16, 2012
A to Zed - the rest of 'em
For those keeping track, I ended off with the Elder Scrolls in this challenge. I've been absent for quite some time. Between just not being around and a curiously dodgy internet connection, there's been little time for the web, or Blogger for that matter. Now, instead of spamming everyone's blog watch I'll condense the rest of my list into one post, that you may at least know where I was going to go.
Frank Herbert - the mastermind behind Dune and various other works of science fiction. Besides my long-standing love for Dune, his Destination: Void (The Jesus Incident being my favorite) series and The Dragon in the Sea are some of my favorites of his works.
Gyrojet - Gyrojet were a unique family of weapons back in the 60's that utilized gyroscopically stabilized microjet bullets for projectiles. Poor manufacturing and design dashed their chances of becoming any more than a curiosity. I first encountered these weapons in the role-playing game, Star Frontiers. Curious as to the nature, I did some research and was very pleased with what I had stumbled upon. The designs of the real world Gyrojets even had the visual aesthetics of fire-arms in Traveller.
Hivers - Given my fixation with non-human sapients, the hivers of Traveller fame were a welcome discovery. Their bodies are fine examples of symmetry, with a distinct society and culture.
Illithid - The Mind Flayer, the brain lasher, cutter, devourer, alhoon, and et cetera ad infinum. They're freaking aliens that eat fantasy adventurer brains; what's not to like? These practically build adventures on their own.
Jason and the Argonauts - Any person considering inspirational flicks to watch prior to running a game should see this beauty. The combat isn't retardedly choreographed, the monsters are mean, and the stop-motion animation still looks fluid.
Knights -I would have prefered to have done a bit on armsmen, or "men-at-arms," though knights are these things. Though there has been, I believe, two paladins throughout our group's entire history together, not one knight has ever truly graced its collective chronicles. Whether it be an errant knight, or merely nobility.
Lüscher -My family name; a Swiss name. I like pole-arms, but no, I'm not some autist with a thing for tables and charts. There is history behind this name, though I know so little of it. My grandfather came to North America after his stint as a missionary and eventually married, then later moved to Canada where when he retired, he took up farming. I've seen pictures of the Lüscher homestead in Aargau, somewhere near Muhen in Switzerland. It was a thatch-roof structure that I believe has since been torn down decades ago. Should I ever get a chance to see Europe I would much like to meet his family, and also give Mr. Giger a good handshake, and buy a pint. My name means roughly "he who lives near reeds."
Marathon Series - One of Bungie Software's flagship series. Originally for the personal Macintosh computer, the games were later ported to Windows. Totaling three games, each starts right where the previous left off; going from first contact with a hostile (aren't they all?) collective of races, the generation ship, Marathon, and its colony on Tau Ceti, is assaulted, to later adventures near the galactic core in a stolen vessel with a rampant AI, (and a good supply of expendable human meat-bags). The first game was instrumental in story-telling within first-perspective video games. For those even remotely interested, I heartily recommend going to Bungie.org and downloading Aleph One (all Operating Systems), and the three accompanying games. Marathons RED, Evil and Morgana's Revenge are also available there, and while fan projects, each are built to a high standard, almost befitting professional standards.
Non-Humanity - This is a recurring interest of mine. Sapient life of any matter, form, or environment, that is by definition alien. It could think completely different and apply obscene logics that make sense only to themselves, and it could be bizarre anatomy and senses that stand apart from ours. Basically, while I do enjoy 'men in rubber suits' aliens, I get a figurative hard-on, (pardon my vulgarity), just guessing at and musing how life not like our own would function.
OD&D - When I first encountered Dungeons & Dragons, it was as AD&D 2nd Edition, and that was just before 3rd started doing the rounds. I've never had a real copy of the three Little Brown Books, but once their realm was known to me, and I made my first step past the threshold, I knew what Arneson and Gygax had done, was lost with time, and edition. There is no purist here; I play anything set before me (except 4th Ed., once was enough!), but I am lessened for knowing too few do or want to play the game as it was. As a result, I also became quite interested in the history and development of the game, and later found things like a copy of the First Fantasy Campaign, and the lovely sites Hidden in Shadows, and Philotomy's OD&D Musings.
Pathways into Darkness - Before there was Marathon, there were pathways into darkness, and they were full of things that go bump in the night. Though most certainly not fantasy, this was a dungeon crawl; with guns, the dead, Nazis, aliens, and skinny Buddha monks. Popular oppinion says Marathon shares more than just a few easter eggs with this gem of a crawler. As of yet though, still no Windows port or source game.
Querulous - And I don't mean the adjective. Arne of Querulous, his blog, has been to some manner of degree an inspiration to me when it comes to visual design, and just video games in general. Through his web log, there is often re-imaginings of various old game series, and other media icons. He is also responsible for Android Arts and Prometheus Spawning Grounds 7. For anyone simply interested in just looking at pretty pictures, or interested in something to ruminate over if video games are an interest of theirs, I heartily suggest taking a gander. His material on Exile is some of my favorite, given how he somehow makes an awesome game better!
Robert A. Heinlein - If you couldn't already guess, I dig science fiction, and the older stuff moreso. Mr. Heinlein is no exception. And I don't care what claim Games Workshop supposedly has to 'space marines', given that this guy (and a coupla' others) all beat those toads to it, (and can make more interesting space marines to boot!)
Syd Mead - A futurist artist of great repute and resume. A good chunk of his early days were doing futuristic paintings for Ford. If I were to look at a non-dystopic future, I would see it in his worlds. The stylings have 50's leanings, but with the right counter of post-modernism to balance it out. The new world look may not be to everyone's tastes, but there's hope, and a bright future to be had in each of his works, and it is things like his paintings that keep my hopes for the future high. That sounded pretty corny, no? All the same, this man is my favorite visual artist ever.
Tales from Earthsea - Or Gedo Senki, is an animated film by Studio Ghibli roughly(?) based on a collection of stories under the same name, as I recall tell. I've only ever watched it a few times, but the setting, along with various other objects and designs that persist about the world made it special. And definitely a setting I would enjoy running or playing a campaign to.
Unobtainium - Phlebotinum, handwavium, et cetera. This is the magical sauce, the stuff, and the E-99 that makes the latest gadgets, gizmos and reactors run on all cylinders. Often a plot point or enabler in any piece of fiction, without Unobtainium we would instead have to rely on real world materials that wouldn't work as well, either stretching plausibility, or completely throwing adventure out the window.
Vallejo, Boris - If Syd Mead is my fondness for the future, Boris is my fondness for monsters and babes in the company of monsters. A maker of very fantastical illustrations, but I'm sure we already know who he is.
Wipple Shields - Science has told me that wipple shields are a very important asset to spacecraft. So what made them get this spot? Simple: it's one of the first realizations of space armour, and is almost as important as radiation shielding. How wipple works, is that it is a very thin layer of ablative material designed to take hits from micro-meteorites, using their own kinetic energy against them, disintegrating the particles with little more than superficial damage to the surfaces below the shield.
X-Files - One thing I've humored myself with repeatedly is how much this show is an inverse to Scooby-Doo. They kept thinking it wasn't so, yet always found the supernatural. Scoob and Crew are always on the hunt for a monster, but it's always that old man Jenkins. Incidentally, this post is moreso aimed at my general paranormal interests, and the title music still invokes an emotional response from me.
Yazirians - These anthropomorphic, gliding apes are positively my favorite of the main races in Star Frontiers. I couldn't really tell you why, and it definitely is not the battle rage ability, but the idea of power gliding across some moon with bubble goggles might have some say in the matter.
ZOrk - You wouldn't believe how hard I had to think of, and remember, the only interest of mine that starts with a zed. So, Zork. The text adventure role-playing game. Where being eaten by a grue was punishment for trying to not find a lamp. Originally, as I recall, the eponymous grue was added to replace the fallible logic of stumbling into a bottomless pit in the dark, given that this pit could happen in nonsensical locations. I had the gameboy version, not the original.
Frank Herbert - the mastermind behind Dune and various other works of science fiction. Besides my long-standing love for Dune, his Destination: Void (The Jesus Incident being my favorite) series and The Dragon in the Sea are some of my favorites of his works.
Gyrojet - Gyrojet were a unique family of weapons back in the 60's that utilized gyroscopically stabilized microjet bullets for projectiles. Poor manufacturing and design dashed their chances of becoming any more than a curiosity. I first encountered these weapons in the role-playing game, Star Frontiers. Curious as to the nature, I did some research and was very pleased with what I had stumbled upon. The designs of the real world Gyrojets even had the visual aesthetics of fire-arms in Traveller.
Hivers - Given my fixation with non-human sapients, the hivers of Traveller fame were a welcome discovery. Their bodies are fine examples of symmetry, with a distinct society and culture.
Illithid - The Mind Flayer, the brain lasher, cutter, devourer, alhoon, and et cetera ad infinum. They're freaking aliens that eat fantasy adventurer brains; what's not to like? These practically build adventures on their own.
Jason and the Argonauts - Any person considering inspirational flicks to watch prior to running a game should see this beauty. The combat isn't retardedly choreographed, the monsters are mean, and the stop-motion animation still looks fluid.
Knights -I would have prefered to have done a bit on armsmen, or "men-at-arms," though knights are these things. Though there has been, I believe, two paladins throughout our group's entire history together, not one knight has ever truly graced its collective chronicles. Whether it be an errant knight, or merely nobility.
Lüscher -My family name; a Swiss name. I like pole-arms, but no, I'm not some autist with a thing for tables and charts. There is history behind this name, though I know so little of it. My grandfather came to North America after his stint as a missionary and eventually married, then later moved to Canada where when he retired, he took up farming. I've seen pictures of the Lüscher homestead in Aargau, somewhere near Muhen in Switzerland. It was a thatch-roof structure that I believe has since been torn down decades ago. Should I ever get a chance to see Europe I would much like to meet his family, and also give Mr. Giger a good handshake, and buy a pint. My name means roughly "he who lives near reeds."
Marathon Series - One of Bungie Software's flagship series. Originally for the personal Macintosh computer, the games were later ported to Windows. Totaling three games, each starts right where the previous left off; going from first contact with a hostile (aren't they all?) collective of races, the generation ship, Marathon, and its colony on Tau Ceti, is assaulted, to later adventures near the galactic core in a stolen vessel with a rampant AI, (and a good supply of expendable human meat-bags). The first game was instrumental in story-telling within first-perspective video games. For those even remotely interested, I heartily recommend going to Bungie.org and downloading Aleph One (all Operating Systems), and the three accompanying games. Marathons RED, Evil and Morgana's Revenge are also available there, and while fan projects, each are built to a high standard, almost befitting professional standards.
Non-Humanity - This is a recurring interest of mine. Sapient life of any matter, form, or environment, that is by definition alien. It could think completely different and apply obscene logics that make sense only to themselves, and it could be bizarre anatomy and senses that stand apart from ours. Basically, while I do enjoy 'men in rubber suits' aliens, I get a figurative hard-on, (pardon my vulgarity), just guessing at and musing how life not like our own would function.
OD&D - When I first encountered Dungeons & Dragons, it was as AD&D 2nd Edition, and that was just before 3rd started doing the rounds. I've never had a real copy of the three Little Brown Books, but once their realm was known to me, and I made my first step past the threshold, I knew what Arneson and Gygax had done, was lost with time, and edition. There is no purist here; I play anything set before me (except 4th Ed., once was enough!), but I am lessened for knowing too few do or want to play the game as it was. As a result, I also became quite interested in the history and development of the game, and later found things like a copy of the First Fantasy Campaign, and the lovely sites Hidden in Shadows, and Philotomy's OD&D Musings.
Pathways into Darkness - Before there was Marathon, there were pathways into darkness, and they were full of things that go bump in the night. Though most certainly not fantasy, this was a dungeon crawl; with guns, the dead, Nazis, aliens, and skinny Buddha monks. Popular oppinion says Marathon shares more than just a few easter eggs with this gem of a crawler. As of yet though, still no Windows port or source game.
Querulous - And I don't mean the adjective. Arne of Querulous, his blog, has been to some manner of degree an inspiration to me when it comes to visual design, and just video games in general. Through his web log, there is often re-imaginings of various old game series, and other media icons. He is also responsible for Android Arts and Prometheus Spawning Grounds 7. For anyone simply interested in just looking at pretty pictures, or interested in something to ruminate over if video games are an interest of theirs, I heartily suggest taking a gander. His material on Exile is some of my favorite, given how he somehow makes an awesome game better!
Robert A. Heinlein - If you couldn't already guess, I dig science fiction, and the older stuff moreso. Mr. Heinlein is no exception. And I don't care what claim Games Workshop supposedly has to 'space marines', given that this guy (and a coupla' others) all beat those toads to it, (and can make more interesting space marines to boot!)
Syd Mead - A futurist artist of great repute and resume. A good chunk of his early days were doing futuristic paintings for Ford. If I were to look at a non-dystopic future, I would see it in his worlds. The stylings have 50's leanings, but with the right counter of post-modernism to balance it out. The new world look may not be to everyone's tastes, but there's hope, and a bright future to be had in each of his works, and it is things like his paintings that keep my hopes for the future high. That sounded pretty corny, no? All the same, this man is my favorite visual artist ever.
Tales from Earthsea - Or Gedo Senki, is an animated film by Studio Ghibli roughly(?) based on a collection of stories under the same name, as I recall tell. I've only ever watched it a few times, but the setting, along with various other objects and designs that persist about the world made it special. And definitely a setting I would enjoy running or playing a campaign to.
Unobtainium - Phlebotinum, handwavium, et cetera. This is the magical sauce, the stuff, and the E-99 that makes the latest gadgets, gizmos and reactors run on all cylinders. Often a plot point or enabler in any piece of fiction, without Unobtainium we would instead have to rely on real world materials that wouldn't work as well, either stretching plausibility, or completely throwing adventure out the window.
Vallejo, Boris - If Syd Mead is my fondness for the future, Boris is my fondness for monsters and babes in the company of monsters. A maker of very fantastical illustrations, but I'm sure we already know who he is.
Wipple Shields - Science has told me that wipple shields are a very important asset to spacecraft. So what made them get this spot? Simple: it's one of the first realizations of space armour, and is almost as important as radiation shielding. How wipple works, is that it is a very thin layer of ablative material designed to take hits from micro-meteorites, using their own kinetic energy against them, disintegrating the particles with little more than superficial damage to the surfaces below the shield.
X-Files - One thing I've humored myself with repeatedly is how much this show is an inverse to Scooby-Doo. They kept thinking it wasn't so, yet always found the supernatural. Scoob and Crew are always on the hunt for a monster, but it's always that old man Jenkins. Incidentally, this post is moreso aimed at my general paranormal interests, and the title music still invokes an emotional response from me.
Yazirians - These anthropomorphic, gliding apes are positively my favorite of the main races in Star Frontiers. I couldn't really tell you why, and it definitely is not the battle rage ability, but the idea of power gliding across some moon with bubble goggles might have some say in the matter.
ZOrk - You wouldn't believe how hard I had to think of, and remember, the only interest of mine that starts with a zed. So, Zork. The text adventure role-playing game. Where being eaten by a grue was punishment for trying to not find a lamp. Originally, as I recall, the eponymous grue was added to replace the fallible logic of stumbling into a bottomless pit in the dark, given that this pit could happen in nonsensical locations. I had the gameboy version, not the original.
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Movies,
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Video Games
May 5, 2012
Kickstarter: Champions of Zed
Hello to you lot.
Just stopping by to say that the Champions of Zed is up on Kickstarter, and could use your help, if you've not already. It's all well set out and nicely explained on there what CoZ is if you don't already know.
I'm pretty excited for it and hope it gets enough support. A hard-cover copy would be aces to me.
As for A to Zed. I've been lagging terribly behind schedule, and thankfully this isn't some established, or official, establishment, otherwise I'd have been shit-canned earlier this week, haha! After I go to see the Avengers flick tonight, we'll see about getting me caught up in full.
Just stopping by to say that the Champions of Zed is up on Kickstarter, and could use your help, if you've not already. It's all well set out and nicely explained on there what CoZ is if you don't already know.
I'm pretty excited for it and hope it gets enough support. A hard-cover copy would be aces to me.
As for A to Zed. I've been lagging terribly behind schedule, and thankfully this isn't some established, or official, establishment, otherwise I'd have been shit-canned earlier this week, haha! After I go to see the Avengers flick tonight, we'll see about getting me caught up in full.
April 30, 2012
A to Zed - E is for Elder Scrolls, the
And we resume this lovely list with the letter 'E' for our look at The Elder Scrolls series of action role-playing video games.
To date, there are five main titles, along with several expansion packs (almost sounds antiquated next to all the DLC about these days, no?), and spin-off games. The series has seen massive popularity, and presumably so thanks to its deep and rich world, plot-lines, quests and design aesthetics. Much of its inspiration drawn from previous games, including, wait for it... Dungeons & Dragons, is quite apparent.
Throughout the series we see many of the humanoid races develop from simple monster encounters to fleshed-out societies. By the time of TES: Morrowind, players could immerse themselves in the world as either beast-races: the emotion-absent, reptilian argonians, along with the desert folk, the khajiit. And if one were to play TES: Oblivion, well, I hope you don't laugh too much at the well-dressed/groomed orcs, 'cause they might just pound ya' flat for that one.
The later games of The Elder Scrolls focus greatly on the open-world approach to design that allows for great flexibility in where or what the player wishes to explore. The world isn't quite so much a sandbox, given that there's always some drive, or plot, for the player to pursue and conquer.
If I were to choose any specific favorite of the lot, I would tell you that it's gotta' be Morrowind, true and true. The setting of Vvardenfell is, straight off the prison ship, obviously alien in the sense of fantasy visuals. Just about all of the scenery, from the flora to the fauna is unrecognizable to our earthly persons. The player must discover what is and is not nice, and what will rip their face off right from the get-go. It allows for a purveying sense of mystery and exploration that lasts all the way till the hero finally ends his journey. I remember being just 'wowed' at how unique the biome of Morrowind's Vvardenfell was when I first played it, and how distinctly different the people were. Morrowind also marks the point in the series where the pen & paper RPG aspect is at its strongest before it turned more to its action RPG element of the later titles. It was also the last TES game I could specialize in and use pole-arms! I mean, their mechanics in the game were so useful too, in that the player could swing, stab and slash the things, but each worked best when used properly! It being a halberd really mattered, as opposed to mashing the attack button till your foe was paste. TES: Skyrim gets a near second for the visual design, eye-candy, better NPCs, oh, and all the DRAGONS. Plus, FUS RO-DAH!
To date, there are five main titles, along with several expansion packs (almost sounds antiquated next to all the DLC about these days, no?), and spin-off games. The series has seen massive popularity, and presumably so thanks to its deep and rich world, plot-lines, quests and design aesthetics. Much of its inspiration drawn from previous games, including, wait for it... Dungeons & Dragons, is quite apparent.
Throughout the series we see many of the humanoid races develop from simple monster encounters to fleshed-out societies. By the time of TES: Morrowind, players could immerse themselves in the world as either beast-races: the emotion-absent, reptilian argonians, along with the desert folk, the khajiit. And if one were to play TES: Oblivion, well, I hope you don't laugh too much at the well-dressed/groomed orcs, 'cause they might just pound ya' flat for that one.
The later games of The Elder Scrolls focus greatly on the open-world approach to design that allows for great flexibility in where or what the player wishes to explore. The world isn't quite so much a sandbox, given that there's always some drive, or plot, for the player to pursue and conquer.
If I were to choose any specific favorite of the lot, I would tell you that it's gotta' be Morrowind, true and true. The setting of Vvardenfell is, straight off the prison ship, obviously alien in the sense of fantasy visuals. Just about all of the scenery, from the flora to the fauna is unrecognizable to our earthly persons. The player must discover what is and is not nice, and what will rip their face off right from the get-go. It allows for a purveying sense of mystery and exploration that lasts all the way till the hero finally ends his journey. I remember being just 'wowed' at how unique the biome of Morrowind's Vvardenfell was when I first played it, and how distinctly different the people were. Morrowind also marks the point in the series where the pen & paper RPG aspect is at its strongest before it turned more to its action RPG element of the later titles. It was also the last TES game I could specialize in and use pole-arms! I mean, their mechanics in the game were so useful too, in that the player could swing, stab and slash the things, but each worked best when used properly! It being a halberd really mattered, as opposed to mashing the attack button till your foe was paste. TES: Skyrim gets a near second for the visual design, eye-candy, better NPCs, oh, and all the DRAGONS. Plus, FUS RO-DAH!
Here's to hoping I can get this list done before I move next month, haha!
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April 25, 2012
A to Zed - C is for Church, Doug
'C' is for Church, or Doug Church, a game designer currently enlisted within the ranks of game company, Valve. After leaving post-secondary, Church went on to begin his career working for Looking Glass Studios. The company, along with Church have received renown as creators of various innovations in video games, all the while still retaining interesting and engaging stories. Funnily enough, their games almost always did quite poorly in sales compared to their contemporaries, and were often regarded as "ahead of their time."
Various titles he is known to have worked on while at LGS include: Ultima Underworld 1 & 2, System Shock, and Thief. Though I will strain right now that my main interest in this man and his work is for System Shock, and its sequel, System Shock II. He has proven to be an innovative member of the gaming industry time in and out, creating intricate and lively worlds that keep me coming back, even now, when DOS has all but died off.
For what time he has been involved with Valve, we can see his tendrils at work in Portal 2. His work has also influenced spiritual successors Deus Ex and BioShock. And though the company has not said what position he keeps, we can expect from what has been leaked on the internet, that he is involved in another game quite possibly similar to the previous System Shock games. The future can only tell what more this man has in store for us.
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April 24, 2012
A to Zed - Broadmore, Greg
Greg Broadmore is an illustrator, designer, writer, and concept artist for Weta Workshop. Whether its science fiction, zeerust, Victorian punk, robots or dinosaurs, the man's on top. Some of his most well known work comes from District 9, King Kong, and The Lion, the Witch, and the Wardrobe. And to say he has an eye for detail and flare for creativity is an understatement. Much of his visual design work is as is seen in the films themselves, almost as if transmuted straight from his drawings.I first came to know of Broadmore and his work after appropriating a copy of the art book by Weta for the 2005 film, King Kong. Though I had known of Weta Workshop since The Lord of the Rings movies came about, it wasn't until the reimagining of one of my favorite films that I came to know of this fellow. And if you can find a copy of The World of Kong, A Natural History of Skull Island, you will be in for a treat, I guarantee it. There are multiple maps of Skull Island, along with breakdowns of the local ecologies for each section of the island. Our gaming group used it to run a fantasy expedition campaign, though I don't recall it ending well for the party...
Beyond the films he's been apart of, Broadmore has created the wonderful universe of Dr. Grordbort, though with the help of Weta, as I'm told. It's a lovely medley of Victorian science fiction and pulp topped off with eye candy. And the bestiary on the site has some beaut monsters! Other things he's had his hand in include the Riff Raff sculpture, and this funny tripod thing.He regularly keeps the world up to date on his personal art through his website and web log.
Also, 'weta' are roughly 70 species of insect similar to crickets. And I'm not sure I sympathize with those complaining with the new Blogger layout. It seems to work fine for me.
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A to Zed - A is for Asimov, Isaac
Well, after finally caving in after seeing how much fun everyone else is doing, I figured, heck, why not? After all, it's all in good sport and an excellent way of sharing one's interests with others, and does so without being intrusive like one of those chain-games. We'll see how well I can manage a-letter-a-day.
I begin with the letter 'A', and to represent it, I choose Asimov, or rather Isaac Asimov to be specific. Writer; futurist; creator of the Three Laws of Robotics; and maker of many science fiction tales. Some of his most notable works include: the Foundation, Galactic Empire, Robot, and Lucky Starr series of books. As time marched on ever forward, he later united these seemingly separate series into one "future history", though Lucky Starr is not included so far as I can recall.
Considered one of the top three science fiction writers that dominated the time, of which the others were respectively, Arthur C. Clarke and Robert A. Heinlein, Asimov also wrote works of mystery and fantasy, along with a fair spattering of non-fiction.
While I almost equally enjoy the works of Arthur C. Clarke, and there are numerous other interests and entries suitable for my representation of 'A', Asimov remains simply for the impact his worlds have imprinted on myself.
Any science fiction nut worth his salt is familiar with Asimov's Three Laws of Robotics. It frequently turns up in various stories in all seriousness and in jest, but also presents a solid platform of which to oppose the non-sense that any and all A.I. will by nature, eventually turn upon its creators. Not only do the rules govern safer synthetic thought processes, it also presents a challenge to the individual's integrity, and whether or not the rules can be broken. The Robot book series has left its own mark on where my thoughts turn to, and how to approach artificial intelligence, and the potential that true, unshackled synthetic intelligence might possess and utilize. One of my favorite Asimov works is The Robots of Dawn, third in the series, and an interesting "whodunnit" adventure for plainclothesman, Lije Baley.
The man can write an intricate story and plot, laced with interesting and diverse characters, whether or not they're human. Some have criticized his style of prose, for its often direct or sparse way, but its fashion leaves room for the mind to interpret and develop. Another intriguing aspect of all but a select few of works feature worlds devoid of non-humanity, where even at times robots do not accompany Man. It is a neat principle that avoids what is known as 'Clement's Paradox', or the effects of time and longevity on sentient races, and the chances of encountering them. This is also handy for certain interpretations of a humanist Traveller universe.
Plus, Alien has been so oft used for the 'A' entry, I found it a little passe to follow suit.
---
I begin with the letter 'A', and to represent it, I choose Asimov, or rather Isaac Asimov to be specific. Writer; futurist; creator of the Three Laws of Robotics; and maker of many science fiction tales. Some of his most notable works include: the Foundation, Galactic Empire, Robot, and Lucky Starr series of books. As time marched on ever forward, he later united these seemingly separate series into one "future history", though Lucky Starr is not included so far as I can recall.
Considered one of the top three science fiction writers that dominated the time, of which the others were respectively, Arthur C. Clarke and Robert A. Heinlein, Asimov also wrote works of mystery and fantasy, along with a fair spattering of non-fiction.
While I almost equally enjoy the works of Arthur C. Clarke, and there are numerous other interests and entries suitable for my representation of 'A', Asimov remains simply for the impact his worlds have imprinted on myself.Any science fiction nut worth his salt is familiar with Asimov's Three Laws of Robotics. It frequently turns up in various stories in all seriousness and in jest, but also presents a solid platform of which to oppose the non-sense that any and all A.I. will by nature, eventually turn upon its creators. Not only do the rules govern safer synthetic thought processes, it also presents a challenge to the individual's integrity, and whether or not the rules can be broken. The Robot book series has left its own mark on where my thoughts turn to, and how to approach artificial intelligence, and the potential that true, unshackled synthetic intelligence might possess and utilize. One of my favorite Asimov works is The Robots of Dawn, third in the series, and an interesting "whodunnit" adventure for plainclothesman, Lije Baley.
The man can write an intricate story and plot, laced with interesting and diverse characters, whether or not they're human. Some have criticized his style of prose, for its often direct or sparse way, but its fashion leaves room for the mind to interpret and develop. Another intriguing aspect of all but a select few of works feature worlds devoid of non-humanity, where even at times robots do not accompany Man. It is a neat principle that avoids what is known as 'Clement's Paradox', or the effects of time and longevity on sentient races, and the chances of encountering them. This is also handy for certain interpretations of a humanist Traveller universe.
Plus, Alien has been so oft used for the 'A' entry, I found it a little passe to follow suit.
Tags:
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Science Fiction
April 21, 2012
Yester-year/Super-seer.
Continuing my long chain of posts not pertaining to miniatures in any scale, (I know a number of you're here for that solely; we'll return to it once I get a new camera), here's a concentrated shot of nostalgia to your lobes.
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April 19, 2012
Mine Enemy.
Perhaps for most the flick, 'Enemy Mine' has passed on into obscurity as just another sci-fi thing.
Based on the book written by Barry B. Longyear of the same name, 'Enemy Mine' focuses on the story of a Bilateral Terran Alliance pilot and his Dracian enemy, both wrecked and marooned on an unregistered planet and left for dead. As they struggle to kill one another on the barren world (aren't they all?), the environment forces the two to shift their priorities and work cooperatively to survive, eventually forming an unlikely friendship.
While compared to today's visual spoilage, just about anyone will consider the effects to be silly, and the brief space battle that sets the premise for the film features noise in space (a la Star Wars), the story told is one marvelously crafted. And if I do say so myself, probably one of the better and more emotional that I've ever seen in film, let alone science fiction from yester-year. And while I admit, I'm quite shit at thoroughly explaining or swaying peoples opinions, as dictated by my rather bestial efforts at chicanery, I implore those of you that have not seen this film to seek it out, and those of you that have, to revisit it, but also to read the book should you find it.
As for you hobbyists out there; what potential does this whole shebang have for gaming? Nothing. Unless you're die-hard role-players that could handle the inter-character tensions and theme, or maybe the meteor showers and planetary fauna would look ace on your next backwater world. Who am I to say; or hold you back?
Also, I swear this web log is more than just binder!
Based on the book written by Barry B. Longyear of the same name, 'Enemy Mine' focuses on the story of a Bilateral Terran Alliance pilot and his Dracian enemy, both wrecked and marooned on an unregistered planet and left for dead. As they struggle to kill one another on the barren world (aren't they all?), the environment forces the two to shift their priorities and work cooperatively to survive, eventually forming an unlikely friendship.
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| "Shit? What do you mean, shit?" |
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| House mk.2 |
Also, I swear this web log is more than just binder!
Tags:
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April 15, 2012
Oubliette Magazine
For those of you that haven't heard, it's a mag that focuses mainly around the Labyrinth Lord game system, but any of its articles would be a fine fit for other systems and editions of maze mastering.
Now I suppose I'm not the most informed individual on the net, nor do I ever seem to have my ear to the ground regarding matters even closer to home, but what immediately had my attention about this magazine was the fact that it was an OSR magazine! Many of the older hobbyists have or at least once had magazines such as The Space Gamer, Polyhedron, The Dragon, and others to get their fix of fresh ideas and general hobby reads. Very few options remain these days that aren't just product ads under the guise of a monthly issue. (I'm looking at you, White Dwarf.)
In this day where so much is available across the digital medium, many can just as easily subscribe to a website, or a web log, and be about their merry way without a coin from their pocket. But for folks like me, who like to hold it in their hands; the grit of paper; the smell of new book; and the stack of reading always on-hand, it's a god-send. I would use a Kindle if given one, but the yellowed page is still strong in me.
Not only is it something I can hold physically that draws me to Oubliette, otherwise I'd have a hoard of books I don't like to read, but also that each issue brings with it wide and varied content, pictures, and even adventure modules with maps! There's always something new and exciting to be found within each issue, and I'll dare say that Regan and crew know how to please.
The only thing I regret was accidentally not purchasing issue #5 along with the rest when I did!
Furthermore, Tales from Hell is my kind of cartoon.
March 26, 2012
Just something that really nailed it.
While doing my usual of link jumping on Youtube I came across a music group that just hit everything I've been looking for in passive spacey tunes. I've usually got music playing during games that isn't distracting, so this was a godsend.
Solar Fields - Discovering
Solar Fields - Discovering
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February 20, 2012
MIHYAP I
Hello All!
Just a shout out to any of you interested in aerospace, or science fiction films, and especially space suits. Steve over at Say; Hello Spaceman, has a lovely blog that continuously brings to light more and more gems from space opera past and used-futures present, and he could use some more viewers methinks! Maybe some of you can even give him suggestions to showcase.
Just a shout out to any of you interested in aerospace, or science fiction films, and especially space suits. Steve over at Say; Hello Spaceman, has a lovely blog that continuously brings to light more and more gems from space opera past and used-futures present, and he could use some more viewers methinks! Maybe some of you can even give him suggestions to showcase.
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