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staying up late, playing games
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National Geographic’s Top 10 Space Pics of 2007
Breathtaking stuff. Inspiring too.
Not been writing much as I bought a couple of novels and want to chew through them.
Most likely see you on the other side.
Slashfilm has the Black List.
The list is compiled with a poll of 150 development executives and high-level assistants, and contains a ranking of the hot screenplays making the rounds in Hollywoodland, which were written in, or are somehow uniquely associated with, 2007 and will not be released in theaters during this calendar year.
Essential tips for enhancing your enjoyment at work at the expense of productivity
I couldn’t survive without this list.
From the BBC, Why do men go missing?
“They are not missing to themselves. It is only the people who are left behind who see them as missing”, he says.
“There is a small group of people who go missing for a week or two and then reappear not being able to remember what happened. That’s often because of work stress.”
…
The US medical encyclopaedia, the Merck Manual, describes dissociative fugue as “a disorder in which one or more episodes of sudden, unexpected, and purposeful travel from home (fugue) occur, during which a person cannot remember some or all of his past life”.
Continuing my current trend of grabbing news headlines and turning them into story backgrounds, I consider fugue to be compelling.
In the world I see – you are stalking elk through the damp canyon forests around the ruins of Rockefeller Center. You’ll wear leather clothes that will last you the rest of your life. You’ll climb the wrist-thick kudzu vines that wrap the Sears Tower. And when you look down, you’ll see tiny figures pounding corn, laying strips of venison on the empty car pool lane of some abandoned superhighway. – Tyler Durden, Fight Club
Thoughout the evolution of humanity, there have been men and women of great stature. They became our leaders, survivors and martyrs. Most of the time they are normal members of society, living out their lives in quiet anonymity. It is only in these times of adversity, when others look for someone to lead, to save them, to die for them – that they step to the fore. Afterwards, they cannot explain their activities, as if they were acting under the control of a higher power.
This is the Fugue.
While gripped by the Fugue, a person’s perceptions are altered. Often they are able to see things with astounding clarity and sense the right thing to do. They may be gifted with extraordinary abilities by the Fugue and feel drawn to dealing with the event which caused it.
If they are unable to resolve the cause of the Fugue Event, either through inaction or failure, then it is possible they may never recover from the Fugue and may continue to live apart, still not cognisant of their real name, the identities of their family or their calling in life. Sometimes, after years, the fugue may subside and they may find themselves separated months or even years from their previous life, as if plucked through time to the future.
Fugue can be played in two ways.
This kind of reminds me of Miracleman, the absolutely fabulous superhero serial by Alan Moore. If you haven’t read it, stop right now and go and read it.
It would be possible to run Fugue with the same normals every time but there would have to be reasons why anyone would be in these situations day after day.
Suggested abilities:
Senses – enhanced senses or extrasensory perception
Strength – capable of lifting five, ten maybe fifty times normal…
Speed – maybe someone can move at double, triple or much faster than expected.
Healing – can heal a horrific injury, cure a disease..
Use of abilities:
These abilities should not be “always on” but should be summoned.To simulate this in the game, allocate the players a number of Fugue points with their Fugue Event card. Each point can be used to summon the Fugue ability for a scene (think no more than 3 panels in a comic).
System:
Oh it really doesn’t matter. I’d use either ERIS or SNCC for this. SNCC would seem to fit better because it doesn’t have Strength statistics and so it’s much easier to fluff it.
What do you think?
From the BBC:
Legendary US daredevil Evel Knievel has died at the age of 69, his granddaughter has said.
I’ve never seen Knievel do any of his stunts, in real life or on TV. I just know him through this:
It was years until I found out it was based on a real person.
There’s a bloke in Indonesia who has a rare immune deficiency: he’s extremely susceptible to the Human Papilloma Virus. It’s not big and it’s not scary because in the rest of us it causes merely warts.
Dede’s problem is that he has a rare genetic fault that impedes his immune system, meaning his body is unable to contain the warts.
The virus was therefore able to “hijack the cellular machinery of his skin cells”, ordering them to produce massive amounts of the substance that caused the tree-like growths known as “cutaneous horns” on his hands and feet.
From Dark Roasted Blend:
This is the start of a new series, collection of the most inspiring & hard-to-find retro-futuristic graphics. We will try to stay away from the well-known American pulp & book cover illustrations and instead will focus on the artwork from rather unlikely sources: Soviet & Eastern Bloc “popular tech & science” magazines, German, Italian, British fantastic illustrations and promotional literature – all from the Golden Age of Retro-Future (from 1930s to 1970s).
The author is clear on one point: the future never looked better. Sure, it’s a sort of pseudo-pulp, science romance image they paint (which reminds me awfully of SpaceMaster, does that make me bad?) with plenty of cutaways, pointy rockets and smiling people in bubble helmets but there’s such a cheerful image that it’s kind of sad that it didn’t pan out that way.
The images certainly speak of re-usable spacecraft, a vision that is barely realised by the science of NOW. They also show some Abyss-style aliens (First Contact, by Nikolai Nedbailo).
The Retro Future Chart of Starships further down the page remind me of designs made for Frontier, Crucible Design’s version of Star Trek that, sadly, never went anywhere.
Let us know of other rare & unusual futurist art; next issue will be devoted to the architectural and transportation retro-future visions.
I’ll certainly be tuning in!
Of course, the prominence of the Red Star in many of the images from Russian artists and publications inspires me to think of a post-Cold War era backdrop where the smiling idealism of the images is real. A real Retro-Future of a successful communist Russia sending their brave cosmonauts into the void to build a better tomorrow and forever having to thwart the greedy machinations of Capitalist America with their military expansionism!
Yes, yes, Flash Gordon even, but with a big red star on his chest as the silent American defector muscle behind the scientific genius of the people, Hans Zarkov!
“Damn you Hans Zarkov, Hero of Comrades!”
“You will never defeat me, Ming the Capitalist!”
“I have hostages, Dale Ardinski and the defector Flash Gordon!”
Action!
How embarrassing.
About 20 years too late, the Orange Order has invented a superhero in order to make them appear hip, up-to-date and less stuffy.
I’d have thought a bit of effort to take the high road and make the 12th July an “open to all” event would be a great start. As a Catholic who attended the celebrations on 12th July 2007 in Holywood, I must say the sectarian displays were not comforting. The booze-addled skinheads wearing nylon uniforms in red, white and blue really set the scene. Add to that the drizzle waiting for about 90 minutes for the march to organise themselves to come up and down the main street. It really helped the spirits.
And so, the birth of the Orange Order Superhero.
As we know from Unbreakable, a superhero is defined by his enemies. So who will this as-yet-unnamed superbeing fight?
Shamrock and the Balaclava-men?
Daft.
Yes. It made me LOL for real. In work.
A few months ago I came across a great article on the IntarWeb about the origin, trafficking and “business” of Heroin which went into great detail about how it was the main product of the East India Trading Company and how the British exported heroin in vast quantities to China and not the other way round. I’ve since lost track of it but had an idea for a game. Anyone knows which article I’m talking about? Pop it in the comments. Ta.
gives an example of the interesting history of the drug.
Heroin, however, was not brought into existence until 1874.
Heroin was first synthesized by a dude named C.R. Alder Wright, who in addition to having lots of given names, was an English chemist employed at St. Mary’s Hospital Medical School in London.
Another chemist, this one German, employed at Bayer, and named Felix Hoffmann, independently re-synthesized diacetylmorphine in a failed attempt to make codeine from morphine. After testing it out in some lucky humans, Bayer decided to rename the compound heroin, reportedly because it made test subjects feel, among other things, heroic.
Again with the ideas.
I envisage a game called “Heroics” set in the pulp era with a very edgy, gritty feel. The heroes are, of course, heroin addicts and it is the drug which gives them their powers. The eventual collapse of their bodies is part of the whole story.
Subplots
For when the religious nuts in your life come off with some crackers.
Why are you mad at God?
“Because he’s supposed to be all good but he doesn’t even have the common decency to exist.”
God wants you to believe in him without rational proof.
“Then he’s certainly doing a fine job of not tempting me with evidence.”
Hitler was an atheist.
“I don’t know about Hitler’s religion, but I do know that he was heterosexual, so can I assume you’re against that, too?”
If there is no Heaven, then where do you go when you die?
“The same place you were before you were conceived, I assume.”
Bizarre casting call for new Star Trek film
The invitation to the casting session said: “This is an epic project and we are looking for the most intriguing and interesting faces to integrate in this film.”
Some of the facial features the studio is looking for include:
* extremely large heads and foreheads
* wide or close-set eyes
* over or undersized ears and/or nose
* facial deformities
* pronounced cheekbones
* ultra perfect or ultra plain-looking people“Everyone must be thin, athletic, fit; wardrobe will be form-fitting. All hair lengths on males and females welcome,” the casting invitation added.
All hair lengths on men?????
Surely there must be some mistake? Freakish pony-tailed men in the future? I’d have thought they’d have invented a cure by then? I hope they increase the rating to a 15 so they can be seen to not encourage youngsters!
The UK’s decision to shun human spaceflight was a mistake that needs to be changed, says Europe’s International Space Station programme chief … Alan Thirkettle, a Brit who left the country to head European Space Agency (Esa) projects.
…
“The UK has a long and noble tradition for exploration across our planet. It is time for a new vision and a more distant voyage.”
Today, the United Kingdom contributes less than 9% of the ESA budget with the majority coming from France, Germany and Italy. Why did things get to such a state? The truth, of course, is amazing.
It’s 1988. And you’re part of the Prospero Group
“Now my charms are all o’erthrown,
And what strength I have’s mine own,”
During the 1970s, the space race between the US and the Soviet Union cooled with the race to the moon being allegedly won by the US in their Apollo series. The ESA was quickly able to establish itself as a forerunner in space exploration and quickly became the leader in commercial space flights and payload delivery. Their delivery vehicle, the Ariane series, was proving successful despite negative PR following some flight failures.
The bulk of their rocket science was of course derived from post-war military science and focussed on the delivery of satellites. Prospero X-3 was the only British satellite to be launched by a British rocket and was launched with only a single experiment on board, an apparatus designed to test solar cells. After only two years component failure on Prospero resulted in the programme being labelled an abject failure. But the solar cell experiment was not the only equipment on board. Prospero can still be heard transmitting unknown coordinates and has a orbital lifetime of almost 100 years.
In The Tempest, Prospero was a deposed king who became a sorcerer, a godlike figure. The Prospero which orbits above us certainly has some such qualities.
Prospero can be described as many things. A vehicle. A weapon. A resource.
Prospero can transport objects from one place to another without them crossing the intervening space. Or time.
Prospero represents one of a few spatial and temporal man-made anomalies. On board was a smaller, more compact version of the devices which caused the Philadelphia Experiment and also used in the Montauk Project at Camp Hero. It was felt by the Prospero Group, part of the British National Space Agency, that building the device into something as cumbersome as a destroyer was pointless and keeping it on the ground was tantamount to useless as well as insanely dangerous. As a result, Prospero was launched into space.
Prospero can send people and objects to anything it can see. This includes places it can see in its past. So if you need to be in a certain place at a certain time, it will attempt to send you as close as possible before that time. This can also mean having objects sent into obscure places as they may need to lie undiscovered for days or weeks before being retrieved.
Coterminous places
Still needs filled out:
1. Where does Prospero orbit and what can it see?
2. We’ve got a very limited but very relevant time travel mechanism
3. Other co-terminous places may exist….
Of course, it has to be from Cracked.com. Go look. Now.
When you’re lying awake in the night and dreaming new dreams about far off places and alien races, in science fiction and fantasy, and you think it might be easy to invent something new.
No.
A few years ago, some of us tried to write a science fiction background which included some elements from sci-fi we liked. It was, I suppose, meant to be a slightly more mature outlook on Star Trek, a series most of us watched and a game we generally liked playing (though convincing one ham actor that he couldn’t always be the captain was troublesome).
We only wanted 3-4 alien races to deal with but we wanted them to be very very alien. Some of the concepts were facinating. I loved the Swarm, the Snakes and the “human aliens” (colonies). I had some trouble with the molluscs but I blamed that more on myself. As a biologist I had a good grasp of the weird things out there on Earth and wanted to invent things that were really alien. Others without that background weren’t looking for the same criteria though they were instrumental in tightening the physics because that was their background!
But as an example, look at these beasties, the Water Bears.
Freeze them, boil them, dry them, expose them to open space & radiation – after 200 years they’ll still be alive!
How weird are they? Yet, blow them up a hundred times and instead of a millimetre-long creepie crawly you have a 10 centimetre freaky pet thing. Make it a metre long and, who knows, you’ve got the start of a primitive alien race. Give them money and digital watches and you’ve just invented Croydon.
If inventing new aliens, get a biologist on team. They’ll be able to tell you if the thing you’ve just invented is original or if you’ve just extrapolated the Moss Piglet from first principles (in a similar way to the way I once designed a nasty beastie for SLA Industries and discovered I’d invented spiders without referring to the copious documentation I had, book lungs and all!)
Just remember, if something is humanoid, there’d better be a good reason for it (like, for example, they’re humans and they’re from Earth) and that can open up an entire kettle of fish.
As for the game itself, it was shelved. The fun was in the creation.
In the comments on the previous post the almost anonymous Warlock (IP: 213.78.235.176 – 24/10/07 – Some Onetel subscriber in the UK who hides by putting false email addresses) writes:
Seriously, you’ve been hacking away at this hobby for donkey\’s years and never produced anything of note other than a blog which demostrates your total inability to GM let alone design a game system.
Why don’t you just give it up?
and
You download every PDF game going, and buy a shed-load of paper ones too, then mash them up and spin parts of them into candyfloss which can withstand the impact of real players for all of 10 minutes and then you’re off again.
Surely to goodness you’ve noticed by now that you never create anything with any staying power? Gee, perhaps a few minutes effort isn’t the way to produce something of high quality! Who’d have thunk it?
It’s a fair point. Other than a few fans, I’ve not made a significant impact in the world of RPG Design. I’m no Ron Edwards or John Snead. The books of yesteryear made a small impact a decade ago and I’ve not worked hard at it since. I’ve played.
The difference, Warlock, is that I’m not really in the market of producing RPGs these days. I’ve got a lot of spare time and part of the enjoyment I get out of gaming is in the creation of backgrounds. The rules aren’t important to me which, if you’d spent any time gaming with me, you’d know. Sure, I invented the ERIS system in 1996. But it was 1996. And a different faster system for SNCC and Zombi. And yes, a third one a few years later for the Testament/Creed games. That’s not really the same thing.
It’s not about the mechanics, Warlock, it never was. OK, it may be true I have no imagination compared to some of the luminaries out there but it’s a far cry from anonymously whining on someone else’s blog about their “BadWrongFun” I mean – what – were there no adverts on TV you felt the need to complain about tonight?
I write the blog and create games as a hobby. It offends you. Go figure.
It’s true. No-one needs rules to play roleplaying games at all. We did well enough without paper, pens and dice when we didn’t have them. But people write them anyway. And people like reading about them. Am I remotely bothered that the games I create are not in the top ten sellers category in Drivethrurpg.com? Not remotely. Because the creation of the game and the writing of the background material is a heap of fun for me. I’ve downloaded about ten RPG PDFs from DriveThruRPG (it’s a great site) as opposed to “every PDF going” though I do buy a lot of books (yes, even after all these years) and I only have one regular game going at the moment.
It’s not about self-justifying my position here. I don’t NEED to self-justify my hobby. End of the day, Warlock, you’re a gamer. You can’t really point fingers and declare one part of the gaming hobby to be much nerdier than another. We’re all nerds. Some people are rules nuts. Some people want “realism”. Some people want fantasy. Who are you to tell someone they’re not having fun properly?
I have fond memories of some of my games with people and strangely enough it’s not about whether the rules worked well or whether someone scored a critical hit with a natural 20. My blog is part of the cause of people flocking to RPGs? Oh come on. The RPG industry doesn’t need saving, least of all from me.
Are you defending the 10-year-system-design or attacking it. Or are you just attacking me?
Ah.
Did I kick your dog? Steal your ice cream? Spill your beer? Jealous?