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Bryant
Migrating over to Dreamwidth; I'm there as bryant. As has been the case for a while, my primary blog is Population: One. Entries there will continue to be crossposted to Dreamwidth, but not here.

I do not intend to delete the content here, since I don't like link rot and I'm sentimental, but I am not going to log into a Russian host that doesn't support HTTPS. Have some context if this is new to you.

Too bad, really.
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I got busy during the fall. What can I say? RuneQuest originally came out almost forty years ago so the extra few months won’t have hurt much.

The Mechanics and Melee chapter starts out pretty normally. You have time, including the concept of turns and melee rounds. There’s a note about how a real day should equal one game week, which is a bit of old school detail I always liked. You also have three scales of movement: daily movement, scenario movement, and of course melee movement. Then, like all good systems, it goes into encumbrance. Here we get all narrative: encumbrance (which has an abbreviation, as do all important elements of old school RPGs), is measured in “things.” Way simpler than pounds and ounces. The motivation for this is explained up front: “Ideally, an ENC rule for a role-playing game should read, ‘Characters may not carry more than they should be reasonably be expected to carry under normal conditions.'” That’s the plaint of a man who was tired of too many rules. I think I liked this a great deal at the time.

The rest of the chapter covers melee — the total is about three and a half pages, which is pretty concise. It’s pretty straight-forward, in the way one might expect from the author of that quote on encumberance. Hit rolls are a d100, affected by the opponent’s Defense. You can try and parry, which introduces the possibility of either attacker or defender’s weapon taking some damage.

Initiative, here called strike rank, is deterministic and based on weapon and stats. Strike ranks are also subunits of time during a combat round, in case someone wants to draw a new weapon or something. This is also where we start talking about magic in combat: there are attack spells and ways of enchanting weapons mid-combat, which is cool. Evocative sentence regarding enchantment: “This is because a character will normally immediately carve the appropriate focuses on the weapons the minute he obtains it.” There are hit locations, and some funky bits where each location has hit points but the character as a whole also has hit points. This is pleasingly deadly.

Overall this is different enough from D&D to be interesting. Like Tunnels & Trolls, the basics are similar but the implementation details were refreshingly new. RuneQuest was also way crunchier than Tunnels & Trolls, in a way I still find I like.

It is perhaps a bit optimistic to have called this chapter “Mechanics and Melee,” since chapter 4 is called “Combat Skills.” Next time: fumbles! Impaling! Criticals! And a tiny bit of world building.

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Nights Black Agents campaigns are built using a diagram which represents the classic conspiratorial pyramid structure. It’s called a Conspyramid. The mastermind squats at the top, with minions at various levels beneath. PCs discover the fringes of the conspiracy, and work their way up as the campaign goes on.

The following diagram is a satire. Who would believe that Peter Thiel is secretly influencing 4chan, or that Steve Bannon controls Breitbart News?

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On Saturday, Susan and I spent the day in West Seattle doing an Ingress mission series.

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RuneQuest character creation was pretty startling for me way back when. Tunnels & Trolls and Dungeons & Dragons were close relatives — sure, you swap out Luck for Wisdom but that’s not a huge change. RuneQuest retained the 3d6 rolls and had a reasonable seven stats, but what’s the bit where the ability to work magic (Power) is a primary stat? And where’s the conversation about classes? The previous chapter did not warn us that there weren’t any classes.

Oh, and adventurers are assumed to be human. There’s a note that elves, dwarves, and dragonewts will be discussed in the section on monsters, which doesn’t make them sound much like playable races.

We also meet Rurik, our sample character. He’s really interesting. It’s clear simply from the explanation of his stats that he’s going to be both engaging in combat and casting spells. I distinctly remember reading this the first time and going “Whoa.”

Next, there’s a section on abilities. Combat abilities first, of course. The system for calculating these is pretty straightforward; add percentage points up based on how high the controlling stats are and you’re done. In another little sign that magic is pivotal to the world, Power figures into almost every ability. There are nine abilities total. This system wouldn’t look weird if it came out for the first time today; maybe a little fiddly but not out of the norm.

We then divert back to characteristics for a moment, with rules on increasing them. There’s a cute little bit in the ongoing saga of Rurik: “Thus we see that if Rurik had the money, he could put 4000 L towards bringing his STR up to 16, and another 15,000 L towards building his DEX up to 21. Where would our hero get this money? That’s what the rest of this book is all about.” And I thought the point of the game was either a radio play or simulation of life! It does make a good segue into equipment rules… no, sorry, that’s just starting equipment. You get a list of things, and there’s no discussion of shopping.

A parenthetical: for the first time, an insert from Wyrm’s Footnotes appears. It’s charmingly old school to run into these little random Q&A sections from the pages of Chaosium’s house magazine. More indie games need house magazines, not even totally kidding.

The total chapter length is eight pages, and two of those are character sheets. Hm, there’s something new there. The abilities appear to have base percentages, and presumably you add the calculated modifications to those? But in the text on abilities, there’s no mention of a base. The boxed text detailing Rurik’s abilities doesn’t give us any clues and there’s no sample character sheet for him, so who can say?

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I started gaming back in the early 80s. By “gaming” I mean “reading roleplaying books and wondering what it’d be like to actually play,” with a hefty side order of “running through Tunnels & Trolls solitaire adventures.” Tunnels & Trolls was my first RPG. I think RuneQuest was my third? Hard to remember exactly.

Chaosium just reprinted that 1980 edition after a successful Kickstarter. I backed it. I know that when I read RuneQuest the first time around, the weird world of Glorantha didn’t bewilder me at all. This is more than I can say for any subsequent edition, even the lovely hardcover Guide to Glorantha. I figured, hey, that relatively slim book made sense to me back in the 80s, so let’s check it out again.

Now I’m gonna read it and see what I think.

The introduction is five pages. Page 1 is the obligatory explanation of the nature of fantasy role-playing games, a description of how to use the rules, and so on. As I recall, this is the first use of the improvisational radio theater metaphor. Stafford kind of waffles between saying that you’re simulating life and that you’re telling a story; alas, nothing here will settle that age-old debate.

The second page launches us into the Gloranthaness of it all. The page and a half of history is not at all weird. Gods fight, empires rise and fall, dragons breathe fire. Nothing about the whole bit where heroes venture into the spirit world in order to rewrite the cosmology; it’s just another mythos. I am not surprised that my adolescent self found this digestible. It’s cool history, too.

I’m pretty sure I mentally skipped over the next bit, where Stafford explains that Glorantha is a Bronze Age culture. I remember being really surprised to find out that Glorantha was short on iron and steel later on in life. There’s a picture of an elf with a bow on that page, which is nicely grounding if you don’t know he’s actually a plant. I don’t know if this edition gets into the elven plant issue or not. Time will tell.

And then we get a map — I loved and love maps — and the world is a “slightly bulging, squarish lozenge.” This is another thing that surprised me later in life. I am beginning to suspect that one reason I wasn’t weirded out by Glorantha at the time was that I skipped all the confusing parts. There’s a little hint about visiting the worlds of the gods here, but it’s pretty subtle and you’d never know how important that kind of thing is. What’s heroquesting?

Finally, there’s a nice timeline for the Lunar Empire and Dragon Pass which is just full of hints of weirdness. I was definitely skimming this. “War between hill peoples of Dragon Pass and Ducks.” “God-King of the Holy Country disappears and the Masters of Luck and Death fail to bring forth a new incarnation.” Yeah, it’s all there if you just open your eyes and see.

Next time: character generation. How weird could that be?

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My perspective: veteran Ingress player, no previous experience with Pokemon Go, a fair bit of mobile gaming work experience.

I’m not gonna do the whole “wow, look at the wild news story!” thing. Hot take: geo-located gaming generates interesting behavior patterns. I do have one item I can’t resist sharing, though. Pokemon GO chauffeur services are here. (But don’t buy egg hatching services, since you’re not allowed to let someone else use your account even if they’re carrying your phone.)

I am happy to see lots of Pokemon Go players. More money for Niantic increases the chances that Ingress will have a long lifespan. Some Pokemon Go players will try Ingress, most won’t like it, it’s all cool. A lot of Ingress players will quit to play Pokemon Go. I worry a bit about viable Ingress populations but time will tell.

Some things I do think are interesting:

Pokemon Go hit #1 grossing game in the US App Store on the first day. It was not featured by Apple in any way. As far as I can tell, Niantic and Nintendo did no user acquisition — no Facebook ads, no mobile adds, nothing driving players to the game. #1 without any of that is unprecedented. Flappy Bird had to build to #1 downloaded. Clash Royale was featured and had a robust in-house user acquisition network.

A good geo-located game has strong virality because human interactions are the core driver of any viral loop. It’s also sticky for the same reasons. The problem has always been getting critical mass. Apparently Nintendo’s IP is pretty good for that.

Second, it’s worth comparing Pokemon Go to Ingress. In Ingress, you can’t do anything meaningful till you hit level 5 or 6. If you’re playing by yourself that’s a long grind. In a busy area, you may be unable to capture portals, which is the core of the game. The new user experience sucks.

In Pokemon Go, the new user experience is still pretty bad — no good tutorial, easy to get lost. But it’s also easy to muddle your way up a few levels and you feel like you’re making meaningful progress immediately. You can always capture Pokemons.

The next interesting question for me is the elder game. Is it dense enough to sustain continued stickiness and monetization?

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Port of Call: A

Excellent Hong Kong drama based on a real murder case from 2008. Aaron Kwok was superb in this; he goes old, with grey hair and a mustache, and really vanishes into the role. It’s a tough part, full of damaged psyches grating against each other in an endless cycle. He plays it whimsical with a ton of pain showing right under the surface: comedy as defense mechanism.

The movie is set in seedy Hong Kong, where low-lives and desperate souls live. Occasionally we see glimpses of privilege and wealth. Christopher Doyle is the cinematographer, and he’s unsurprisingly perfect at showing us the contrast between those two places. It’s as if wealth was a source of light, and unwise phototropic souls reached out to it like a lifeline, only to find it was sterile. (Doyle always inspires me to clumsy light-based metaphors. Love his work.)

Other than Aaron Kwok making sad jokes which fail to dispel his pain, there’s very little humor in the movie. There are sequences of explicit death and violence. People are not nice to one another. It gets a lot of power from being unflinching.

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The Ninja War of Torakage: B

This was the weirdest thing I saw at Fantasia. Underneath it all you’ll find a pretty standard historical ninja epic about Torakage, this poor guy who just wants to retire from ninjaing and raise a family, but there’s a lot of insanity between the surface of the movie and the core. I don’t know Yoshihiro Nishimura’s work but he’s a special effects/makeup dude who occasionally directs, I guess. This is perhaps obvious from the opening shot in which our protagonist cuts off a couple of heads and we center two spouting fountains of gore for a very long time.

Once we’ve gotten the sense that it’s going to be a reasonably violent action film, Nishimura proceeds to demonstrate that it’s going to be supremely weird by cutting to a Portugese scholar named Francisco who narrates the premise of the movie with the help of shadow puppets. Visually awesome, by the by, once you get over the Japanese actor in Euroface. Francisco shows up to explain the movie all the time, although he doesn’t explain any of the weird stuff.

Other awesome things: the weird creature with wings made of hands and eyes everywhere; the bamboo mecha; the way Torakage’s wife Tsukikage also kicks ass; the Greek chorus in jars. I appreciated this one a lot.

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Tales of Halloween: B+

This review is maybe a bit of a placeholder; I did not take notes during the movie and I’d like to come back to it when I can find some better data on who directed what. For now, I will note that this was a totally fun horror anthology with ten segments. They’re very loosely linked insofar as they all take place in one town during Halloween. Unsurprisingly, it’s not a place you’d want to live. Neil Marshall’s closing segment ties together some of the other bits, but otherwise they’re just related by theme and locale.

If I had to bet, I’d say one of the thematic elements the creators decided to work with was revenge. There’s a lot of that going on. Also trick or treating, which is kind of a gimmie for Halloween. Also gore — this is probably going to win my personal Best Gore award for Fantasia — but that’s just because it’s a total love letter to 80s horror.

Which, let me tell you, this movie wears its heart on its sleeve. Lots of horror character actors you’ll recognize, a couple of even more amusing cameos, and so on. The Neil Marshall segment plays like a John Carpenter tribute in the most loving of ways.

I think this will roll into theaters around Halloween this year and if you like gory horror you should see it.

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Full Strike: B

This was pretty much OK. Very broad Hong Kong sports comedy with all the usual bits. There’s a drunken master, there’s an evil magistrate, there’s familial tension, and so on. Oh, and a random alien who lands in a UFO that looks like a badminton shuttlecock. Don’t pay too much attention to him, since he’s not actually part of the movie.

Right — the sport is badminton. Serious business! The producer, Andrew Ooi, introduced the movie and explained that they’re all big fans of badminton so why not make a movie about it? Fair enough.

Josie Ho was a standout; her transitions from washed up ex-champion to fierce competitor were a nice bit of acting. That’s the extra effort that you don’t always see in a farce.

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Jeruzalem: D.

This was a lot of wasted potential. You’ve got a promising if somewhat goofy presence — American backpackers trapped in Jerusalem during the apocalypse. The found footage twist is pretty good: everything’s being filmed on Google Glass by Sarah, our viewpoint character. It’s a nice way to explain why she doesn’t just drop the camera and run away, plus the Paz brothers added some really clever moments around facial recognition and other wearable features.

Unfortunately the acting was really, really bad. I’m not going to pick on anyone in particular, because everyone was fairly wooden. If you’re doing helpless Americans abroad, you’ve got to have sympathetic characters and none of the main foursome was up to that task.

The writing didn’t help. Towards the beginning of the movie there’s an excellent chase scene which uses the Glass conceit to full advantage. You get disoriented right along with Sarah as she runs, you get a real feel for her lack of perspective, and it’s easy to understand how she gets lost in the warren of back alleys. Excellent stuff. It’s undermined by the ceaseless repetition of “hey, stop, hey, you, stop, hey, come back, hey, stop!” It’s as if the filmmakers were afraid of silence.

I could go on. The prelude, which is not presented as found footage, winds up being played for Sarah later. So if you’re going to present it within the found footage context anyway, why start the movie outside the frame? Hold it for later, don’t repeat it, and as a bonus you get to save your demon reveal rather than giving it up in the first five minutes.

Whoops, I went on. Done now. Don’t watch this on cable if you happen to trip over it some day.

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San Francisco Fielding This is what I did with my evening. To be precise, I had a small part in creating the conditions that made this possible. We did not execute perfectly for various and sundry reasons, but that’s what the human ability to learn and improve is for.

For non-Ingress players: the primary means of scoring points in the game is creating fields. Bigger fields are more points. Fields are always triangles. You create fields by generating links between portals. You make a link between two portals by going to the source portal and using up a key to the destination portal.

Thus, you could make a big triangle like that by creating a link between a portal in Oakland and a portal in Marin Highlands; then between the same portal in Oakland and a portal in Half Moon Bay; and then between the Half Moon Bay and Marin portals. Boom, lots of green.

Oh, yeah. The tricky part is that links can’t cross. So if there was already a link between, say, Candlestick Park and Alameda, you couldn’t create the link between Oakland and Half Moon Bay. This makes life tricky.

The coordination aspect of this is really the fun part, particularly since the other team will try and stop you from scoring via various methods if they notice. It’s like a much lower pressure version of moving your servers between data centers: plenty of planning, lots of moving parts, and a good team of people.

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I’ve bought into the Apple ecosystem, so obviously.

In the interests of testing the scope of music available, I travelled back to the best music critic on the Internet, glenn mcdonald. His final formal music review post is an eloquent exploration of the best music of 2012, ranging from Taylor Swift to European avant garde death metal. It finishes up with a Ylvis song, years before you wondered what the fox says. Bona fides enough.

He has 123 songs on his list. At the time, he constructed playlists on both Spotify and Rdio. Spotify had 93 songs; Rdio had 94. My Apple Music playlist has 96. Pretty much no difference.

It’s seven hours of great music, by the by.

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The entry that should be here was screened by LiveJournal because it contained a link to Deadline. According to the Abuse Team, "LiveJournal does not allow linking to Deadline, due to requests made by Deadline's legal department." Except the Abuse Team spelled out the whole URL, which I can't do because it's caught by the spam filter. I've edited the original post, available here, because screw Deadline. That post will be rewarding for anyone who's interested in genre film festivals located in Montreal. I'm not going to repost it here because screw LiveJournal for not standing up to Deadline.
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I’d been using the Wirecutter-recommended Accell Home or Away travel surge protector for travel until recently. It’s really good, but it only has 2 USB ports and when I started traveling with an external battery, that was too few. One USB port for my phone, one for my tablet, and none for my battery? Sad. In theory maybe I stop traveling with my tablet but then I add in my headphones, which charge via USB, and I’m back where I started.

Plus I just got this watch, so.

Anker 6-USB Port Charger Thus, I picked up Anker’s 6 port USB charger. It’s not a hub; it’s a small brick around the size of a very full men’s wallet that plugs into a wall outlet and charges a bunch of USB devices at once. I don’t imagine it’d do great with six items plugged into it, but it’s fine for phone and tablet and external battery. Anker’s other gear has performed very well for me (cables, car USB adapters), and this seems similarly solid from one trip’s worth of experience.

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Platinum SpecOps I think I’m the first Ingress player in the Bay Area to hit platinum specops, which means I’ve done 200 missions. (Missions are player-generated mini-quests that can be as easy as interacting with 4 portals or as hard as figuring out a set of passphrases over multiple miles.) This was not super-hard to do, but it did require a lot of persistence and some planning.

My 200th mission was Climb Mount Davidson by Agent hiryu; it was a nice walk up to the top of Mount Davidson, which was not terribly strenuous but which rewarded me with a great view nonetheless. My longest one — probably Hike Mt. Wanda, in Contra Costa County, which was a couple of miles of hiking up a nifty trail.

Plat SpecOps Badges I completed eight missions at Walt Disney World a month before Niantic opened up mission creation to almost anyone. If I had taken that trip two months later, I’d have been able to do 100+ missions in that week with minimal effort. No regrets! I did 17 Disneyland missions on our last trip there. I have 16 missions from business trips to LA, and four airport missions (one of which overlaps with the LA mission count). I did more annoying “hack every portal on this downtown San Francisco street” missions than I want to think about.

I completed 45 missions in Contra Costa County in one weekend, thanks in large part to a very busy mission creator in Martinez. I completed 26 of those missions on Saturday, a personal record that’ll stick until my next Walt Disney World trip. I then knocked off another six missions in San Francisco on Sunday, thanks in complete part to my own obsessiveness.

I completed a set of missions whose badges spell out “RESIST” and I completed a set of missions whose badges spell out “SMURF TEARS.” I was careful to do neither of them in order, because I think that kind of thing is a bit silly. My badges spell out “SISTER” and “MTRESAURSF,” instead. I didn’t take the time to figure out something clever to do with sad smurfs at the time, but if you need a good anagram, I’d recommend “FASTER RUMS” or “TSAR’S FEMUR.”

I don’t know that I’m going to hit onyx specops — 500 missions — any time soon. However, I’m not going to stop doing missions just because I got this badge, so we’ll see.

I will chatter on about any aspect of missions on demand, regardless of faction.

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Susan and I spent the afternoon hanging out at Point Bonita Lighthouse on the off chance that someone of the blue persuasion would drop by and try to do something interesting, in which case we had plans to dissuade them. As it turned out, we did get one visitor, but since our teammates had already done something larger and more interesting, there was no chance of tumult even if she’d had plans.

So we took a lot of pictures instead.

Golden Gate Bridge

Point Bonita Lifehouse

Coast North of San Francisco

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I’ve been playing a lot of Ingress recently. Short form: it’s Google’s augmented reality alien invasion PvP game; you physically go to in-game portals, which correspond with the locations of landmarks, public art, and so on, and perform various actions which lead to creating fields of influence over various areas. The two factions are competing to control the most minds; it’s literally scored in terms of mind units. Kind of sinister when you get right down to it.

The game interests me on a number of levels, so I’ll probably write a spate of posts about it before trailing off into inactivity again. The game design is perhaps accidentally interesting, the ad hoc social networks are totally fascinating, and it hits a sweet OCD spot for me in a way which has me exercising. I averaged around 5 miles a day of walking in December. Go me.

Oh, and the lore is written by Flint Dille. Old school tabletop gamers can be suitably amused at this juncture.

Here’s an excellent story about getting involved in the game. It’s what got me and Susan playing, and everything in it is entirely true. Except the bit about the scooter. I can’t attest to anything involving scooter play first hand. I have, however, had experiences analogous to everything else she talks about.

This is a pretty good primer on the game; it’s a little dated, since like any decent MMO Ingress has occasional updates, but on the whole it’s solid.

If you decide to play because you are reading this, you should play Enlightened. The most meaningful currency in Ingress is time. Skill matters some, but the balance is skewed way over towards time, particularly before you get to the tippy-top of the elder game. The only way to generate time out of thin air is to convince people to play on your side. So: play Enlightened.

Yes, the Resistance is the attractive spunky underdog group. Next post sometime this week I will provide you with a conceptual framework that explains why the Enlightened are the real underdogs, which hopefully will allow you to play Enlightened without feeling like you’re supporting the Illuminati.

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As always and forever, thank you.

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