Halfway Station

Andy Slack’s presence in cyberspace

Archive for November, 2008

Affluenza

Posted by andyslack on 28 November 2008

I’ve just finished Affluenza by Oliver James, and it’s an intriguing read. Many works complain nostalgically that Life Ain’t What It Used To Be, but James scores points with me by explaining why he thinks this is, and – crucially – what he thinks could be done to improve matters. As you might expect, the advice focusses on an inner-directed approach to life, rather than chasing after material gains. Some of his ideas I agree with and some I don’t; I don’t have the background in sociology needed to validate his data sources.

It’s an especially timely read at the moment, as a global economy based on getting people to spend money they haven’t got on things they don’t need stutters more than somewhat. It leaves me with a question, though; if everyone opts out of the rat race, what would happen to an economy that depends on it?

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Anna’s New Job

Posted by andyslack on 28 November 2008

Well, it will be soon. Anna has secured a post as an English teacher at her old school. She’s a good teacher, and enjoys it, plus she knows and gets on well with the staff there. So good news all round, really.

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Portal Editions

Posted by andyslack on 23 November 2008

For some years now Anna has been writing and presenting on the works of JRR Tolkien at assorted conferences – mostly in Germany for some reason. The contacts she has made through this have led to her being on the editorial board for Portal Editions, a startup Spanish publishing house specialising in fantasy. It’s a bit early to give up the day job, but exciting all the same.

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The Deeds to the Ranch

Posted by andyslack on 16 November 2008

On Friday, a mysterious package addressed to myself and my lady wife couldn’t be delivered (no-one at home to accept it), so yesterday, armed with the failed delivery notice, I recovered it from the post office. Hacking our way through the plastic wrappers, we discovered all manner of ancient paperwork from the 1960s, namely the title deeds and assorted other documents that prove we really own the house, at last.

Much to my surprise, I was rather excited by all this. Partly because of the sheer history of it all; no-one else has stayed in the house long enough to pay off the mortgage. Partly because however bad our mortgage lender’s finances become, they can’t get our house now.

Was it a better move than renting? I don’t know. I haven’t done the figures, because what would be the point? Sometimes one would be better off, sometimes not, but to win at that game one would need to predict accurately the stock market position for a specific month 25 years in advance. The odds of that are not good.

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Surprises

Posted by andyslack on 16 November 2008

The first of two surprises: Giulia is now a Highways Technician (it says so on her email signature) and studying again, this time for an HNC in some sort of civil engineering. Now, I always expected one of my children would be an engineer, but I would never have guessed it would be Giulia – the artistic one, the one who draws still life and makes jewellery out of beads. There y’go.

And that leads us to the second surprise, homework. A decade of studying art and music has not really prepared Giulia for logarithms, simultaneous equations and such, so I’m helping her with her homework. The surprise is, I’m over 50 now and still doing homework, although for the last 25 years I’ve been helping other people with theirs rather than doing mine. I had hoped when I left University, that would be the end of homework, but apparently not.

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Slipstream

Posted by andyslack on 14 November 2008

A review of the Slipstream Plot Point setting for the Savage Worlds roleplaying game.

Summary: 8/10. A very nice space pulp setting. Not quite good enough to make me drop my current campaigns and start this one, but definitely good enough to go in the queue for when the current ones finish, and a lot of ideas I can steal right away.

Slipstream aims to capture the feel of 1930s pulp serials such as Flash Gordon, rather than that of realistic hard SF. (I can understand that; to paraphrase Winchell Chung, the more you learn about realistic spaceship combat, the less interesting it becomes.)

Like much of the Savage Worlds line, this is written by Paul “Wiggy” Wade-Williams, and is a 162 page book – or in my case, PDF download. (I tend to check things out by buying the PDF online, and then splash out for the hardcopy version if and when I decide to use it in anger.) The PDF comes in two flavours; one in full colour throughout, and a printer-friendly one with no background images. The pair of them set me back $24 or so, and are available from Studio 2 Publishing, who offered fast, friendly service once the Paypal transaction had cleared – the delay in clearance was my fault really, as I’d allowed my Paypal account to run dry, and it takes 9 days to refill it with a bank transfer.

Chapter by chapter, this is what we find inside. I’ll assume you already understand Savage Worlds, as you’ll need a copy of those rules to play Slipstream.

1. Welcome to Slipstream: This is an overview of the milieu. The premise is that all black holes in our universe have a route into a pocket universe called Slipstream; if you fall into a black hole and are sufficiently lucky, you wind up here. The pocket universe is full of fragments of planets that fell into a black hole and were torn apart; it is bathed in a perpetual twilight, and there is thin but breatheable air in the gaps between fragments.

2. Characters: These are created using pretty much the standard Savage Worlds rules. Unusually, there are dozens of alien races, not just a handful; 9 are presented in detail, 37 with capsule descriptions, and these are backed up by a race generator if none of the standard ones appeal. Note that cheesy names for races and their homeworlds (e.g. the Lion Men of Simba) are de rigeur, and a conscious part of the approach. I applaud the inclusion of five pre-made characters, enough for a group to try out the game without having to learn all the setting-specific details first.

As ever, the Edges and Hindrances are the core of character creation, and a number of new ones are listed. I especially liked “I Have One!”, which allows your character to produce from his pack or pockets whatever mundane item the heroes really wish they had brought with them.

3. Gear: Rayguns, rocket packs and rocketships predominate here. If you saw it in Flash Gordon, the chances are it’s in here. Personally, I feel that the pulp hero needs only his wits, his sidearm, and a communicator, so I tend to skim the equipment chapter in RPGs; it’s rare that I feel the need to stray beyond the items in the basic rules. The Gear section includes descriptions of 10 standard rocketships and 5 stock vehicles.

4. Setting Rules: Slipstream follows the pulp convention that heroes and major villains rarely die, and there are adjustments to the usual Incapacitation rules that make it almost impossible to kill a Wild Card without deliberately setting out to finish him while he’s down and helpless – the hallmark of a villain. Henchmen are introduced, as an intermediate step between Extras (standard NPCs) and Wild Cards (PCs and major villains). It’s also suggested that GM remove Shaken status for hordes of Extras, making them easier to defeat in large quantities (“Conservation of Ninjitsu“), and consider making the villain’s sidekicks fanatically eager to take a bullet for him. Actually, come to think of it, that might be appropriate for some good guys, too.

There are rules for flying rocketships both in and out of combat, and trading with them between fragments. Those easily offended by deliberate and casual sidestepping of the laws of physics should look away; picture them as being like aircraft in the basic rules, which is much in keeping with the pulp approach. The pocket universe has a spiralling gravity wave called the Slipstream, which can throw your rocketship off course, and this is also covered.

Finally, there are 8 new psionic powers, including Mind Reading and Telepathy – these were left out of the basic rules as a conscious design decision, in case they made detective scenarios too easy; but one can’t really have pulp psionics without them.

5. Gazetteer: This is what Traveller players would recognise as Library Data – capsule summaries of what the PCs know about their world, notably four pages of short paragraphs on the major fragments and other common knowledge. As and when I run Slipstream, I would make this section available to the players. In fact, the players could read anything up to and including this section.

6. What is Slipstream? This chapter is advice for the GM on how to run a space pulp campaign, including the black-and-white morality, cliffhangers, and other conventions of the genre, as well as an explanation of the Forces of Evil and their dastardly plans.

7. Fragments: This is the GM’s version of the information on assorted fragments in the Gazetteer. Each fragment is listed with a terrain type (this is pulp – only one terrain type per planet), a few paragraphs of information, and often a cross-reference to a scenario in the Savage Tales chapter, so that when your heroes land on the fragment, you know what adventures are available for them. There are also a number of generic encounter tables.

8. Season 1, Death Clouds: This presents a complete campaign in 10 scenarios (“episodes”), pitting the heroes against one of the main Forces of Evil in the setting. It’s hard to describe these without giving away the plotline, so I won’t. I will say that I liked the maps and deck plans, but found them hard to read because of their colours and small size. I could just about make them out by expanding the PDF images to 200%, but then the text became too blurry to read. A minor nitpick, this, it’s not like I have a shortage of deckplans.

The 10 episodes are followed by a Season Generator, explaining how to create (if necessary, by die rolls) further series of adventures for the heroes, each with their own nemesis, villainous henchmen, exotic locales, alien artefacts and so forth.

9. Savage Tales: Here are 21 scenarios, some of which can be used more than once, stand-alone adventures intended to fill in the gaps between the major “story arc” episodes of a season. Many of them occur on a specific fragment, and are referenced in chapter 7.

10. Encounters: The obligatory bestiary section, containing a number of alien creatures, stats for both major (named) and stock NPCs, traps, and environmental hazards; and advice on customising all of the above to create more varied threats to your heroes. One thing I do like about Savage Worlds compared to (say) D&D is its realisation that the standard Mk 1 human at various experience levels constitutes a goodly proportion of the typical group’s encounters, and should be present in the rules as such; the stock NPCs include a wide range of guards, bounty hunters, concerned citizens and so forth. Finally, we have character sheets both for your hero and his rocketship.

Conclusion: I’ve been looking forward to Slipstream for a while now, and I’m not disappointed. The presentation is good. It integrates tightly with Savage Worlds, and is detailed enough that I could run it easily under a number of other SF RPG rule systems. There’s enough information here to run about two years’ worth of face-to-face gaming sessions at my current rate, or to see me through to retirement if I use them for a play-by-email game. Things like the race and season generators would continue to be useful for long after that, and the season generator in particular would be easy to merge into my current game.

Posted in Game Reviews, Games, SF & Fantasy | Leave a Comment »

Punish Him!

Posted by andyslack on 12 November 2008

The internet is like an encyclopedia; you start looking for one thing, and two hours later you wake up to find yourself looking at something else entirely.

Through just such a chain of surfing, a little while ago I discovered The Maggot Show; and anything which can reduce me to fits of hysterical giggles not just at the time I listen to it, but in some cases several days later as well, should be shared.

The Maggott Show is a spoof talk radio show. At least, I hope it’s a spoof; if not, we are in real trouble. It will not appeal to you if you dislike profanity, dark humour, and extended jokes involving violence. However, if you can accept that sort of thing, tune in to the Byeard Maggott, sociopathic alien warlord, and his co-host/punishment from God, Frugle, and find out the answers to questions such as…

  • Why does the recipe for Maggottonian Barbecue Sauce include “one crate of small arms and grenades”?
  • Can an undead bunny still feel pain?
  • …and why should you never, ever trust an animal called Painbringer the Cuddly Antelope?

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Remembrance

Posted by andyslack on 12 November 2008

There was no post yesterday. There are many days when I don’t post, but this one was deliberate rather than idleness or lack of access to the internet. Compared to the sacrifices made by our honoured dead, my ramblings and concerns seemed too petty to consider.

My comfortable life, and my right to write drivel on a blog, were paid for in the blood of others, and the payments will continue for the foreseeable future. It’s not much to remember that for a couple of minutes each year.

So consider yesterday a 24 hours’ silence in this babble. And if you disagree with me, that is your right of free speech – another right bought in blood.

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Chillin’

Posted by andyslack on 10 November 2008

A quiet weekend this week; spent most of it reading and playing Diablo II, with sidetrips into fixing the extension cord for my wife’s hairdryer (which worked) and having a plumber in to sort out the heating in the dining area (which didn’t).

I’ve just finished reading Tim Harford’s The Undercover Economist, as I’m on an economics kick at the moment, and studying it in a half-hearted sort of way. Harford’s book explains all manner of economic points in an accessible manner, from who really gets all the money from designer coffee like Starbuck’s to why the Shenzen Free Enterprise Zone was set up in China. I still struggle to see why in a perfect market the price, cost and value of an item would be the same, but now understand the concept of monopoly rents and why economists generally favour globalisation. I probably need to read this again at some point; right now I don’t know enough about economics to decide whether Harford’s comments are fact or opinion, although his arguments are clear and plausible.

Meanwhile, the adventure of upgrading Nick’s computer (we eventually had to put it back the way it was and give up on Spore; too many graphics artefacts, but kudos to CEX for their enlightened attitude to refunds) has led me back to older games. It started with an observation to Nick that he has a number of quite serviceable games he has never finished; then I thought, actually, so have I. I couldn’t get Fire Warrior to run, and the original Diablo lacks a number of conveniences such as waypoints and respawning, so I gave up on it after an hour or so; but Aliens vs Predator 2 and Diablo II work just fine. Diablo II in particular is a classic, completely capturing the feel of Dungeons & Dragons as we used to play it in the late 1970s, and still in my opinion the best game for LAN parties; Nick and I played with one of his friends all Saturday afternoon.

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New President, Please

Posted by andyslack on 6 November 2008

I see the USA has a black President now. I could tell the country was ready for that, since black Presidents have been appearing in movies and on TV (notably in 24) for some time. I can also tell that they’re not ready for a female President yet, because they are not similarly featured (yes, I know about Commander in Chief, but they’re not a regular trope yet).

So, I wonder: Did the media simply reflect a change in mood, or influence it?

Posted in Growth | 2 Comments »