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Subject:SANity mechanics for WaRP
Time:03:44 pm

Atlas Games has released an Open Games License version of WaRP, the mechanical part of Over the Edge. (For those who haven’t heard of it, Over the Edge was a tremendously influential role-playing game released 20 years ago. And yes, there’s an anniversary edition.)

The PDF included in the download package is so horribly formatted that I had to slurp it into InDesign and rejigger it just to get something I could stand to look at, and while I was doing that, some half-formed rules popped into my head for handling Call of Cthulhu-style Sanity loss. (Odd, because I never really liked Call of Cthulhu as a game.) They look like this:

Instead of having a Sanity rating that starts out high and gets eroded, we have a Madness rating that starts out low and builds. Each character starts with 0 Madness (though you can start higher if you want, as part of your Flaw).

When your character runs into something horrible, the GM calls for a Madness roll. The GM rolls a number of dice based on the horribleness of the thing you ran into. You pick a Trait to use to oppose this roll, and take a number of penalty dice equal to your Madness.

(I was originally gonna have the GM roll your Madness + horribleness dice, but realized that’d be a pain in the butt for testing multiple characters at once.)

If you fail the roll, two things happen: (1) Your Madness goes up by 1 point, and (2) whatever Trait you used for the Madness roll gets cracked.

What does cracked mean? In fictional terms, it means that your character now has a psychological association between the Trait and the horrible thing. In game-mechanical terms, it means you make a mark next to that Trait on your sheet, and from then on, every time you roll that Trait, one (or more, because your Trait can be cracked more than once) of your dice should be of a distinction color or size. If the distinctive dice roll highest (or among the highest, in the case of ties; and in the case of bonus/penalty dice, we’re only counting the dice you keep for your total), you have to narrate some sort of crazy behavior into your action. This doesn’t have to mean success becoming failure; just that your character is becoming unhinged in some way that comes out sometimes when you use this Trait.

A Trait that has been cracked a number of times equal to its die rating is fully cracked. A character goes fully insane if their Central Trait becomes fully cracked, or if every one of their other, non-Central, Traits becomes fully cracked.

Fringe powers should probably start out with one crack each.

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Subject:Hugo nomination
Time:12:08 am

I forgot to mention it here (having covered it on Facebook and Google+, and had it covered for me on Making Light): I’m nominated for a Hugo award this year.

Technically, it’s The New York Review of Science Fiction that’s nominated (for Best Semiprozine), for something like the 22nd time. (We haven’t won one yet.) But this is the first year we’ve been nominated that I was an associate managing editor, so my name’s on the ballot this time (along with David Hartwell, Kevin Maroney, and Kris Dikeman).

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Subject:Home Fires, Gene Wolfe
Time:05:31 pm

About half-way through Gene Wolfe’s Home Fires, I gave up. Why?

The dialog. Wolfe’s never been great at writing dialog that sounds like real people talking, which is why my favorite Wolfe work (The Book of the New Sun) is one in which this flaw is made a virtue. But this is bad even for him:

“It wasn’t that at all. They tried … I was afraid to tell anybody. Terrified! Put your arm around me. I’m serious! Do it. I need a man’s arm around me, and you’re just right for me and — oh, damn! I’m g-going to c-c-cry.”

The crazy right-wing politics. There’s the North American Union, with its single currency. There’s the European Union, where thieves get their hands cut off because of sharia. There’s the UN, which always takes the sides of the poor nations of the world instead of the NAU.

The tech illiteracy. The setting is Earth, in a resource-poor near-future. Our protagonist has a cellphone, but nobody else seems to, and from what we see in the half of the book I read, it’s just a phone. Websites exist, but there’s no sign of social networking. When pirates hijack an enormous, luxurious cruise ship, the protagonists talk for a while as if there’s a possibility of keeping the news under wraps, as if there wouldn’t have been hundreds of people tweeting “OMG pirates!” within ten seconds of the first shots being fired. When the protagonists talk (via some kind of video-phone communication) with the authorities on shore, they argue a bit over the location of the ship, as if there’s no such thing as GPS. The whole thing could’ve been written in the 1970s.

It’s been a while since I really enjoyed a new Wolfe book. The Wizard Knight was the last one, and even that had its annoyances.

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Subject:Indie RPG scuttlebutt
Time:03:21 pm

Not certain, but I’m guessing that this has something to do with this.

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Subject:Eminent Domain and Quarriors
Time:12:47 am

Been a while since I talked about boardgames, hasn’t it? I’ve been getting my fix at the monthly NerdNYC boardgame nights. I’ve played a couple of new things:

Eminent Domain
I’ve played this a couple of times. It’s a space-themed deck-building role-taking game, like a cross between Race for the Galaxy and Dominion. The innovation is that each time you take a role, you gain a copy of the card for that role. Also there are neat little plastic spaceships.

Quarriors!
Another deck-building game, but with dice instead of cards! You get a bag of dice with various symbols on them, and at the start of each turn you pull out six and roll them, generating “quiddity” (magical power) that can be used to summon creatures or buy new dice. Your creatures go out and fight other players’ creatures, and if they survive to the start of your next turn, they score victory points for you, and let you cull unneeded dice from your collection. We played this twice today, and while the first game took about an hour and a half, the second (once we all knew how to play) took just 45 minutes (and I won).

Eminent Domain seemed pretty tight, by which I mean various strategies became apparent as I learned the game, and it seemed like there was a clear link between success and strong play. Quarriors! seemed less so. There was a high luck element, and the strategic connections among dice were less clear than those among, say, Dominion cards. One of the discussion threads on BoardGameGeek claimed that there were some optional “expert” rules in an upcoming expansion that tightened up play: Allow the purchase of two dice per turn, and require that the scoring creature be culled.

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Subject:Unburying treasure
Time:10:39 pm

Treasures uncovered while looking for the gesso:

  • A pack of a dozen 4×5-inch canvas panels, pre-primed, ready for painting.
  • A small desktop easel.
  • An old AOL bisk tin, filled with colored glass aquarium stones, of the type gamers use to track various game resources (hit points, Fate points, etc).
  • My copies of four games from Cheapass Games’ “Hip Pocket” series: Light Speed, Agora, Nexus, and Steam Tunnel.
  • The power supply for my old Belkin seven-port USB hub. I now have all of its pieces in one place! And no strong need of it.
  • My copy of Asterios Polyp, which I still haven’t read.

Treasure still to be found:

  • The gesso.
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Subject:New icon, and I'm on G+
Time:02:56 am

New icon! It’s the same one I’m using over on Google+.

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Subject:Geeky standup comedy
Time:12:07 am

My friend Sumana Harihareswara is working on a geeky standup comedy routine (“about project management, Linux, relationships, Agile, public transit, science fiction, and These Kids Today”), and needs an audience of science fiction and computer nerds in front of whom to practice it.

To that end, she’ll be performing for half an hour, starting at 7 PM, on Thursday, April 21st, at Seaburn Bookstore, 33-18 Broadway, in Astoria. Looks like it’s near the Broadway stop on the N/Q, and the Steinway stop on the M/R. I know a bunch of you live in or near Astoria, so heads up. Chris and I are going to be there. (I might also show at Pacific Standard on Friday, since I can walk there.)

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Current Music:"New Hampshire", John Linnell
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Subject:More coffeeshop sketches
Time:11:35 pm

3 heads

ShopperSo, November since I’ve posted any sketches. Turns out that five months is long enough for my scanner to acquire a layer of dust thick enough that I have to blow it off before using it.

This is all stuff doodled in local coffee shops — Ozzie’s on Lincoln and Seventh, and Tea Lounge on Union.

No, wait, I just remembered: The three heads at the top of this post were drawn while I was sitting on a park bench on Plaza Street, opposite the Montauk Club.

Big stuff behind the cut )
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Subject:Separated by a common census
Time:10:34 pm

I’m an American, so I’m gonna do the Census Meme for years ending in 0 instead of 1:

2010: I’m living with [info]bugsybanana in Prospect Heights, Brooklyn, which has become a hot and happening neighborhood.

2000: Prospect Heights, Brooklyn, NYC, living solo, able to afford it because of a comfortable salary from an online game company. To date, this remains the best job I’ve ever had.

1990: Living with my parents, in Co-Op City, the Bronx, NYC. Finishing up college, part time, while working, also part time. This is around the time I’m discovering SF fandom and going to a lot of conventions.

1980: Living with my parents in Co-Op City. Just starting the Bronx High School of Science, playing lots of D&D in the lunchroom, discovering new comic books, and I think there were maybe some classes involved as well.

1970: Four years old. Living with my parents in Co-Op City, which is still being built – I can look out our living room window and see buildings slowly going up. We’ve recently moved here from Riverdale, the Bronx (though you’ll never get most Riverdalers to admit it), NYC.

1960: Not even conceived yet.

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[icon] Avram's journal
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