13 September 2010

Backlight beats e-ink (for me)

The number of times I want to read an e-book in direct sunlight: Almost never. The number of times I want to read an e-book in the dark: Nearly every night.

08 September 2010

Why selling PDFs has nothing to do with piracy

Selling an electronic edition of your book makes it more more susceptible to piracy, right? No, it just means you’re sticking your head in the sand.

In the video below, the company that digitized The Macintosh Way includes a bit of footage of their book scanning machine. It demonstrates not only how that book was reborn, but how easily pirates can turn your printed book into a illicit PDF.

To me, PDF has always been a very limited e-book format. It was good for a fairly limited range of things. For good or ill, however, it is the e-book format that has had the most success.

The iPad has changed things for me, though. For PDFs, it rivals print. For role-playing game books, I now want an electronic copy. (Formats other than PDF are welcome, though PDF if the most common.) Now, I can carry my library anywhere and get to any book in a few taps. I’ll still buy the occasional paper RPG book. If I can’t get an electronic copy, however, there’s a good chance I won’t actually use it.

07 September 2010

Keeping up appearances

I have written before that I think it is important to recognize that what’s right for me isn’t right for everyone. But I do believe that there are some absolute rights and wrongs.

One such fundamental is this: It doesn’t matter what other people think.

That doesn’t mean that you shouldn’t be considerate. It doesn’t mean you shouldn’t seek advice. It simply means that when faced with a choice, you shouldn’t make a decision based on what other people might think about your choice.

If for no other reason than that you are likely wrong about what anyone will think. In fact, I suppose this is a subset of the “don’t make a decisions based on fear” proverb.

Not that I’m perfect at practicing this bit of preaching.

06 September 2010

Carvin & shameless waste

When a Carvin guitar doesn’t meet their quality standards, they destroy it. Not only that, they throw the pieces in the dumpster. In fact, they say they do this because people have pulled guitars out of their dumpster and sold them.

When watching videos of the Carvin factory, one of the things that struck me was the waste of wood that their CNC machines create. Then, on top of that, they’re going to cut up the pieces and throw it in the dumpster if it isn’t perfect?

Surely they can find some way to keep their quality standards without this sort of wastefulness. Surely there are people in this world who could benefit from a not-perfect guitar. Why not allow restaurants to screw a quality reject to their wall for decor as so many do? Why not give it to an artist who wants to smash a guitar on stage?

But cutting it into pieces, throwing it in the dumpster, and bragging about it on YouTube?

05 September 2010

Cardinal rules of role-playing

Leonard H. Kanterman, M.D. wrote Starships & Spacemen. This game has recently been revived by Goblinoid Games.

In an article in Different Worlds magazine, “My Life and Role-Playing”, Dr. Kanterman wrote of four cardinal rules of role-playing.

1. “Firstly, an enjoyable game requires an experienced and imaginative gamemaster;”

I’m going to disagree with this...though perhaps only slightly.

Is the game better with an experienced and imaginative gamemaster? Perhaps. To suggest that the game cannot be enjoyable without this, however, is overstating things, I think. A game that is full of clichés and borrowed ideas can be just as fun. Indeed, it can be more fun because the familiar elements can make the game more accessible.

One cannot become an experienced gamemaster without starting as an inexperienced gamemaster. And many people tend to underestimate their own imagination. So, this statement tends to discourage new gamemasters. We should encourage rather than discourage jumping into the role.

2. “and secondly, the key to interesting and challenging encounters is to fit the degree of hazard to the ability of the characters to deal with it.”

I think this rule is an overly simplistic solution to the problem that inspired it.

In my experience, the game is more fun when encounters vary in difficulty. One encounter goes very easily because the cleric turns the undead or the mage puts the enemies to sleep. The characters must flee from another because they have no direct means of harming the monster. They must now either figure a way around the monster or devise a way to indirectly defeat it. Others fall somewhere between.

Problems occur when the GM doesn’t give the players a choice in what encounters they face. When there isn’t variety in the encounters the players can chose. When the GM doesn’t allow the characters chances to escape encounters. When all monsters always fight to the death. When the GM doesn’t allow creative means of dealing with an encounter from succeeding.

Likewise, nerfing character abilities because the GM never wants the players to have an easy encounter can have a negative effect as much as all encounters being too difficult.

3. “The third rule: role-playing is best among friends, with the corollary to this rule being that, among friends, all should be allowed their chance to participate.”

This one I agree with. Although, at the North Texas RPG Con, I discovered that gaming with strangers can be more fun than I expected.

4. “When playing a character, one should play his role. That is, the best play results when a player fully understands his character, and tries to act as he thinks his character might in a given situation.”

This one I mostly agree with as well. I think, however, that the doctor and I are on the same page here.

“At its best, role-play offers a challenge to our wits and our wiles, while extending the potential for insight into ourselves.”

The cautionary note for me here is that I don’t want to take playing my role so far that I become removed from the equation. I want the game to be a challenge to my wits and wiles, not a simulated challenge of my character’s wits and wiles statistics.

04 September 2010

Ui faux pas

User Interface of the Week: Max Magic Microtuner

I’m all for lambasting a company like Adobe for its user interface sins. A little company, however, could use constructive criticism rather than being held up for humiliation.

In fact, Gruber’s “Ronco Spray-On Usability” contains such advice. To paraphrase: Usability isn’t something you can add later. You need to start with it.

03 September 2010

OED price

From “Oxford English Dictionary ‘will not be printed again’”

Despite its worldwide reputation, the OED has never made a profit. The continuing research costs several million pounds a year. “These are the sort of long-term research projects which will never cover their costs, but are something that we choose to do,” Mr Portwood said.

Huh? So, if the price isn’t covering its costs, why price it so high? Better yet, why not price it high enough to cover the costs?

I always wished I could justify the cost of the OED. Or even a subscription to the online version. It’s kind of annoying to know a price that I can’t justify doesn’t even cover the costs.