21 February 2011

D&D (details & divisions)

Mike Mearls has started a new column on the Wizards of the Coast website called “Legends and Lore” to talk about the history of D&D. I think that’s a great idea. From what I know of Mike, I think he’ll do a good job of that. (Personally, I’m going to be very interested in any products Mike produces after he leaves Wizards.)

I’m going to join in criticizing his first installment, however.

Whether you play the original game published in 1974, AD&D in any of its forms, 3rd Edition and its descendents, or 4th Edition, at the end of the day you’re playing D&D.

We’re talking about at least three different games here. Sometimes differences are important and glossing over them helps no one.

This is our game, and it is as healthy, vibrant and important as we make it. The rest is details. Don’t let that details drive us apart when the big picture says we should be joined together.

Rob Conley has said, “Wizards needs to take leadership.” He’s right. Preaching unity while sowing division rings hollow. I say, if Wizards of the Coast is serious about fostering a community spirit, here’s what they should do:

  1. Pull any products that are confusing history.
  2. Start teaching history instead of obscuring it.
  3. Admit that the marketing of “4th edition” was over-the-line with its attacks on previous editions (including 3rd).
  4. Admit that pulling the PDFs from sale had nothing to do with piracy.
  5. Make all the old TSR and “3rd edition” products available.

That’s not even leadership. That’s merely acting in good faith and refraining from putting obstacles in the community’s way.

Granted, Mike’s column may be a start on #2, but it will take more than that.

If I were them, I’d do #5 by simply declaring those products to be public domain. After all, they aren’t making any money off of those products anyway. Then the community could simply share what they already having instead of Wizards having to do any work to make the historical artifacts of this hobby widely available both now and for the foreseeable future.

On the other hand, if Wizards wanted to make those products available again for sale, I think that would sow some good will among the community as well. Although, at this point, they’ve created competition that is trying to fill that niche as best as they can.


And now, according to the Joesky rule, a new monster for Labyrinth Lord:

Flame Salamander Guardbeasts

No. Enc: 1, Align: N, Move: 120’ (40’), AC: 4, HD: 4, Att: 1 bite, Dam: 1d6, Save: F4, Morale: 8, Hoard Class: XX

Flame salamanders often keep these elemental beasts to serve like guard dogs. Like their keepers, these quadrupeds have a lizard-like appearance and give off an intense heat. Those within 10’ take 1d4 points of fire damage per round. Fire-based damage does not harm them. They can detect invisibility to a range of 30’.

Once brought to zero hp, the guardbeast does not die. Instead it transforms into two guardbeasts, each half the size of the original and each having 2 HD. When these are brought to zero hp, they likewise divide into two beasts each one-quarter the size of the original with 1 HD each. When these are bought to zero hp, they (finally) die.

03 February 2011

Electric guitar: How many speakers?

Here is a question about electric guitar that I’m finding it very hard to find a credible answer to. Say I have a single amp-head and I’m not doing anything stereo. In what situations should I choose a single speaker cabinet? When should I choose a cabinet with two speakers? When should I choose a cabinet with four speakers?

I understand the trade-offs between the different sizes of speakers but not the different numbers. Indeed, the only thing that seems clear is that multiple speakers cause problems with phase cancellations.

02 February 2011

Guitar shape legal battles

Craig Havighurst wrote a good piece for Premier Guitar entitled “Shapes of Things: A Brief History of the Peculiar Behind-the-Scenes War Over Guitar Designs

In one of the cases covered, Fender wanted to prevent low-quality knock-offs from duplicating the shapes of the Stratocaster, Telecaster, and P-bass. The thing that is ironic to me is that, when CBS bought Fender, the quality of the instruments suffered. The fact that they owned the right to the Fender brand and perhaps could have—then—trademarked the outlines didn’t keep their instruments from essentially being low-quality knock-offs of pre-CBS Fenders.

01 February 2011

Fender Tele-Bration 2011

On of my favorite guitars, the Fender Telecaster, turns 60 this year. (Here’s a little video tribute from Fender’s YouTube channel.) They’re celebrating with a different limited-edition Tele every month. The Music Zoo posted some details. Three stood out to me.

I like the July Cabronita with TV Jones filtertron-style pick-ups. I’d already been thinking a Tele with filtertrons might be in my future. I’m wondering how they would sound with the Tele 4-way switching mod. (bridge—both in parallel—both in series—neck)

The August Tele is made from laminated bamboo, which seems interesting.

The October rosewood Tele recalls the one made for George Harrison. One of my favorite guitars and one of my favorite guitarists and a very distinctive look.

I don’t see myself buying any of these limited-editions, but I’m on the look-out for ideas for possibly getting a custom made Tele-style guitar someday. Hmm...rosewood cabronita?

31 January 2011

R20

As part of my struggle to focus on building a campaign rather than homebrew rule systems that I never complete, here’s another idea. R20 or “if Robert were to run a d20 system game again”...

When I first read Wizards’ third edition D&D Players Handbook, it seemed like a fairly generic game that had been skinned to look like more like D&D. It seemed to me that if they’d gone farther away from D&D (and not called it D&D), I’d probably like it more.

I thought the generic classes from the 3e Unearthed Arcana was a step in the right direction. True20 expanded on that idea, but I’m not crazy about it.

I liked a lot about the “only one class” variant in the d20 Call of Cthulhu, but I’ll put that route aside for now. I didn’t really care for the ability-based classes of d20 Modern. Anyway, back to the generic classes route...

I’m not a big fan of the Expert generic class. Let’s let everyone be an Expert. The Spellcaster and Warrior classes should gang up, kill it, and take its stuff. Spellcasters and Warriors follow the class skill and skill point rules for Experts. It’s kind of fitting that a swords & sorcery game should have two classes: Spellcasters and Warriors.

Next, I’d use “mid20” for probably most rolls other than attack rolls. That means you roll 3d20 and use the middle value. I’ve also considered the 3d6 bell curve rolls from the UA. I also like level-based skills, another UA variant.

Even with all those changes, though, I’m not sure if it becomes a game I want to run. There may still be too many little details in the feats, combat rules, and spells that I’d want to change.

30 January 2011

Two-mechanic RPG systems

I’m OK with “unified mechanic” RPGs. I don’t think lacking a unified mechanic is a flaw, but I don’t think having one is necessarily a flaw either.

There’s an interesting variant that I’ve seen pop up a few times: Using a linear distribution for combat and a normal distribution for skill checks.

e.g. Someone on the TFT mailing list used a d20 for combat rolls but kept the standard nd6 rolls for everything else.

I think the appeal of this comes from the fact that, the way most people play, combat involves lots of rolls while non-combat checks more often involve a single roll. When you use a linear mechanic for skills, the results seem too random. When you use a normal-distribution for combat, things don’t feel random enough.

29 January 2011

Why the 3D movie case is not closed

Roger Ebert posted a letter from film editor and sound designer Walter Murch. “Why 3D doesn’t work and never will. Case closed.

Munch’s main point is around convergence and focus.

The biggest problem with 3D, though, is the “convergence/focus” issue. A couple of the other issues—darkness and “smallness”—are at least theoretically solvable. But the deeper problem is that the audience must focus their eyes at the plane of the screen—say it is 80 feet away. This is constant no matter what.

But their eyes must converge at perhaps 10 feet away, then 60 feet, then 120 feet, and so on, depending on what the illusion is. So 3D films require us to focus at one distance and converge at another.

The greater the distance, the less depth perception matters. The real magic of stereoscopy happen when the convergence and focus distances are similar. When you can see the small differences in depth within the form of the focal object. Large and exaggerated depths and rapid changes of convergence aren’t where the magic is.

Consequently, the editing of 3D films cannot be as rapid as for 2D films, because of this shifting of convergence: it takes a number of milliseconds for the brain/eye to “get” what the space of each shot is and adjust.

If you don’t have a lot of shifting convergence, then I guess this won’t be an issue. In any case, though, I think less rapid cuts would be a very good thing. Rapid cutting annoys me in 2D.

And lastly, the question of immersion. 3D films remind the audience that they are in a certain “perspective” relationship to the image.

shrug I know that I have never felt as immersed in a film as when I was when I was standing outside Baikonur Cosmodrome...when I was really sitting in an IMAX theatre with 3D glasses on.

But who am I to argue with an expert like Munch? Reading their arguments, however, I just can’t help but think that many of the people who dismiss 3D in films dismiss it based on bad and gimmicky 3D instead of on the merits of 3D when used well.