- Gear for making great coffee | The Wirecutter
I do need to get a new grinder… - Mac App Store – iFlicks
I think I may need this.
Author Archives: Alasdair
Links for Friday August 31st 2012
- human.io
Oooh, interesting. Gaming applications abound. - HAUNTED ALTON: HISTORY & HAUNTINGS OF THE RIVERBEND REGION
A coincidence of name, nothing more, but this looks interesting and I want to come back to it. - Alton Estate – Wikipedia, the free encyclopedia
Just a bit of research for a vague idea. Ignore me.
Links for Friday August 24th 2012
- Laurie Penny, on her rape.
This probably doesn’t need any sort of signal boost, but I thought I’d do my little part to keep it circulating, because the topic means something to me. This is an important post, because it really makes something clear: until we let go of the illusions that a) nice guys don’t rape, and b) anyone who commits rape is totally incapable of being a nice guy in other parts of their life, we will never be able to have a proper grown up conversation about the topic. We must be able to understand that rape can be as much accident as malice, and that does not diminish the pain of the victims. We must let go of the urge to say “This person wouldn’t do that, he’s too nice, the girl must be lying”. It is possible for a person to be nice, *and* to have done that. Rape does not obliterate niceness, any more than niceness excuses rape.
The Death Knell of Twitter
Let me first be clear: I am not railing against Twitter, in the manner I might against Facebook. I find Facebook’s business model creepy and intrusive. I find Twitter’s, er, saddening. I don’t (yet) believe that Twitter is doomed, but if it turns out to be so, then I think this is clearest sign of what will kill it.
So, here’s what’s happened – Twitter are making changes to their API that will affect how third party apps work. I honestly have no idea how this will play out over the long term, but here’s the nub of the problem:
This chart here is one Twitter have produced to explain what they want their API to be used for. The would like it to be used for things in the left and bottom quadrants. They expressly want to limit “certain uses” of things in that top-right quadrant. Which is, of course, the stuff that allows their users to interact with Twitter, every day. They are very clearly and unambiguously saying that encouraging consumer engagement with their service is not their priority.
And I’m not surprised. It’s not where the money is, as Twitter is currently structured. But it’s hard not to see this as a bait-and-switch on their users, and on the developer community that have helped those users engage with Twitter.
Like I say, I don’t know what will happen, but this sounds to me like Twitter saying “We wish to serve out customers better, and out customers are Brands. We are in the business of delivering people to Brands, not in providing services for people.”
For all I know, this will work just fine, people will adapt, and life will go on. But if my fears are true, I personally hope it won’t, in just the same way I hope Facebook will one day die.
Meanwhile, app.net are trying to launch a service that really isn’t making any pretence of being anything other than a paid-for Twitter clone.
The problem I can see with them is they’ve set a very, very high barrier to entry. I’m hoping it’ll turn out that the $50-a-year price tag is basically an early adopters thing, and somewhere down the line, they’re going to roll out a $5-a-month price tag, or even some kind of free/paid service options, because yeah, as it stands right now, that entry bar basically guarantees that it’ll be rich (in relative terms) nerds using the service, which will kill it before it gets very far out of the gate.
I’ve ponied up the cash, because I am (in relative terms) a rich nerd, and I’m really hoping that this cash will be seed capital that will produce a new Twitter-like service with a business model that profits from the engagement of their users, rather than the engagement of brands.
Links for Thursday August 16th 2012
- The Blog That Peter Wrote: Assange
I had been planning to try and write up my thinking on Assange, but this bloke has very kindly done it for me.
Let Me Tell You About My Character…
I bet half of you just rolled your eyes in recognition, didn’t you?
For the benefit of the other half: as we all know, one of the things nerds do best is attempt to look down on other nerds. Whatever nerdy hobby we’ve got, there’s a group with another hobby who are worse. Or there’s a sub-group within our hobby that give the rest of us a bad name. They’re the ones that when we finally confess to someone that we have this nerdy hobby, we say “But it’s OK, I’m not like the other people with my hobby who do X”.
And for RPG nerds, it’s the people who bang on for hours about their favourite character, and how cool he or she was. And there’s the GM-subtype, who doesn’t want to tell you about their character – they want to tell you about their game. They want to talk about the villain’s terrible schemes, or the ways the players threw them for a loop, and just couldn’t solve the puzzle, or any one of a number of things that are really quite boring to people who weren’t there.
I’m presenting a deliberately negative view here, of course. My point was that among gaming nerds, people who want to talk at length about their game have a bad rep. It’s not totally unreasonable, but actually, there are times and places where it is appropriate to talk about your character, or the events in your game. There’s even a term for it: “froth”. But even the term itself is, of course, drawing paralells with madness, with foaming at the mouth. It’s a way of saying “we know we’re being unnacceptable nerdy, but it’s fun, so we don’t care.” And I’m totally OK with that, but the term itself buys into the idea that talking about these things is somehow a bit socially unacceptable.
Which brings me to my problem – I can’t find any RPG blogs that I want to read.
There are, at least as far as I can see, three broad kinds of RPG blog article.
- The “tips for running a game” article. These tend to be geared around prep, ways to accomplish common taks, or organise information, or ways to manage people’s expectations and interactions around the game. Things like “How to spot a problem player.” or “How to come up with a game for a group where half the players enjoy talking, and half enjoying rolling dice.” Honestly, they tend to be focused on gaming styles and systems I don’t really enjoy, like D&D, and the more numbers-based games, and, without wishing to sound self-aggrandising, I’ve been playing these games for 20 years. I’m kind of past the need for these basics.
- The “game design” article. These tend to be full of theory about play styles, about how you create game systems and rules that support certain kinds of game play, and so on. They’re often quite technical. I find these more interesting than the first type of article, and I do want to read them from time to time, but they’re not all I want.
- What I might call the “culture of gaming” article. Talking about why people game, about their meta-game goals, about ways to, for example, deal with sexism, or explore certain ideas, character types and roles within the context of roleplaying.
What I can’t find, anywhere, is writing exploring the narrative craft of roleplaying. I can find articles on how game systems can be made to support certain kinds of narrative goal, so that, for example instead of a system mechanic around how difficult a task is to accomplish, it is intead based around how important that task is to the story, or around how the character feels about the task, and so on.
What I can’t find are articles about articles about theme, mood, imagery (in more than very, very general terms, and mostly on the level of “playing appropriate music can help set a mood”, which is so superficial it hurts), story beats, the interaction of plot and character, reincorporation, narrative emphasis, how to construct plot twists, and so on. And it’s these articles that I want to read.
I think there are two reasons for the lack of them. The first is that they’re almost impossible to write without getting all “let me tell you about my game” (or “let me tell you about this totally fictitious game”, I guess, but the two are so similar as makes no difference), and the second is that for some reason “story” is often regarded as an emergent property of roleplaying games.
What I mean by that is that there is the vague sense that the way the games work is that the GM concocts what essentially amount to a series of roleplaying challenges (whether they be “roll the dice in order to defeat the obstacle”, “talk to the right NPCs in such a way to get information to solve the puzzle” or “the character must chose between their true love and their only chance to return to their home planet” type stuff) and then the players play through them in-character, in in the combination of the two, Story happens. There’s a sense that the players and the GM are equally responsible for the holy Story, and therefore cannot possibly talk about it individually, as they both control different aspects of it.
If a GM talks about narrative devices they employ, it’s often seen as tantamount to confessing that their game is “on rails” – that is, the players have very little opportunity to affect the outcome of events, and this of course, is seen as a great sin, and the sign of a bad game, because it’s somehow not collaborative enough, and that somehow it’s contrary to the spirit of roleplaying for the Story to me anything other than an emergent property of the game.
Which is all a very long winded way of saying: anyone know of any good blogs discussing narrative devices as part of roleplaying games? I’m looking for a level more complex than simply pointing out that “you can try doing flashback sessions” or “you can use repeating imagery”. I actively want to hear tales of “I tried doing a flashback episode, and it really worked/didn’t work, and here’s why, and what I’d do differently next time” or “I structure my narrative so that there were N possibilities for an outcome, each with a different emotional resonance, and the players tried to go for N+1, and it would have been shit, so here’s what I did” type stuff. Suff about pacing, and building from session to chapter to arc that goes beyond the perfunctory, you know?
Help!
Links for Tuesday August 7th 2012
- Crowdsource book tours and host author events | Togather.com
A kickstarter-like arrangement for book tours. That's actually pretty cool.
Links for Monday July 30th 2012
- Jackson JSON Processor – Home
Need to performance test this. - shevron/ext-jsonreader · GitHub
Need to performance test this.
Links for Saturday July 28th 2012
- BBC News – Arrests in Critical Mass bike ride near Olympic Park
Last night, while it seems like my entire twitter feed was watching the Olympic opening ceremony, a group of cyclists were kettled and arrested. This is a group of cyclists who meet and perform this particular bike ride regularly, and with no problems. It is of course possible that some of them decided to so something stupid and/or illegal this time, but I can't imagine why they would, when they never have before, In other words: this looks an awful lot like the police deciding that an act that is usually legal and problem-free is suddenly illegal just because the Olympics is on, presumably because they believe they'll be able to get away with it because everyone is so dazzled by the opening ceremony. Please, spread this link around, because this would seem to be to high a price to pay for a bit of pageantry.
Links for Friday July 27th 2012
- ØMQ – The Guide – ØMQ – The Guide
This is going to take some digesting.