Monthly Archives: May 2011

To Infinity…Or Maybe Not!

I’ve found that what I want to write about is predicated heavily by random confluences of events. I’ll have some thought come at me or present itself in multiple ways during a short period of time. It’ll get into my head and I’ll be compelled to write a post about it. For instance, most of my posts about theatre can be traced back to an experience with a couple clueless theatre patrons and a conversation about a week later with a few other theatrical technicians.

Recently, I’ve come across space travel a few times. The Doctor Who season premiere featured the Moon Landing in a particularly awesome and inspiring (to me, at least) way. Xkcd had a comic graphing the declining population of otherworldly travelers. And as I was idly re-watching old videos on The Escapist, I came across an episode of The Big Picture where Movie Bob laments the death of the space shuttle and the apparent death of caring about going into space.

All this got me thinking, how do we go from this:

“Do you know how many people are watching this live on the telly? Half a billion. And that’s nothing, because the human race will spread out among the stars—you just watch them fly. Billions and billions of them, for billions and billions of years. And every single one of them at some point in their lives will look back at this man taking that very first step and they will never ever forget it.”
The Doctor, about the Moon Landing, Day of the Moon

To this:

“The universe is probably littered with the one-planet graves of cultures which made the sensible economic decision that there’s no good reason to go into space–each discovered, studied, and remembered by the ones who made the irrational decision.”
-XKCD alt text, May 2, 2011

Read the rest of this entry

Advertisements

Player Agency & Pacing

Today I’ll be returning to the well of Player Agency. This week, instead of tracing an issue across the Agency Scale, I’d like to spend some time dissecting one of the hardest parts of running a game where Player Agency is important: Pacing.

While pacing can be a problem even in the most railroaded games, the problem compounds itself when the shape of the plot is largely out of the GM’s hands. Even if a GM has filled in enough detail and concepts into a world and is nimble enough on their storytelling feet to fill in anything that he hasn’t thought of such that the players can move through it however they want, it’s a simple fact that all elements of a campaign are not going to be equally interesting.
Read the rest of this entry

How Much is a Free Lunch?

I’ve been playing the game TowerMadness pretty much since I got an iPod touch, or around the beginning of 2010. The object of the game is to use various weapons towers to stop waves of invading aliens from stealing your sheep (they want their wool for scarves).

Originally, it was supported by ads, with the option of buying an ad-free version for a dollar or two. Before too long, alongside one of their periodic updates and releases of new levels, they began offering extra level packs for a buck apiece. Not something I personally felt like paying for, but I wasn’t about to begrudge Limbic Software every chance to make a profit off of their (very fun) game.

Limbic still puts out periodic updates with new free maps as well as offering more level packs. They also offer special weapons for the same prices ($0.99 each). Two of them, flash bait and mines offer different strategies and options. Like the level packs, I find them interesting, but not worth paying for.

The other weapon is the flamethrower. I don’t like the flamethrower.

The question I find myself asking now is whether I really have a right to not like the flamethrower.
Read the rest of this entry