Author Archives: Andy

Abiword

Allow me to plug a really cool program that I’ve been using for several years: Abiword. It’s a very slick, very fast, free open-source word processor.
If you’re looking for something smaller or faster than Word or OpenOffice, I recommend it. I’ve been using it as my primary word processor for a long time and have no real complaints; I only switch over to Word or OO if I need to do something particularly elaborate. For everyday document writing, Abiword does everything I need it to do.
There are a lot of open-source programs out there that make my computing life easier, actually; I should plug more of ’em. Ah well, I’ll start with Abiword. Go give it a look!

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Ode to the Random Execution Table: reflections on Top Secret

Reading this sordid tale of violence and depravity (in an RPG) brought back more than a few memories. Specifically, of TSR’s old Top Secret roleplaying game. Top Secret was a spy/espionage game in which players created secret agents and sent them on missions of dubious morality.
I did not own this game, but my friend Bill did, and he often loaned it to me since I generally filled the role of gamemaster in our little gaming group. I pored over the TS rulebook, reading through it again and again while I planned out missions and scenarios. The individual tables, charts, and illustrations in that book are burned permanently into my memory.
After reading the above-linked post, I hauled out the ol’ copy of Top Secret and flipped through it. (Bill, somehow it’s ended up in my possession. Should you desire its return, let me know.) Wow… the memories. And wow, does this game scream “I come from the 1980s!” For one thing, the book is absolutely jam-packed with charts and tables covering all manner of situations. There is actually a Random Execution Table you can use to determine how your spy meets his fate in the unfortunate event that he’s captured by the Bad Guys. I credit TS‘s massive weapons charts for giving me my first basic education in firearms and ammunition types. I could’ve sworn there was a Torture Chart as well, but I didn’t spot it in my brief skim through the book.
For all the fun we had flipping through that magical book, I only remember playing it once. It was actually one of my earliest attempts at roleplaying. Let me regale you with the tale:
I was the gamemaster. My friend Jason created a secret agent. I designed a mission for his character to undertake–something that would evoke the adventure and excitement of James Bond and Indiana Jones. The mission: break into a house (just a normal house) and steal some top secret documents from it. That was the entirety of the mission. The house was the best-defended house you could ever possibly imagine encountering in the suburbs: all sorts of redundant alarm systems, codes needed for getting through the front door, etc. So I got out my meticulous maps of the house, set up the GM screen, and we got to playing.
The adventure went like this: Jason’s character arrived at the house and managed to break in after snooping around for a bit. While breaking in, he unknowingly tripped one of the approximately 15,000 different invisible alarm systems I had installed in the house. The police showed up almost immediately. Jason decided to escape by jumping through a large window onto the lawn outside. Dice were rolled, charts were consulted… and the next thing we knew, Jason’s character was lying unconscious on the lawn, rapidly bleeding to death from massive wounds incurred while jumping through the glass window.
That was it. After months of daydreaming about high-speed chases, beautiful female spies, and nail-baitingly suspenseful action scenes, our first adventure had ended with the protagonist bleeding to death on somebody’s front lawn after jumping through a window.
Not the stuff of legend, you might say. But we had fun. And the next thing we knew, we had upgraded to the vastly superior Top Secret S.I., a “second edition” of sorts that took TS and turned it into a game that could actually emulate the spy-genre antics it was trying to portray. We loved it. We never really went back to the original TS, but played Top Secret S.I. for many many years.
I still look at the original TS with a funny sort of admiration and respect. It wasn’t my first exposure to RPGs, but it was one of the first, and even though it didn’t play out the way I imagined… well, I had done an awful lot of imagining in the course of reading and re-reading it, and that was something to be thankful for.
Top Secret, you rock. Random Execution Table and all.

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Edit me

Gencon last month saw, among many other things, the release of a hardcover roleplaying game book that I had the privilege of editing. The book is Legends of the Samurai, and it’s the biggest single project that I’ve edited to date.
Editors and proofreaders generally only get mentioned in reviews of RPG books when they’ve screwed up. So it was with some nervousness that I read the first review of the book. I cannot describe the sense of relief that washed over me as I read these six blessed words: “I saw no major editorial gaffes.” Mr. Reviewer, you are an angel from heaven.
I’m actually afraid to look through the book myself; I know, I know with cold, absolute certainty that I’ll spot an overlooked typo on the very first page to which I turn. No–far better to leave the book closed and unread. And if you read the book and find a typo… please leave me in blessed ignorance.

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Talk to me!

Earlier this evening, I gave Google Talk a try–I used it to chat long-distance with my parents in California. As far as sound quality and overall experience go, Google Talk seems very solid, and quite similar to Skype.
Both are easy to install and simple to use. Google Talk is nicely bundled with an IM client and has convenient ties to my Gmail account. Skype seems to have more in the way of advanced features. I don’t see a terribly compelling reason to switch from Skype at the moment, but I’m going to play with both of them for a while to see if one edges out the other in the ongoing competition for my favor.
If you see me around online, be sure to say hi!

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On Starcraft and strategy

Brit has a good post up about a tricky design decision that goes into computer strategy games: the question of attack concentration. Pardon the lengthy quote, but here’s the section that particularly caught my attention:

If grouping units together increases their power, it means there is an incentive to group units together and a disincentive to split units apart. This fact affects gameplay in a major way. In games where there is a strong incentive for grouping, the progression of the game is rather predictable: expand until you encounter the enemy, maybe engage in a few skirmishes to capture objectives that the enemy hasn’t defended well (because he just arrived), build-up a large military, engage in one large battle which effectively determines the winner (the game may not end there, but the battle effectively determines the eventual winner), and then play out the foregone conclusion. The predictability of it is somewhat boring, and I get a little bored of the “military build-up” phase. I’ve seen a lot of games of Starcraft and Warcraft where this happens.

Brit here is pointing out something that any veteran Starcraft player (or any player of similar strategy games) has undoubtedly noticed: games between reasonably skilled players tend to follow the same basic pattern. Because of the way the game’s combat and other systems work, most games feature a relatively quiet, and often quite lengthy, period of military build-up followed by a massive, apocalyptic battle in which each side throws every conceivable unit into the fray. This massive battle either “breaks” one of the opponents, or (quite often) it ends with both sides’ armies effectively destroyed, prompting a second period of military build-up during which each side races to restore its fighting power before the enemy does. That’s a bit of an oversimplification, but it’s how games usually go.
This isn’t likely to interest most of you, but this got me thinking about the way that my Starcraft games against humans play out. Here’s what a typical game for me looks like:

  • Phase 1: Establishing a presence (5 minutes): Each side scrambles to get a functional base. A few defensive structures and units are built, usually just enough to safeguard the fledgling base from a sneaky early-game rush attack from the enemy.
  • Phase 2: Early build-up and expansion (5-10 minutes): Both players start building more advanced structures and begin to assemble an army. Scouts are dispatched around the map to hunt for mineral deposits. A few basic “recon” battles may occur as each side tries to get a glimpse of the other side’s army composition and general location.
  • Phase 3: Skirmishes and expansion (15 minutes): Both sides make moves to claim any mineral deposits that haven’t yet been secured. Lots of skirmishing between medium-sized forces can happen, as both sides try to win “quick and easy victories” over enemy expansion bases that aren’t yet well-defended.
    Almost invariably, during this phase, the “pivot point” of the map becomes clear: the strategic location over which almost all future battles will be fought. Often this is a rich mineral deposit located in the center of the map, which promises to provide a decisive strategic edge to whoever can claim final control over it.

  • Phase 4: Clash of the titans (10 minutes): Enough time has passed now that both sides have built up substantial armies, probably including one or two advanced unit types. Typically, a strategic stand-off settles in while each side carefully (but hastily) prepares for a huge offensive.
    Somebody (usually the person who hasn’t been able to claim the pivot point, and thus feels pressure to reverse the strategic situation before it’s too late) pulls the trigger and launches a massive attack on the pivot point. The other player pulls in all forces to the defense and the battle is joined. Clouds of Terran battlecruisers and siege tanks, Protoss scouts and carriers, and Zerg hydralisks and guardians pour across the map.
    This phase typically ends when both sides annihilate each other’s forces. Usually, somebody emerges from the uber-battle in better shape than the other player, but rarely with enough surviving force to go the final mile and win the game.

  • Phase 5: Frantic rebuilding (5-10 minutes): Both players retreat any survivors and immediately set to rebuilding their bases and armies as fast as possible. At this point, whoever can get even a medium-sized force onto the battlefield first usually has a big advantage.
    Both sides often try “probing” attacks against the enemy’s main base, bypassing the pivot point, in the hopes that a decisive (even if under-strength) attack on a distracted enemy’s weak point will win the game quickly. (This usually doesn’t work.)

  • Phase 6: Armageddon (10 minutes): Somebody decides that their army is sufficiently rebuilt and launches a major attack. The other player responds by pulling in all available units to stop it. Because mineral supplies are running low, this fight usually decides the game. Often both sides annihilate each other again, but afterwards one side finds that it no longer has the economic ability to replace its losses. Although this player may have plenty of static defenses left on the field, it’s clearly just a matter of time before the other player slowly rebuilds and creeps inexorably across the map.
    At this point, somebody usually surrenders rather than watch the enemy roll across the map uncontested.

Of course, the fun part of the game often comes in deliberately disrupting this schedule to throw off an enemy who’s expecting the game to play out in about this fashion. So many years after the game’s release, you’d think that it’s not possible to be surprised by enemy tactics and strategies… but almost every time I play, my opponent pulls off something new and interesting (and alarming).
That said, I’ve got a Starcraft game date set for later this week, and I wouldn’t want to reveal all of my strategies. Thanks, Brit, for giving me an excuse to muse on one of my all-time favorite games!

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In absentia

Good heavens, it’s been quiet around here lately. Most of my blogging energy has been focused here lately. At some point, balance will be restored and I will get back into the swing of talking about such fascinating and important topics as roleplaying games, movies I like, and my many virtues. I find myself missing the more personal blogging I get to do here.
I’m even ridiculously behind in my blog reading. Had you recently posted the cure for cancer on your blog, it would have gone unnoticed by yours truly. I’ll see if I can remedy that lapse… if I can find the courage to start up my feed reader. As long as none of you have been posting about politics. You haven’t been posting about politics, have you?

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“Khan!!!” Thoughts on Star Fleet Battles

I’ve been playing a boardgame called Star Fleet Battles with Jon lately. Jon found a nifty program which enables you to play the game over the internet, and so, using Skype to chat during the games, we’ve thus far played out two moderately-epic space battles between a Federation heavy cruiser and its Klingon equivalent.
I’m really enjoying it so far. Star Fleet Battles is a fascinating game. It simulates spaceship combat in the Star Trek (original series–no Next Generation stuff) universe. It’s quite complex–it hails from the same era that gave birth to games like Advanced Squad Leader, but, like many games of this sort, you can play a satisfying game using only about 10% or 20% of the rules. (The rest of the rules cover advanced options and special situations, which you use if and when you feel up for it.) It’s still a difficult learning curve; after each of our games I’ve come across rules that I handled incorrectly. (Jon, I confess: in our last game, I was dipping into my reserve warp power every turn without realizing it… can we just assume that Scotty was coaxing a little extra juice out of the warp engines, or something?)
SFB is basically a game of resource management. Each ship in the game generates a certain amount of energy each turn, which you must allocate to the various systems on the ship. Firing weapons requires the allotment of a certain amount of energy, as does moving, adjusting shields, using a tractor beam, doing fancy maneuvers, etc. The challenge lies in the fact that you never have enough energy to do everything; at the start of every turn, you must make painful decisions about which ship systems are going to receive energy and which won’t. Since you allocate most (if not all) of your energy at the beginning of each turn, you have to think ahead and try to anticipate what your opponent is going to do–is he putting all power to the engines so as to dart out of combat range, or is he putting all his energy into shields and weapons in the hopes of knocking you out with a broadside at point-blank range?
In addition, each ship has its own particular set of advantages and disadvantages. The Federation cruiser is slow-moving, but is very heavily armed and shielded. The Klingon cruiser, on the other hand, is a bit more fragile, but is more maneuverable and can fight at longer ranges. In the two full games we’ve played so far, we haven’t strayed too much beyond very basic tactics, but I’m looking forward to incorporating more advanced rules into the game as we go along.
Thus far, I’m really enjoying SFB. It only downside–and it’s a somewhat big downside–is the sheer complexity of it. Even though you don’t need to pay attention to most of the rules to get started, learning the basic rules is still a bit of a chore, and the rulebook itself is a less-than-thrilling read (filled with things like “Section H7.48: Use of Reserve Warp Power”). I’ve got a soft spot in my heart for complex rules like these, but it’s not something you can pick up and be playing competently in an hour.
Oh, and did I mention it’s the perfect outlet for all those Star Trek II quotes you’ve got stored away in your head? Quotes like this are difficult to work into everyday conversations, but they’re 100% appropriate in the context of SFB:

  • “Scotty, I need warp speed in two minutes or we’re all dead.”
  • “Full. Impulse. Power. Full power, damn you!”
  • “Sir… our shields are dropping!” “Raise them!” “I can’t!”
  • And, of course, “FIRE!!!” and “KHAAAAAN!!!” (both preferably screamed out loud while you shake your clenched fists)

So, then. Star Fleet Battles. It’s fun.

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