Wednesday, August 11, 2010

How Thoth ended up with Lovecraft's heart


Thoth's thinking to himself, "Seriously, you guys, who stole my freaking heart?"

Many of you know that I recently got a new computer, which I named Thoth. I bought the pieces separately, and with the help of my friends, I put it together for half the cost that it would have cost to buy a comparable computer from Dell or HP or something. This computer had with a lovely, super powerful video card, a Radeon HD 5850.

This video card ran all the modern games I own (aka the ones Steam had on sale) at high settings. But there was a problem: whenever I booted up my computer, it would get to the Windows logo, which would swirl in, pause, then half of it would disappear and a few moments later I would get a blue screen of death and a reboot. The computer would reboot okay, I would tell it to start normally, and everything would be fine. The only problem was, this would happen every time I turned on my computer.

After trying every possible software fix, I finally had to face the facts: it was a hardware problem, probably related to my memory. The error logs indicated that the crash happened when my computer tried to load the video driver. Unfortunately, trying different video drivers didn't help. The problem was with my video card.

So I sent it back for a replacement, and in the meantime, I'm using the video card I pulled out of my old computer, Lovecraft, a Radeon X600.

This was a fine card, back in its day. Sadly, its day was about five years ago. That means it can run TF2 okay, but more modern games are asking a bit much of it.


An artist's rendition of several Radeon X600 video cards around a Radeon HD 5850

I bought my card from Newegg, but the 30-day return window had passed by the time I'd narrowed down the problem, so I was forced to use the warranty provided by the card's manufacturer. It turns out that Sapphire's RMA policy requires me to send them my card (at my own expense) and wait 1-2 weeks while they process it before they'll send me a replacement.

As an added twist, my amazing wife bought me a copy of Starcraft II that arrived the day before I was going to ship back my card. I did not even install the game yet, because I knew that it would be too heartbreaking to have to give it up a day after installing it. It would be easier to wait the 1-2 weeks without having a clear idea of what I was missing.

The other downside is that, while I'm down to one video card, I can't play video games with my wife. Normally, I can play TF2 on Lovecraft, which runs it okay, while my wife plays it on Thoth. But with Thoth's video card in the mail and Lovecraft's video card in Thoth, now we only have one working PC.

It's a good thing I have China MiƩville's brilliant novel Perdido Street Station to keep me distracted in the meantime. I'll definitely be posting a review when I finish!

Monday, August 9, 2010

Thinking Way Too Hard About: Adventurers


As you may have noticed, my friends and I are experiencing something of a Dungeons & Dragons Renaissance. All this gaming has got me thinking about the characters we play. I have been going on dungeon crawls since grade school, thanks to board games like Hero Quest, arcade games like Gauntlet II and Shadow Over Mystara, and computer games like Might and Magic II. I take for granted that a Warrior, a Thief, a Magician, and a Priest (and/or Dwarf and Elf) will tromp over to the dungeon outside of town to kill some goblins and skeletons. When I stop to think about it, there is a lot more going on here. Adventuring is not just something you do; an adventurer is something you are, and some common threads unite all such men and women.

There are many reasons to go adventuring: a lust for gold ranks highly among these, but there are also many who are trying to protect their people, to serve their lord or god, or to seek out hidden knowledge. These motivations are not enough to make a person an adventurer, however. A strong man can earn gold as a soldier or a thug, a priest can serve his god safe in a temple, and a scholar can learn much in libraries and laboratories. There are some whose blood calls out for more, men and women who are not content with an average, safe life. They know of the danger waiting for them outside civilization's walls, but they are willing to face the challenge. More risk, more reward.

Adventurers are brave.

Adventurers feel a draw to the uncivilized world where danger and reward wait, but there is a corresponding force pushing them away from the commonplace world of cities and civilization. Adventurers are a restless crowd, unable to sit still and accept a normal life. They have trouble relating to the blacksmith, the street sweeper, the carpenter or the farmer. Some adventurers were born to normal lives but could not accept the daily grind. Others never had the option of living a normal life. A large number of adventurers are exotic travelers from foreign kingdoms, elves and dwarves and more exotic races. Many are half-breeds who have trouble fitting in with either of their parents' races.

Adventurers are misfits.

Whether they started adventuring as the exiled vampire half-drow prince or as a gnome with a tambourine, all adventurers must fight constantly with the forces of evil. It's unavoidable: even if an adventurer is a paragon of good, that adventurer will see terrible things in the course of her adventures. No matter how strong her faith is, she must at some point grapple with that age-old question of why such evil can be allowed to exist.

Adventurers are troubled.

The victories an adventurer experiences are temporary. There is always a larger menace; when the orc raiding party has been dispatched, the main orc force must be dealt with. When one villian lies slain, there are many others hidden, scheming. Adventurers move on to the next fight because the righteous battle is never won, or because the adventurer wants to test himself against a stronger adversary, or because the next dragon has an even larger hoard. Inevitably, the battles that follow will be increasingly harder. The party that emerged battered and victorious from their fight with a giant will move on to face a larger, stronger giant the next day. This means that most adventurers eventually reach their limit, and therefore their doom. The ones who survive have to be able to rise to the challenge. As the monsters get stronger, the adventurers have to become stronger still.

Adventurers thrive on danger.

Above all, adventurers defy description. Every rule I can come up with has exceptions: there are adventurers who are cowards, or rooted in the community, or innocent, or who fear challenges. Perhaps the one thing that all adventurers must share in common is that they have answered the call to adventure, time and again.

Because they cannot hear about the grimoir hidden in the lost tomb without wanting to be the first mortal in a thousand years to learn its secrets.

Because they cannot allow the evil cult to spread without bringing upon them the judgment of the true gods.

Because no matter how much wealth they have acquired, the gem in someone else's stash gleams brighter.

Because somebody must slay the dragon. Where is my sword?

Fetch me my sword.

Friday, August 6, 2010

He Fought the Darkness. The Darkness Won.



Narrator: No one was left who could remember how it had happened,
how the world had fallen under darkness.
At least no one who would do anything.
No one who would oppose the robots.
No one who would challenge their power,
or so Dr. Wily believed...


Thus begins The Protomen, the self-titled debut of a band whose epic rock opera takes the Megaman story and turns it into a dystopian fable of hubris, compassion, vengeance, love, redemption, and hope. The songs rock hard and are full of Meat Loaf-esque emotion: everything is over the top, dramatic, and wonderful.

Somehow, the band takes a story about scientist who creates a robot boy to fight evil robots and turns it into a sprawling saga of a man trying to redeem himself by creating a robot who can stop the megalomaniac he inadvertently helped into power.

The story is complicated, though, because Megaman is the second robotic "son" Dr. Light creates. The first was Protoman, a tragic hero who fought to protect the people of the city but fell when the people of the city refused to help him in his fight.

Whereas Protoman was created as a warrior who could take down the evil Dr. Wily, Megaman was made to be a son and companion to Dr. Light in his misery and helplessness. Nevertheless, when Megaman learns of his brother's stand and noble death, he resolves to complete his brother's quest and rid the city of Wily's evil robots. Megaman rushes out while Dr. Light frantically pleads with him to reconsider and stay safe, saying, "You need to know! You are not him! His fight's not yours! You cannot win!"

Megaman goes into the city and sees how hopeless the people are. Loudspeakers constantly blare out reassuring and oppressive slogans, while the people shuffle around, dead to the world. Megaman is the one with hope. Despite what he sees, he still idealistically believes that he can fight the evil that grips the city. He stumbles across Protoman's grave and sees that someone has scrawled a message over the tombstone: "HOPE RIDES ALONE." Megaman takes it as his personal slogan, though he doesn't realize that Dr. Light himself wrote those words.

The heroic robot swears,
"And as I live
There is no evil that will stand
I will finish
What was started: the fight of Protoman!"

Megaman launches himself into the enemy robots, crowing,

"Send me the best you've got. Send me your strongest machines.
The fight my brother fought, here, now, will end with me."

As he progresses, littering the ground with the wreckage of robots, he sees the leader of the enemies up ahead. Though Megaman cannot see him clearly, there is something strangely familiar about his opponent's shape.

What happens next is tragic and epic and rocks very, very hard. I won't spoil it, (though you've probably already guessed part of it), but I should add that if you listen to the album, you're only getting half the story: you should read the Protomen lyrics and liner notes as you listen to the album to know who's talking and what they're doing.

I highly recommend giving The Protomen a listen. The music rocks, the story is epic, and you don't even have to be a fan of Megaman or SF to enjoy it (though it certainly doesn't hurt).

There is a second album that tells the story of how the city fell under Dr. Wily's control. All Protomen fans should check it out if they want to know the full arc. It also has some of the best songs on either album, so there's that, too!

Sunday, July 25, 2010

The Saga of the Time-Traveling FedEx Slips



Not pictured: H.G. Wells, Dr. Who, or Kathryn Janeway

About a week ago, I got a notice on my door from FedEx saying that this was my third and final notice, and I now had to go pick up my package from their delivery center way down in Emeryville. The thing is, that was the first I'd heard of it. I called them to complain, and they apologized, saying that their system showed two previous delivery attempts, but the delivery person should have left a slip at each attempt. They offered to send it again, but I said I'd just go pick it up.

So I biked down to Emeryville and picked up the package. It was my new phone, by the way, so send me an email if you'd like the new number. Anyway, I figured it was an inconvenience, but I'd live.

Then a weird thing happened: a few days later, I got a notice on my door saying it was the first delivery attempt. But that's not the weirdest part: the date on the notice was several days before the final notice's date (and about a week before the date the slip mysteriously appeared on my door). And sure enough, the next day I got the "second" notice, dated the day after the "first," both for an item I had already retrieved.

In an attempt to cause a rift in the space-time continuum, I looked up the number for the second slip on the FedEx website. The site found no such package.

There are only two possibilities I can think of:

* The delivery person found out that I was unhappy about not receiving the first two notices, and figured that I must really, really love notices. In this hypothetical delivery person's brain, the notices themselves must have some totemic quality, an intrinsic value separate from the package itself. Thus, the delivery person, out of the goodness of his/her heart, decided to grant me my beloved slips, and posted them on my door.

* The slips were posted on the days they were supposed to, but slipped through a rift in space-time and ended up on my door about a week later than they should have.

I honestly can't think of any other explanations. I've considered a few, but had to reject them:

* The slip was posted on time, but it fell off my door, and a helpful neighbor saw it a few days later and replaced it. But how do you explain the second slip also appearing, a day later?

* The two mysterious slips were actually for a second, unrelated package. So why were the dates off by several days, and why didn't anything come up when I looked them up on the website?

If you can think of any other explanation, please let me know. Just look for the guy in the tin-foil hat.

Wednesday, July 21, 2010

The Legend of Korra



What you see above is a picture of Korra, a young woman from the Southern Water Tribe who becomes the Avatar after Aang. She will star in a new show on Nickelodeon, made by the team behind the original animated series Avatar: The Last Airbender.

Only a few details have been released, on this site that has currently been brought down by the server load of countless squee'ing Avatar fans.

We do know these things:


  • Korra will be taught by Tenzin, who is Aang's son.

  • It will take place in a steampunk metropolis.

  • Part of the plot will deal with an anti-bending movement.

  • It takes place 70 years after the original show.


Some of you might be saying, "Aang's son?!" or "Steampunk in Avatar?!" (as if that's news), and I understand your nervousness. Those were my first reactions, too, but I've gotten over my initial shock and I'm currently in a state of extreme excitement bordering on squee. I remember what it was like watching the original show and wondering, worrying, if the creators would do something to mess it up along the way, but they always steered us right. Personally, I'd just like to know that the same animation studios will be doing the artwork, and I'll be set.

EDIT: A great interview with Mike and Brian here: 'Legend of Korra': The 'Avatar' Creators on the New Spinoff. This show sounds SO GOOD YOU GUYS!

Friday, July 9, 2010

Fake Book Review: Sir Alec Byrd and the Queen of the Sky Pirates

(Note: there is no such book as Sir Alec Byrd and the Queen of the Sky Pirates. All of the names in this review are made up.)

In Sir Alec Byrd and the Queen of the Sky Pirates, B. B. Strauss (writing under the pseudonym Reginald Chestertham) begins what can be considered the golden age of Byrd stories, leaving behind the hackneyed plots of earlier tales while not yet devolving into the jingoism of the later stories.

The Queen of the Sky Pirates is perhaps best known for its thrilling climax, which depicts Sir Alec's dogfight with the sky pirates among the peaks of the Himalayas, and culminates in a one-on-one dogfight between Byrd and the Queen of the Sky Pirates deep within the ancient ruins hidden in the mountains.

Though she never gets a name, the character of the Queen makes the story interesting to scholars of Strauss's work, as she clearly shows how the author was maturing as a writer. Several commentators have focused on the fact that the Queen, a black woman, is one of the few characters in all of the Byrd stories to shoot down Byrd in a fair, one-on-one dogfight (the others being Baron Hell in The Pharaoh's Heart, Otto von Dietrich in Gorombaa, Island of Monsters and Lord Percy Fitzhugh in The Curse of the Maharajah's Gold). The dogfight itself, which takes place over a series of unnamed Mediterranean islands, is considered one of the most thrilling and realistic depictions of one-on-one air combat in the series.

Though it has received less attention from scholars, an equally important aspect of the Queen's character is that she is presented as an attractive woman. When Byrd first sees her in a secret aviators' bar in Greece, he asks Sophia, "Who is that beautiful woman who just came in?" In the ensuing scene, where Byrd and the Queen flirt from across the bar, Strauss shows that he has come a long way from earlier stories such as Sir Alec Byrd and the Cannibal Head-hunters of the Congo.

When Sophia is jealous of Byrd's flirtation with the Queen, we see that the co-owner of the Aurora is becoming a more well-rounded character, herself. In previous stories, Strauss uses Sophia as a plot device. Her secret island shop serves as a place for an injured Byrd to take the damaged Aurora to get them both patched up. Sophia passes on news and fusses over the damage to her plane, often with pages of description in which Strauss overindulges in his passion for amateur engine-building. In The Queen of the Sky Pirates, Strauss delves more deeply into the relationship between Sir Alec and Sophia, describing the plane they built together as their "child" and exploring issues of responsibility in the life of his brawling, devil-may-care hero.

While Sir Alec gets into a brawl in virtually every Byrd story, The Queen of the Sky Pirates is notably the first time he gets into trouble for it. During the opening scene, at a gala in a New York museum, the famous ace is insulted by an airplane racer. When Sir Alec begins to fight the dandy, the two are forcibly removed from the room, meaning that Sir Alec is not present when the Sky Pirates arrive and steal the a stone idol from the museum, setting off the chain of events that constitute the rest of the tale.

Much has been made of Strauss's fascination with weird fiction and his attempts to incorporate it into his stories, but the stone idols and the lost city in the Himalayas are one of the most effective examples found in the series. Strauss leaves both the idols and the city they guard shrouded in mystery, allowing the reader to guess "what hand might carve such grotesque features, and what mind might conceive such a horrid shape." When the city is revealed in the final scene, Strauss describes the "Cyclopean structures flashing by," lifting the most recognizable descriptions from his contemporary writers while focusing on the dogfight itself.

Some modern editors have chosen to begin Sir Alec Byrd collections with The Queen of the Sky Pirates, and there is evidence that Strauss himself considered the tale the first "true" Byrd story, as later stories stop referencing events of novels that preceded The Queen of the Sky Pirates.

Friday, July 2, 2010

I don't like sand

What's up with all these D&D posts lately? Well, I've been playing a lot of D&D, and I know that my audience (all four of you) is probably interested in hearing about D&D. So here you go, another D&D post.



I don't like sand. It's coarse and rough and irritating and it gets everywhere.
--Anakin Skywalker

I agree, Anakin. But you left out one important detail about sand: it explodes, and it kills you! Shikirr and his clutch found this out the hard way on Wednesday, when we found ourselves fighting monsters that were living dust devils.

Before the monsters showed up, we met a dwarf who spoke with Jarvix and Castri while Yuka and Shikirr kept careful watch. The dwarf warned us that we were fighting someone called the Wastewalker, who apparently has a vendetta against the Veiled Alliance. Thanks for nothing, Jarvix and Barcan! I was happy being a bug-slave and now here I am, running from my life from people who aren't even out to get me. Well, they're my clutch-mates now, so I'll defend them with my life. The jerks.

The fact that we were fighting the Wastewalker didn't come as a surprise to the players, since the module is called Fury of the Wastewalker. It didn't mean much to the characters, either, as we had already gathered that the storm wasn't natural. We also learned that the Wastewalker's lieutenant, a siltrunner lizard, had a personal grudge against the dwarf, and was coming for him.

After the dwarf showed off his gnarly obsidian wounds, we got attacked by dust devils. One of them promptly exploded, dealing massive damage, including a critical hit on yours truly. I went from 33 HP to 11, then used my Speed of Thought ability to climb onto a rock to avoid the creatures, incurring an opportunity attack that dropped me to 6. Then the sand creature attacked, dealing 11 more damage and knocking me out before I even had a turn. GG, uninstall.

Two of our players were out for the day, so our DM let the first two people to go down play as their characters. I say the first two because, as you may have guessed, our party was soon literally biting the dust. The sand creatures made a mockery of our piecemeal armor and meager defenses. As Jarvix's player, who took over Phye, pointed out at one attack, the attack roll was over twice Phye's defense value. The DM was consistently rolling in the mid to high twenties on his attack rolls, which makes me wonder why he didn't just go straight to rolling damage. Oh that's right; in case he landed critical hits, which he got at least two of on Wednesday.

Shikirr was down, so I got to play Barcan, the human star-sorceror who has the survivability of a damp marshmallow. Because Barcan was late to the battle, he was the last one standing as the lizard-person lieutenant showed up. I couldn't do much about it as one of the dust devils picked up the dwarf, who was already having a seizure from the lieutenant's magical attacks. The lieutenant then cold-bloodedly stabbed him in the heart. Dag.

The dust devils turned to Barcan, and I knew they'd make short work of me. So I figured, heck, this isn't my regular character, we're all about to go down, and I'm not going to get a TPK with a daily power still remaining. So I flung out Barcan's daily power: Cosmos Call.

I focused the power of the unknowable void in my fragile human mind, just long enough to direct it into the skull of my enemy. The lizard man squealed as the power of the universe overwhelmed his brain and flat out killed him.

I like to think that Barcan had a little smirk on his face as the dust devils swung over and beat the tar out of him.

Then our DM dropped the bombshell: with the lizard person lieutenant dead, the dust devils would dissipate after a round. So basically, once they were done with me, they gently fell back into the desert, leaving a suddenly peaceful scene of a bunch of bodies and unconscious people.

I like to think that, when we wake up, we'll be spitting out sand and complaining sand getting into places we didn't even know we had, like Iago in Disney's Aladdin.

Anyone? Anyone?

*cricket, cricket*

Oh, well. See you in Athas!