While writing an article on currency in Mythosa, I was skimming through the old Living Greyhawk Gazetteer for inspiration, looking at the names of the coins for the various kingdoms and countries of Oerth. I have to say...many, if not most of them, sound really dumb. I suppose people might use those names, and some are reasonable enough (e.g.; "copper commons"), but there are many that just sound silly. It's hard to imagine people actually using some of those terms.
Now, you could argue that these names are no less odd-sounding than words like "nickel", "penny", "rupee", "shilling", etc. But one of the problems with fantasy is that it's sometimes too easy to pass from the realm of "conceivable" into the realm of "ridiculous". Names are the biggest offenders. Authors and designers generally try to get away from the too familiar ("I am Jerry the Slayer from the village of Townton"), but if you go too far, you end up with the sort of thing that keeps some people from taking the genre seriously ("I am J'kor'zal-tan, slayer of the Phrux'sal'qat Beast of the Za-To'muxor'la Mountains").
I think the easiest test of whether a word "works" (and this is as subjective as anything else) is to say it out loud and try to imagine the inhabitants of your setting using the word (or name) in normal conversation. Sometimes this might require co-opting some terms from the real world, but that's a common trait of fantasy. It can provide the reader or player with some familiarity they can latch on to, which helps to "ground" them in the setting. If things are too alien, it's hard for most people to get comfortable with the world. It also provides a contrast for those things that are truly fantastic and makes them much more interesting.
Random Encounters
Commentary and observations on subjects of interest to gamers...or not
Monday, August 23, 2010
Tuesday, August 10, 2010
Real World Comparisons
In one of our Friday campaigns an issue arose as to the nature of one of Mythosa's city-states. Essentially it was a question of how I envisioned the place versus someone else's interpretation of what I had written on the wiki. I try not to overdo descriptions on the website (I'm a adherent of Stross's Law), but that unfortunately does lead to gaps which tend to be invisible to me since, naturally, I know what a particular city or empire is supposed to be based off of, either in history or literature.
In the interest of helping create a frame of reference for people who aren't as intimately familiar with Mythosa as I am, this post details different elements of the world and what they may be similar to or inspired by from actual history or other real world sources. Now, not everything in Mythosa was inspired by something in particular - some elements are original (as far as I'm aware), and some (i.e.; polytheism, a magical cataclysm, etc.) are recognizable fantasy tropes. More importantly, the elements of Mythosa that are inspired by other sources are not meant to be literal translations. For instance, the Aesric are similar to the Celts, but one shouldn't expect them to be identical to the Celts of actual history.
It might make more sense to put this information in the actual wiki, but professional world setting products don't do this so I figured I'd follow suit. I'm not sure why that is - if it disrupts the feeling of immersion, or is considered unprofessional, or what. I may end up putting it out there eventually anyway.
Note that if something isn't listed, it's either not based on anything specific or it's based on something so general to fantasy that comparison isn't necessary.
Adonhim: Combination of "Adonis" and "Elohim". Monotheistic faith inspired by extremist elements of Western religion through the ages (not meant to be taken as a negative commentary on Christianity/Islam/Judaism; simply makes for an interesting story; goes against the grain of typical fantasy religion).
Aesric: Celts
Amaranth: Like Venice architecturally (canals, bridges). Economically similar to a Renaissance Italian city-state.
Atharys: Northern European/British Isles
Calythir: Economically similar to a Renaissance Italian city-state
Danae/Cerunn/Faith of the Earth Mother: Danae is the archetypical earth goddess. Obvious similarity to the name "Diana". "Cerunn" is obviously derived from "Cerunnos". Cerunn is the Horned God/Green Man.
Fourth Age: This time is like the "Dark Ages" after the fall of the Roman Empire, though obviously with the standard anachronisms typical to a D&D world. The collapse of Marasinia was more devastating, however, so the Fourth Age should be looked at more like a post-apocalyptic fantasy world, though obviously not as severe as, say, Dark Sun. Overall it's probably best compared to the late Early Middle Ages.
Gods of the Outer Dark: Lovecraft/Cthulhu Mythos
Ilmara: The grand city of Mythosa. Comparable to Greyhawk, Waterdeep, Lankhmar, City-State of the Invincible Overlord, etc. Also serves the role of Venice in regards to the trading cities of Karnathas
Karnathas: Europe
Khemsa: Egypt
Kyrgar: Scythians
Llyrnan Sea: Mediterranean Sea
Malgotha: Atlantis, Lemuria, or Mu
Marasinia: The standard "great empire" of history and literature. Comparable to: 4E's Nerath, historical Roman Empire, Hyboria's Acheron, FR's Netheril, etc.
Marrshites: Mediterraneans (mix of southern/southeastern Europe, eastern Mediterranean, and north African)
Morrahir: Megadungeon. Comparable to Castle Greyhawk, FR's Undermountain, other "old school" megadungeons.
Qeshan Empire: Persia
Second Age: This would be the time of the ancient empires, similar to Earth's Classical period. The Second Age powers are Mythosa's versions of ancient Egypt, Sumeria, Assyria, Persia, etc. (though not necessarily in that historical order).
Sekhemet: Vecna
Shaarizad: Big Bad of the gods. Compare to: Greyhawk/4E's Tharizdun, Hyboria's Set, etc.
Skalnir: Scandanavian and Teutonic (northern Europe, British)
Syrhaat: India
Taelan: Scottish Highlanders (Highlander, Braveheart)
Third Age: The Third Age is akin to the time when Rome dominated Europe and the Mediterranean. In Mythosa, the world was dominated by the Marasinian Empire. Technologically more advanced than the Roman Empire; ruins left behind from this age would be closer to Medieval than Classical, though the transition between the two would have taken place during this age, so a mix can be found.
Varghani: Arabic and African
Vykir: Vikings
Xucatl: Aztec or Mayan
Zammut: Assyrian or Sumerian (?)
Zarkhir, east: Mixture of the Sahara and the Arabian Peninsula. Cities would be (fantasy) Arabic.
Zarkhir, west: Rain forests and jungles, a mix of South America and central Africa. Cultural more like the Aztecs, Incans, and Mayans.
Zeldora: As Ilmara is to Venice, Zeldora is to Genoa.
In the interest of helping create a frame of reference for people who aren't as intimately familiar with Mythosa as I am, this post details different elements of the world and what they may be similar to or inspired by from actual history or other real world sources. Now, not everything in Mythosa was inspired by something in particular - some elements are original (as far as I'm aware), and some (i.e.; polytheism, a magical cataclysm, etc.) are recognizable fantasy tropes. More importantly, the elements of Mythosa that are inspired by other sources are not meant to be literal translations. For instance, the Aesric are similar to the Celts, but one shouldn't expect them to be identical to the Celts of actual history.
It might make more sense to put this information in the actual wiki, but professional world setting products don't do this so I figured I'd follow suit. I'm not sure why that is - if it disrupts the feeling of immersion, or is considered unprofessional, or what. I may end up putting it out there eventually anyway.
Note that if something isn't listed, it's either not based on anything specific or it's based on something so general to fantasy that comparison isn't necessary.
Adonhim: Combination of "Adonis" and "Elohim". Monotheistic faith inspired by extremist elements of Western religion through the ages (not meant to be taken as a negative commentary on Christianity/Islam/Judaism; simply makes for an interesting story; goes against the grain of typical fantasy religion).
Aesric: Celts
Amaranth: Like Venice architecturally (canals, bridges). Economically similar to a Renaissance Italian city-state.
Atharys: Northern European/British Isles
Calythir: Economically similar to a Renaissance Italian city-state
Danae/Cerunn/Faith of the Earth Mother: Danae is the archetypical earth goddess. Obvious similarity to the name "Diana". "Cerunn" is obviously derived from "Cerunnos". Cerunn is the Horned God/Green Man.
Fourth Age: This time is like the "Dark Ages" after the fall of the Roman Empire, though obviously with the standard anachronisms typical to a D&D world. The collapse of Marasinia was more devastating, however, so the Fourth Age should be looked at more like a post-apocalyptic fantasy world, though obviously not as severe as, say, Dark Sun. Overall it's probably best compared to the late Early Middle Ages.
Gods of the Outer Dark: Lovecraft/Cthulhu Mythos
Ilmara: The grand city of Mythosa. Comparable to Greyhawk, Waterdeep, Lankhmar, City-State of the Invincible Overlord, etc. Also serves the role of Venice in regards to the trading cities of Karnathas
Karnathas: Europe
Khemsa: Egypt
Kyrgar: Scythians
Llyrnan Sea: Mediterranean Sea
Malgotha: Atlantis, Lemuria, or Mu
Marasinia: The standard "great empire" of history and literature. Comparable to: 4E's Nerath, historical Roman Empire, Hyboria's Acheron, FR's Netheril, etc.
Marrshites: Mediterraneans (mix of southern/southeastern Europe, eastern Mediterranean, and north African)
Morrahir: Megadungeon. Comparable to Castle Greyhawk, FR's Undermountain, other "old school" megadungeons.
Qeshan Empire: Persia
Second Age: This would be the time of the ancient empires, similar to Earth's Classical period. The Second Age powers are Mythosa's versions of ancient Egypt, Sumeria, Assyria, Persia, etc. (though not necessarily in that historical order).
Sekhemet: Vecna
Shaarizad: Big Bad of the gods. Compare to: Greyhawk/4E's Tharizdun, Hyboria's Set, etc.
Skalnir: Scandanavian and Teutonic (northern Europe, British)
Syrhaat: India
Taelan: Scottish Highlanders (Highlander, Braveheart)
Third Age: The Third Age is akin to the time when Rome dominated Europe and the Mediterranean. In Mythosa, the world was dominated by the Marasinian Empire. Technologically more advanced than the Roman Empire; ruins left behind from this age would be closer to Medieval than Classical, though the transition between the two would have taken place during this age, so a mix can be found.
Varghani: Arabic and African
Vykir: Vikings
Xucatl: Aztec or Mayan
Zammut: Assyrian or Sumerian (?)
Zarkhir, east: Mixture of the Sahara and the Arabian Peninsula. Cities would be (fantasy) Arabic.
Zarkhir, west: Rain forests and jungles, a mix of South America and central Africa. Cultural more like the Aztecs, Incans, and Mayans.
Zeldora: As Ilmara is to Venice, Zeldora is to Genoa.
Sunday, August 01, 2010
Humans in 4E
In Issue #163 of KoDT, in a follow up to his anti-4E rant from a previous issue, a writer says:
Humans, a key race in all prior editions of D&D, have no place in 4E, being second-rate at best in a few classes, and a terrible choice elsewhere...
A "key race" in ALL prior editions? OK, I get that he doesn't like 4E. That's fine, but I have a hard time seeing where this is coming from other than being unduly influenced by his dislike of the system.
In my experience, 3rd Edition was the first one to make humans a mechanically viable race, and 4E continues that. It's definitely not the case that humans were a good option in all the editions prior to 4E. 3.0 was the first edition to actually give humans mechanical elements that made them desirable. In all the 3E and 4E campaigns I've played, humans were the most popular race.
In AD&D1/2, humans had almost nothing going for them: no infravision (what you kids know as "darkvision" today), no ability score boosts, no inherent special abilities, etc. The two things they had that other races didn't was they weren't restricted by level limits and they could dual class, neither of which was worth much. Most campaigns never lasted long enough for level limits to become an issue, and those that did generally ignored the limits*. And dual classing was another element that went mosty unused since it was too easy for you to get hosed, particularly if you had a jerk DM.
The writer cites on-line discussions as having proved this inferiority of humans in 4E, though he doesn't go into detail or provide any links, putting the onus on the reader to find them on their own. Given the quality of most on-line discussions I'm in no great hurry to waste my time looking them up. I've no doubt the optimizers have found ways to prove that 4E humans are inferior, but I really couldn't care - I tend to stay away from that sort of thing regardless of edition**. I'm less interested in making sure that my choices are 100% optimal for securing phat l00t than crafting a character that fits a particular vision.
And really, if your complaints about an edition change are because they present sub-optimal choices for your builds, shouldn't you really be playing an MMO anyway?
*: A poor balancing mechanism to begin with. Some people try to rationalize it with "humans are short-lived so they're in a bigger hurry than demi-humans and so they can reach higher levels etc., etc., etc.". If that's the case, remove level limits and impose an XP penalty on the non-human races.
**: I wandered into that territory once looking for advice on building a 3.5 knight from the PH2; the advice I found was you really needed a tumbling urban knight wielding a spiked-chain and buckler, cementing the fact that what a lot of people want out of these games is nowhere near what I'm looking for.
Humans, a key race in all prior editions of D&D, have no place in 4E, being second-rate at best in a few classes, and a terrible choice elsewhere...
A "key race" in ALL prior editions? OK, I get that he doesn't like 4E. That's fine, but I have a hard time seeing where this is coming from other than being unduly influenced by his dislike of the system.
In my experience, 3rd Edition was the first one to make humans a mechanically viable race, and 4E continues that. It's definitely not the case that humans were a good option in all the editions prior to 4E. 3.0 was the first edition to actually give humans mechanical elements that made them desirable. In all the 3E and 4E campaigns I've played, humans were the most popular race.
In AD&D1/2, humans had almost nothing going for them: no infravision (what you kids know as "darkvision" today), no ability score boosts, no inherent special abilities, etc. The two things they had that other races didn't was they weren't restricted by level limits and they could dual class, neither of which was worth much. Most campaigns never lasted long enough for level limits to become an issue, and those that did generally ignored the limits*. And dual classing was another element that went mosty unused since it was too easy for you to get hosed, particularly if you had a jerk DM.
The writer cites on-line discussions as having proved this inferiority of humans in 4E, though he doesn't go into detail or provide any links, putting the onus on the reader to find them on their own. Given the quality of most on-line discussions I'm in no great hurry to waste my time looking them up. I've no doubt the optimizers have found ways to prove that 4E humans are inferior, but I really couldn't care - I tend to stay away from that sort of thing regardless of edition**. I'm less interested in making sure that my choices are 100% optimal for securing phat l00t than crafting a character that fits a particular vision.
And really, if your complaints about an edition change are because they present sub-optimal choices for your builds, shouldn't you really be playing an MMO anyway?
*: A poor balancing mechanism to begin with. Some people try to rationalize it with "humans are short-lived so they're in a bigger hurry than demi-humans and so they can reach higher levels etc., etc., etc.". If that's the case, remove level limits and impose an XP penalty on the non-human races.
**: I wandered into that territory once looking for advice on building a 3.5 knight from the PH2; the advice I found was you really needed a tumbling urban knight wielding a spiked-chain and buckler, cementing the fact that what a lot of people want out of these games is nowhere near what I'm looking for.
Friday, July 02, 2010
Gaming Stuff I've Sold
While updating my gaming purchase inventory spreadsheet (dating back to 2002...no, I'm not that anal about everything, but tracking certain things is actually quite eye-opening; but that's a post for another time), I put together a list of the things I've sold at the Games Plus* auctions over the last few years to cross-check against. Amazing how much gaming stuff I've accumulated over the years...and how much I still have! Though if you took out the miniatures portion (miniatures from WotC, Reaper, Games Workshop, buildings and scenery from Miniature Building Authority, GW, Eslo, etc., and my sizable Dwarven Forge collection), it would be relatively modest.
So, for no particular reason, here's a good chunk of the list (items that I can't individually identify from my old auction sheets are excluded):
*: Excellent game store in the Chicago area.
So, for no particular reason, here's a good chunk of the list (items that I can't individually identify from my old auction sheets are excluded):
- 1500 Mythos CCG cards (from Starter and 3 expansions)
- 15mm Middle Eastern Wall Set
- 2 Hogshead Games (Violence, Baron Munchausen)
- 33 old Silent Death minis
- 7th Sea Player's Guide
- A Portal to Adventure (Role Aids)
- Abduction card game
- AD&D - DragonLance Adventures
- AD&D - Greyhawk Adventures
- AD&D 2E DMG
- AD&D 2E Sourcebook bundle (Mighty Fortress, Thief HB, Psionic HB, Ships/Sea)
- AD&D 2E: Thieves of Lankhmar
- AD&D Book of Artifacts
- AD&D High-Level Campaigns
- AD&D: Beyond the Crystal Cave
- AD&D: Dungeon Masters Guide
- AD&D: Legends & Lore
- AD&D: Manual of the Planes
- AD&D: Oasis of the White Palm
- AD&D: Ochimo the Spirit Warrior
- AD&D: Oriental Adventures
- AD&D: The Magister
- AD&D: Under Illefarn
- AD&D2: Al-Qadim
- AD&D2: City Sites
- AD&D2: Country Sites
- AD&D2: Dungeon Builder's Guidebook
- AD&D2: Gates of Firestorm Peak
- AD&D2: Greyhawk Ruins
- Adventure I (d20/3.5)
- Adventure II (d20/3.5)
- Al-Qadim: Assassin Mountain
- Al-Qadim: Caravans
- Al-Qadim: Cities of Bone
- Al-Qadim: City of Delights
- Al-Qadim: Corsairs of the Great Sea
- Al-Qadim: Golden Voyages
- Al-Qadim: Land of Fate
- Al-Qadim: Ruined Kingdoms
- Apocrypha 2: Chart of Darkness (WFRP 1E)
- Apocrypha Now (WFRP 1st Edition)
- Arena Maximus
- Ars Magica (First Edition)
- Authentic Thaumaturgy
- Axis & Allies (original)
- Axis & Allies Starter Set + Booster Pack (21 figures)
- B4: The Lost City
- Balrog (Sabertooth LotR game)
- Battle at Khazad-Dum (GW LotR)
- Battlelore
- Battlemasters minis (chaos warriors, archers, spearmen, etc.) (x138)
- Best of Dragon Bundle (I,II,III,V)
- Birthright: Cities of the Sun
- Birthright: Havens of the Great Bay
- Birthright: Legends of the Hero-Kings
- Birthright: Rjurik Highlands
- Birthright: Tribes of the Heartless Waste
- Blood Royale
- Book of Exalted Deeds (D&D 3.5)
- Book of Marvelous Magic (D&D/AD&D)
- Bretonnian Questing Knights
- Call of Cthulhu RPG, Edition 5.5
- Catalyst Books (Maps, Hole Delver's Catalog, Citybook I)
- Central Casting: Dungeons
- Character Pack (WFRP 1st Edition)
- Citadel of Fire (d20)
- City State of the Invincible Overlord (revised)
- Cityworks (d20)
- Colossal Arena
- Complete Adventurer (3.5)
- Complete Arcane (3.5)
- Complete Divine (3.5)
- Complete Warrior (3.5)
- Conan d20 RPG (1st Edition)
- Conan: Road of Kings (d20)
- Conan: Scrolls of Skelos (d20)
- Conspiracy X
- Constantinople by Night (V:tDA)
- Corner Inn
- Cosmic Encounter
- Cults Across America
- Cults of Terror (RuneQuest)
- D Minus 1 (FoW)
- D&D 3E Bundle: PHB, DMG, MM
- D&D Mini Pack (x31): Animals, Beasts, and Aberrations (includes rare mind flayer)
- D&D Mini Pack (x32): Human Adventurers, Warriors (includes 2 rares)
- D&D Mini Pack (x34): Goblins, Orcs, and Half-Orcs
- D&D Mini Pack (x40): Gnolls, Kobolds, and Various Humanoids
- D&D Minis (x29): Outsiders and Psionics (includes rare fire genasi dervish)
- D&D Minis (x31): Dwarves, Halflings, & Gnomes
- D&D Minis (x33): Eberron and Undead
- D&D Minis (x33): Elves and Miscellaneous (includes rare pheolarch)
- D&D: Drums on Fire Mountain
- D&D: Where Chaos Reigns
- D&D3.5 Deluxe Character Sheets and DM screen
- D&D3E: Book of Challenges
- D&D3E: Stronghold Builder's Guidebook
- d20: Darkness and Dread
- d20: Relics & Rituals
- Darkwood RPG
- Dawning Star (d20 sci-fi)
- DCC #16: Curse of the Emerald Cobra
- De Profundis, Pantheon (x2)
- Deities & Demigods (AD&D1)
- Deities and Demigods (D&D 3.0)
- Demons II (Role-Aids)
- Denizens of Vecheron (AD&D2)
- Doomstones (WFRP)
- Dragonlance: Dragons of Hope
- DragonQuest
- Dune
- Dungeon Masters Guide II (3.5)
- Dungeoncraft (d20)
- Dungeons (d20)
- Dwarven Dig
- Eberron Campaign Setting
- Eldarad: The Lost City (RQ)
- Empire in Flames (WFRP 1st Edition)
- Enclave (LA)
- Epic Level Handbook (D&D 3.0)
- Fantasy Trip Adventures (Forest Lords/Dihad, Warrior Lords/Darok)
- Festung Europa (FoW)
- Fiend Folio (AD&D1)
- Fiend Folio (D&D 3.0)
- FoW: Panzer IV F Platoon
- FoW: US Parachute Rifle Cmpny
- Fuzzy Heroes
- Gary Gygax's Living Fantasy
- Grendel - Egyptian Doorways (x3)
- Greyhawk Player's Guide
- Grimtooth's Traps Ate!
- Huge D&D Minis: Storm Giant (rare), Cloud Giant
- Illuminati CCG Starter Set + 30 cards
- INWO SubGenius card game
- Iron Heroes (d20)
- JG: Dungeoneer 14 & Fantastic Personalities
- Killer
- Lankhmar Sourcebook (AD&D2)
- Last Days of Constantinople
- Liche King's Chariot (GW)
- Lost Empires of Faerun
- Magic of Faerun
- Manual of the Planes (D&D 3.0)
- Marienburg (Warhammer FRP)
- MBA Townhouse Set A (15 mm)
- MBA Townhouse Set B (15 mm)
- MBA Townhouse Set C (15 mm)
- Midnight Campaign Book (d20)
- Midnight Realm (Talislanta)
- Monster Manual II (D&D 3.0)
- Monster Manual IV (D&D 3.5)
- Monsters and Lairs (Accordlands)
- Monsters Menace America
- Monsters of Faerun
- Munchkin (+Unnatural Axe exp.)
- Mythos CCG Standard Game Set
- Oriental Adventures (D&D 3.0)
- P-40 Warhawks (Fow)
- Palladium RPG Book II: Old Ones
- Palladium Weapons & Assassins
- Pits & Traps (Grendel scenery)
- Players Handbook (AD&D1)
- Polyhedron #50
- Power Behind the Throne (WFRP 1st E)
- Providence - The Ecology
- Realms of Sorcery (WFRP 1st Edition)
- Red Dragon of Krynn (vinyl model)
- Restless Dead (Warhammer FRP)
- Return to the Temple of Elemental Evil
- Risk Godstorm
- Rogues Gallery (AD&D1)
- Role-Aids: Throne of Evil
- Rolemaster Arcane Companion
- Rolemaster Spell Law
- Rolemaster std rules+Arms Law
- Rolemaster Treasure Companion
- Savage Species
- Seafarer's Handbook (d20)
- Seafarers of Catan
- Secret Temple of Adajy (AD&D2)
- Sentinels (Role Aids)
- Serenissima
- Settlers card game (+exp.)
- Shadow World Atlas
- Shadow World: Cyclops Vale
- Shadow World: Demons of the Burning Night
- Shadow World: Islands of the Oracle
- Something Rotten in Kislev (WFRP 1E)
- Space War!
- Star Frontiers Referee's Screen
- Star Frontiers RPG
- Star Frontiers RPG - Knight Hawks
- Supremacy
- Swordbearer RPG
- Tales from the Empire
- Temple of Horus (Grendel)
- Tethru Warriors Unit (WarGods)
- The Count of Carcassonne
- The Drow of the Underdark (AD&D2)
- The Dying of the Light (WFRP 1st Ed.)
- The Enemy Within (WFRP)
- The Hills Rise Wild!
- The Last Supper (Vampire)
- The Palladium Role-Playing Game
- The Primal Order
- The Ruins of Undermountain
- They've Invaded Pleasantville
- To Hell and Back (Role Aids)
- Tome of Horrors (3.0 SRD)
- Torn Asunder: Critical Hits (d20)
- Trail of Cthulhu
- Traps & Treachery (d20)
- Traps & Treachery II (d20)
- Tunnels & Trolls
- Unearthed Arcana (3.5)
- Vampyre
- Wall Hording
- Warhammer Companion (WFRP 1st Ed.)
- Warhammer Fantasy Roleplay (1st Ed.)
- Warhammer Fortress (w/arrow slits)
- Watchtower
- WFRP GM Screen/Reference Pack
- WFRP: Ashes of Middenheim
- WFRP: Barony of the Damned
- WFRP: Death's Dark Shadow
- WFRP: Karak Azgal
- WFRP: Sigmar's Heirs
- WFRP: Terror in Talabheim
- WH: Baron Odo & Suliman
- WH: Morgiana le Fey
- Wildscape (d20)
- World Atlas (Accordlands)
- Wraith RPG
- Wreckage
*: Excellent game store in the Chicago area.
Wednesday, June 30, 2010
I'm on Twitter Now
Based on this post at ENWorld, I decided to start using Twitter (though that's using TweetDeck and not the website). I'm actually starting to see some use for it (I've "gotten" Facebook for awhile, but I never "got" Twitter).
Anywho, my account is "@BruceGulke" if you're interested in following me. Most of what I post there will be probably be gaming related, naturally :)
Anywho, my account is "@BruceGulke" if you're interested in following me. Most of what I post there will be probably be gaming related, naturally :)
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internet
Thursday, June 24, 2010
Rant: Documents to Go spreadsheet
So, tell me what the logic is here: Whenever I enter a number in a spreadsheet in Documents to Go on Android, it switches the keyboard from numeric back to alphabetic after typing the first number. Because in a @$&*#% SPREADSHEET I'm not going want to type in a number with MORE THAN ONE @$&*#% KING DIGIT.
Once I can find a better spreadsheet for Android, DtG is done. And don't get me started on the "Open/Close/Save" model they use. Maybe that @$&* flies on the iPhone or PalmOS, but that's not how things work on Android. LEARN YOUR GD PLATFORM!
OK, I feel a little better now. :)
Once I can find a better spreadsheet for Android, DtG is done. And don't get me started on the "Open/Close/Save" model they use. Maybe that @$&* flies on the iPhone or PalmOS, but that's not how things work on Android. LEARN YOUR GD PLATFORM!
OK, I feel a little better now. :)
Friday, June 11, 2010
Heh...again
"...The increasing number of modules for the MARVEL SUPER HEROES game and the blasphemous creation of the AD&D 2nd Edition game seem to be leaving no room for man's best friend, that beleaguered canine, the DM of "first edition" AD&D games."
Dungeon #29, May/June 1991
Dungeon #29, May/June 1991
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