Junk Mail from WordPress dot com

In a move almost surgically designed to piss me off, Automattic[sic] sent me junk mail "Claim your Ultimate Traffic Guide". Which after you click thru, tells you "Save $100! Only $17!" for a pamphlet of SEO marketing poison.

Every single thing in there is evil. Sending junk mail to my service addresses for blogs; I've gone thru and maybe got all their "send me spam" switches turned off again, but they'll just add more "send me NuSpam®" switches in 6 months.

The click-thru validates that they reached your account; which they already had that information in web bugs for most people (me included since I was on mobile, where I'm less secure).

Charging whatever you want for a book is fine. Claiming it had some SUPER value of +$100 as a discount is straight out of late-nite infomercials of the '90s. "Offer not available in stores! It chops, dices, it makes julienne spam!"

And we all know what's in that crap, immoral activities like paying Google and Facebook for ads. If you give Google money, you are financing Judgement Day. If you give Facebook money, you are financing American Nazis.

Scumbags can't even honestly label their spam and scam.

Anyway, just a heads up.

(I am aware there's other blog engines. Some are even not written in PHP, which is an automated virus loader. Some don't have a shitty company backing them. And yet, that choice is already made, and at least it's on my least favorite free license so I could cut the cord entirely. But I'll make sure Automattic[sic] gets no money from me.)

Basic Games in Scheme

The first project I write in any new language is usually a guess-the-number game, a die roller, or an RPN calculator, then I start collecting those and other toys and utilities into a single "main menu" program, and use that to drive me to develop my libraries, play with different algorithms. Occasionally it's useful, mostly it's just a pile of stuff.

The Scheme version has a couple useful things. I was mostly thinking about old BASIC games, so it's "BasicSS" (SS being the Chez Scheme file extension, not anything more nautical or sinister).

I wrote a fairly malevolent wordsearch generator in the process of testing some file parsing, so here's one for 20 programming languages. I can tell you that B, C, C#, and D are not in my list. I'm doubtful that anyone can find all of them, or even half.

Hangman depends on /usr/share/dict/words, 235,886 lines on my system, which is very unfair:

 #______
 #     |
 #    ---
 # \ (o o) /
 #  \ --- /
 #   \ X /
 #    \X/
 #     X
 #     X
 #    / \
 #   /   \
 #
Word: TE---EN--
Guesses: E, T, A, O, I, N, B, R, S
YOU LOSE! You have been hung.
The word was TEMULENCY.

Seabattle ("you sunk my…") sucks, it just picks targets at random; teaching it some AI would help.

Hurkle, like all the early-'70s "find a monster on a grid" games, is awful, but the map display makes it a little easier to track your shots. "The Hurkle is a Happy Beast" by Theodore Sturgeon is one of his 10% good stories, but it provides only a little context.

Some of this I can release source for, some I probably shouldn't, so it's just a binary for now.

RIP Ben Bova

For me, Bova's main achievements were taking over Analog and turning it from a rag full of pseudoscience published by the most loathsome person in SF, into something like an Actual Science Fiction magazine.

And a long string of his hard SF novels, from Kinsman Saga, Colony, and Mars.

But my favorite thing Ben Bova ever wrote is a short, so good that I forgive its use of "telepathy" as a narrative device, "Stars, Won't You Hide Me", collected in:

The Final Battle had been lost.
On a million million planets across the galaxy-studded universe, mankind had been blasted into defeat and annihilation.
The Others had returned from across the edge of the observable world, just as man had always feared.
They had returned and ruthlessly exterminated the race from Earth.

What I'm Watching: Adventure Time: Distant Lands: Obsidian

The next one after BMO, this time about a glass kingdom, a lava dragon, and P.B. and Marceline.

Apparently P.B. and Marceline have been living for… decades? in Marceline's old house. I guess most of the Candy Kingdom is extinct and doesn't need P.B., but she spends zero time worrying about that, just being a domesticated lesbian wife.

This time the new generation sidekick is not terrible, Glassboy's just a weak kid literally made of cracked glass, but he's brave and not too stupid. See-Through Princess is just vapid, waffling between "hey now don't be mean" and doing meaningless ritual.

Most of the episode is P.B. staring at a force field console, while Marceline goes off on a vision quest to get her angry punk rockness back. And occasionally the flashbacks to Marceline's youth in the mutant wastelands have some pathos, drag this up from dull to "oh that hurts". Marcy's first song is excellent, she doesn't quite rock out—the Pixies she's not—but she's trying. The second one is Lisa Loeb-like.

There's a couple cameos of old characters, which mostly just reminds me of how terrible the last few seasons of AT were, but this was much better than those.

★★★½☆ — Watch this one.

What I'm Watching: The Big Bad

This has been 6 groups trying to do a D&D 5E "tournament adventure", and then scored for mission success.

The Dungeon Master is Paul Siegel of Paul's Game Blog and the adversary is played by Dan Collins of Delta's D&D and OED Games.

Good Stuff:

  • The Adversary. Having a co-DM play the "Big Bad" is an interesting setup I've seen done a few times in real games, it leaves the Referee free to run the game fairly instead of also running every monster in the world, though of course the adversary's game time is usually limited. And Dan does a great job of chewing scenery (and slimy larvae from his lovin' cup). He doesn't have a lot of troops to control, and I think he's much too passive and defensive with them, but given what he has, he does about as well as you can hope for.

  • The Players. Many of the players put some real character into their pregens, and made good role-playing and tactical choices. They seem like fun groups to game with.

  • Scoring. The rankings are about equal to how much I enjoyed each group's attempt. The Luke Gygax group came in second, I think? And they were my favorite, but otherwise, sure. The last group was so dull, unprepared, and incompetent, and their low score was well-deserved. There's an upcoming episode explaining the scoring, which I'm curious to see.

  • Videoconferencing & Editing. Surprisingly few technical difficulties, mostly switched to the players when they were talking, miniatures when they're being moved. You'd think in 2020 that wouldn't be an issue, but so many of these things are nothing but technical failure.

Bad Stuff:

  • D&D 5E. Not a fan. Just a bloated, thousands-of-pages, over-complicated mess of a game. Somewhere under all that shit, there must be a pony, so many people keep digging. You can see it clearest in this show, when old-school players are confronted with the giant pile of abilities and modifiers they get from all over the place, the spells have weird conditional effects and you're constantly reminding each other of which ones apply. The two-hour game time here would be 15-30 minutes in an old-school system.

    This is especially weird because both these guys are old-school D&D bloggers, Dan's OED rules are pretty good, entirely reasonable interpretations of OD&D. Paul runs a weird hybrid of B/X, D20, and Warhammer FRP for his Ten Dead Rats game; I don't know why he's not just using Zweihänder or some edition of WHFRP, they're much better than his hybrid, but it works. But all of those are much simpler than 5E, and more engaging with the players. They don't have a laundry list of powers to activate, players instead must role-play actions the Referee agrees are reasonable. That's a better test than "oh I picked the Druid so I can turn into an alligator here!"

  • Miniatures. For a visual show, a giant model set and miniatures being moved around is useful, sure. The cavern and altar tower look great. But it's a single room that must've cost hundreds of dollars, and painting minis takes forever, and it limits you in what you can bring out to what figures you have. In any realistic budget, you'd maybe have a styrofoam riser "and this is the stone tower!" Which is why I prefer "theatre of the mind", where you just describe the scenario, everyone closes their eyes and pretends. Or for tactical situations like this, a "battle mat" of butcher paper with drawn lines and chits or cardboard standees to represent the combatants.

    Matt Finch did a series of his Swords & Wizardry rules Swords of Jordoba campaign, and they were fantastic game sessions—how old-school D&D is/should be actually played—frequently interrupted by setting up little mazes of miniatures and a tiny POV webcam. He also did a 5E Heroes of Jordoba campaign which went ludicrously off the rails, about evenly split because Zach's a very unserious player, because 5E's a terrible game, and because the end was running that stupid dinosaur swamp adventure.

  • Easy Mode Dungeon. The entire scenario, played out six times, is a single room, with about 10 opponents, 8 of whom are just identical cultists that Dan calls "Primus", "Secondus", etc. The final party managed to nearly TPK themselves in the river, but otherwise every group has skipped across the river, run up the stairs or side of the tower, killed the boss, game over. Nobody failed, which means it was balanced far too easy; admittedly it's hard to kill 5E player characters. There's no exploration, it's just a toy set on camera.

    The old tournament modules like Gary Gygax's S1 Tomb of Horrors, S3 Expedition to the Barrier Peaks, S4 Lost Caverns of Tsojcanth, Lawrence Schick's S2 White Plume Mountain, the A series (various authors) collected as A1-4 Scourge of the Slave Lords, Frank Mentzer's R1-4 tournaments collected as I12 Egg of the Phoenix, and Tracy Hickman & Laura Hickman's B7 Rahasia, are all tough, long, complex dungeon crawls. There's fights, including hard boss fights at the end, but they're more about mapping, puzzles, traps, role-playing, often interacting with the NPCs, making use of found magic.

    White Plume Mountain is maybe the best/fairest tournament of those, and has only two major rooms with the artifacts, each on par complexity wise with the Big Bad's cave, but there's 27 rooms total, and clearing & looting several of them greatly increases your chance of succeeding at the artifact rooms.

    Now, at conventions we did tournament modules in 3-6 hours, or sometimes there'd be two blocks of 3-4 hours. That's a lot more than the 2 hours which is stretching Youtube audience tolerance. But there's some balance in between 1 room and 100 rooms where a short tourney's not just a single fight scene.

If they have another season, I may wait until the end and only watch the high-scoring team, or at least put the rest on 2x playback speed.

★★★½☆

What I'm Watching: Underwater

In the grand tradition of underwater horror movies:

  • Sealab 2020 (1972, Hanna-Barbera), Sealab 2021 (2000-2005, Adult Swim): "Oh, those aren't horror, Mark." Aren't they? MARDUK SAYS THEY ARE.
  • Abyss (1989): Pretty good for a self-indulgent James Cameron flick. Fun up to "live damn you live!", but the ending is stupid, aliens make contact underwater and just want us to stop having wars. Will do, Mom.
  • Deep Star Six (1989): Miguel Ferrer, Greg Evigan (minus the chimp), and a lobster.
  • Leviathan (1989): Peter Weller, Amanda Pays, Ernie Hudson, and Meg Foster! But the monsters a lame Thing ripoff.
  • Lords of the Deep (1989): Priscilla Barnes trying to act with her clothes on, do not watch, unbelievably awful.
  • Underwater (2020)

And many more in between, but that batch of 4 "Cameron's working on an underwater movie? Let's beat him to the theatres!" flicks already did pretty much every scene you can get here, and Sealab 2020 (the serious one) defined the look and many basic plots.

  • Deep sea stations are so dangerous that nobody would actually work in one. And in reality, nobody does.
  • That poor little spider. It gets more characterization than most of the other crew; we don't even see the crew, except a couple runners and a couple corpses. I don't know if there's 10, 20, 100, 1000 people supposed to be down there.
  • Running from pressure breaches and slamming pressure doors shut on people. Why can't they make the entire station out of pressure doors and the walls around them, which never blow?
  • Don't get emotionally attached to any black character (Mamoudou Athie) in a horror movie, no matter how much he seems to know the tropes. In contrast, fucking TJ Miller (the asshole from Silicon Valley), one of the shittiest wastes of human skin ever to darken a movie screen, gets to live more than half the flick and annoy me every minute of it.
  • Stoic captain (Vincent Cassel) can solve every problem except his own heart (in this case an obvious crush he ignores and his backstory daughter we never see…)
  • Heroic engineer (Kristen Stewart) can solve every mechanical, electrical, programming, tactical, and nuclear engineering problem. Well, that's the one good point of these flicks. She's basically just Ripley, but you know, I love Ripley.
  • Power armor deep sea suits with giant glass dome helmets and lights everywhere, so you can see the actors' faces, even tho a major plot point is that glass and lighted targets are a bad idea.
  • Chicks get sexy when they strip down to get in their power armor. Dudes look like hairy potatoes in bad underwear.
  • Let's go for a long walk underwater, even though we would realistically have subs, jetskis, or just oxygen tanks with straps and a valve as a "jet pack".
  • Don't worry about those oxygen alarms, those go off 10, 15 minutes before the plot will actually require you to get more air. Normally oxygen tanks are giant tanks, but this one has teeny little oxygen scrubber cylinders, which takes a lot of the resource management out of it.
  • Monsters always look humanoid, even though they originate in deep underwater vents, cephalopods have no need for bones, arms, hands, legs, or recognizable humanoid heads. Minor points to this one for having the baby stage be an ugly tentacle monster, and grampa Dagon is giant, weird, and hideous. But the middle stage is bullshit. I approve only of Deep Star Six, where the monster is a crab.
  • All you have to do is reach the escape pods and you'll be safe, because deep-sea creatures can't survive on the surface.
  • Tell, don't show. Half the plot setup and resolution is given as either voiceover by Kristen, GLADOS-like voiceover by a glitching-out computer, or spinning newspaper headlines in the start/end credits. Cheap and bad writing.

Missing:

  • Undersea romance. There is one, but it has zero chemistry, is only mentioned in backstory. Most of these have everyone fucking everyone else, because that's what Humans normally do, it gets the audience excited, and it gives you some reason to care if they live or die.

★★☆☆☆ — I didn't hate it, it just does absolutely nothing new, 31 years after the movies it's ripping off. Ranks poorly, above only Lords of the Deep, but not poison to watch like that was.

Elder Scrolls is Offline on the Apple Silicon Mac

You'd think that with unlimited Microsoft money, ZOS could hire one Mac developer and buy a couple Macs mini M1 to build & test on.

Or as posted, they could just carry on as they have been: They haven't had any Mac developers in years, certainly never test on Mac, and never fix Mac bugs except by accident.

Just a couple:

  • When you log in after a new patch, 50/50 odds you'll spin uncontrollably until you open Mac Security preferences and toggle control off and back on. For a couple years now!
  • They made a new character select background, which crashed the Mac if you dawdled there for 1-2 minutes, and didn't fix that for months.

Which is why I quit buying crowns, just ESO+ subscription. Now I guess I can cut that out, too.

So, after 6 years, well over $1000+ customer, I'll be in ESO only as a freebie until the next set of ARM Macs are out (I need slightly more than the M1 provides).

Not everyone is so short-sighted and incompetent:

While I'm often annoyed by/actively loathe Activision/Blizzard the company (as noted late last year), at least they support their customers and aren't too cheap to pay for a Mac developer or two. Guess I'm back to World of Warcraft.