What I'm Playing: MineTest, MineClone2

So, ever since Microsoft bought Mojang, they've been boiling the frog, and finally with the "Xbox accounts" and 1.19.2 the Java edition has reached surveillance state nightmare (however ludicrous that sounds for a game… it's still a game we play) parity with Xbox Live Arcade (aka "NAMBLA") and the inferior mobile/"Bedrock" edition, and it's really time to look for alternatives.

One such is MineTest, which is an open source blocky game engine, with easy modding in Lua. The base MineTestGame is a very simple peaceful/creative mode, which isn't that interesting, but mods change everything. One of the mod packs ("games") is MineClone2; it aims to recreate MC 1.12.2 with some improvements, while MineClone5 (I guess 3 & 4 fell into a swamp) is a much less stable fork that chases current features. Other games aren't concerning themselves with MC-like-ness at all, I'll look at some of those later.

Download the client from the MineTest page, then at the bottom bar hit + and type in MineClone, hit + on MC2. Back on the Main Menu, select the 2-grass-block icon from the bottom, the screen should change to show a MC2 logo, hit New to make a new world.

When I started testing MineTest, it was very laggy, the Mac display & input was completely broken. In 5.4, it got up to usable but not fun, with a really horrible input lag. In 5.6, just released on the 4th, it's actually playable! FPS rate is a little low (15-30 instead of the 30-60+ I expect), picking up/moving inventory can be sluggish, but the game is on par with any older edition of MC now.

MineClone2 can have some remarkable terrain, tho there's something a little off, I get broken Nether portals every few hundred meters in plains. The mobs are dumb but as dangerous as MC and I'm less skilled here. Villagers work, I don't have a proper screenshot of the village I've started trading with, I need to clear some land and fence it off, after I set up my next base near it. Animals are a bit odd, they're persistent but spawn in randomly on grass when you enter the area, there's a river below my base, and it's constantly splashing with sheep & llamas that fall in; I should build a lava blade trap for them. I've made a map, but it's uselessly small and can't be resized, but does point back home. The built-in minimap (hit M, repeatedly to cycle views) is very useful.

By default there's no access to debug. You can open the console, but no command shows coords AFAICT.

So edit ~/Library/Application Support/minetest/minetest.conf (probably ~/.minetest on Linux, WTF knows on Windows):

keymap_console = KEY_F5
keymap_inventory = KEY_TAB
keymap_minimap = KEY_KEY_M
keymap_mute = KEY_F10
keymap_screenshot = KEY_F2
keymap_toggle_block_bounds = KEY_F6
keymap_toggle_chat = KEY_F7
keymap_toggle_debug = KEY_F3
keymap_toggle_fog = KEY_F8

Or whatever keys you like for those. Now I can hit F3 and get a teeny text status of FPS & pos, hit it again and get full debug/lag spike data.

What I'd like is a bit more of Life in the Woods, or Super Hostile type modpacks, make survival hard and more complex, but with a gentler introduction than Feed the Beast etc. There is Exile in the ContentDB, and I kind of glazed over looking at the wiki, my one test of it I punched some sticks but couldn't make anything, then got blown up, but I'll run at it again.

There's not a lot of Youstubes or Twitches of MineTest yet, but there's a few "punch wood" demos, and a lot of what you know about MC just works in MineClone2.

Gone from Suck to Blow

Want to move a URL or other text between your local computers, and they're not all Mac/iOS where universal pasteboard mostly works? There's smart ways, and then there's how I do it:

# note: needs Apache turned on. sudo apachectl start
mac% cd /Library/WebServer/Documents
mac% sudo ln -s $HOME/Sites
mac% cd
mac% cat bin/blow
#!/bin/zsh
pbpaste >$HOME/Sites/suckblow.txt

raspi% sudo apt-get xclip
…
raspi% cat bin/suck
#!/bin/zsh
curl -s "http://mac.local/Sites/suckblow.txt" |xclip -i -selection clipboard
xclip -o -selection clipboard

And in the reverse set, pbcopy is the Mac equivalent of xclip -i. In practice, I don't run a server on my RasPi but I rarely need to paste the other way, just sometimes scp files.

Now on the Mac, I copy some text, type "blow" in iTerm2. On the RasPi, I grab terminal and type "suck". It can take a few seconds, and then the text is in clipboard.

Without running Apache (or other web server, but I'm a caveman), you can use scp to grab the file, then cat it into xclip -i.

Happy blowing & sucking!

[Update 2022-12-03: Some update on raspi changed the default in xclip from clipboard to primary (X11). So I've added -selection clipboard to them all.]

Star Trek Ranked

In the tone of The Last Star Wars Movie, every Star Trek thing ranked:

  1. The Original Series. Star Trek is, in short, Horatio Hornblower in space, the final frontier, exploring strange new worlds, and new civilizations. To boldly go where no (Hu)man has gone before. You know what works? Paying good SF writers to write good scripts about Science Fiction Ideas, and then getting good actors to read those lines, with adequate special effects to say "you are in space". They didn't always manage any of that, there's a reason it barely made 3 seasons, but when it hits the right points, it's the best art Humans have ever created. (Preferably pre "digital remaster", but the CGI shit does improve matters in a few episodes, inoffensive the rest of the time.)
  2. The Animated Series. Yes, the "animation" is sub-Hanna Barbera level. The matte paintings are gorgeous. They could do real alien aliens since they didn't need makeup. They continued to get real SF writers (including Larry Niven!) like TOS, unlike any other Trek show.
  3. Star Trek novels/novelizations by James Blish, John M. Ford, and Diane Duane. How Much for Just the Planet, The Final Reflection, and My Enemy My Ally are top of that group. I don't remember the Greg Bear book, but he's a great writer, should be acceptable if he didn't phone it in.
  4. Star Trek Movies I-IV,VI. I'm not gonna nitpick which is better, I honestly like I and VI a lot more than the usual rankings, but all 5 of these are great. Why didn't they make a movie V? Weird, huh?
  5. GalaxyQuest. This is the series finale Star Trek classic deserved.
  6. Lower Decks. Yes, it's a very silly-looking cartoon. And there's parts that are slapstick comedy… and parts are the kind of awe-inspiring, the Galaxy is a great place, let's go explore, heroism that Star Trek used to be about. It's like the lighter TOS eps, compressed to 22 minutes.
  7. Strange New Worlds. I'm already very tired of "Gorn" (they're not Gorn as we know them from "Arena", but knockoff Alien xenomorphs) eps. But I like most of the crew, the plots are generally good enough, they're not trying writing techniques far beyond their ability, it's just a good Trek show. Not best ever, but good so far.
  8. Star Trek Continues. Often exactly as amateur as you'd expect, and other times really manages to make A Star Trek Episode. Give it a try.
  9. Star Trek novels/novelizations by almost literally anyone else. I must've read dozens or hundreds of these, and most are junk, no better than slash fanfic.
  10. TNG. Not generally good, or well-written at all. It sort of finds the characters after 2 seasons of absolute crap. But there is occasionally exploration, adventure, Human spirit, all that. Eh.
  11. DS9, I guess. No sense of wonder. Very little exploration. Once in a while, it has a Science Fiction Idea and explores it for one ep, then forgets everything about that and hits the sitcom reset button. Implausibly promotes Miles O'Brien, most useless Human in the Galaxy, to a major character with a hot wife. Mostly it ripped off Babylon 5, and poached actors, because they had no writers, no direction, no ability to plot ahead. Later on it just got repetitive, then wrapped up a war with deus ex machina "let's all be friends because we're amorphous".
  12. Garbage, do not watch: VGR, ENT, STD ("better dead than Disco"), PIC, all of the other Star Trek movies. Just has nothing to do with Star Trek at all.
  13. Crimes Against Humanity: JJ Abrams' "Star Trek" movies. People who hate Star Trek and are soulless husks motivated only by explosions and lens flares shouldn't be making Star Trek-named shows.

I'm not too familiar with the Star Trek comics to put them on this chart; as opposed to Star Wars, where the Marvel comics are among the best material. The Gold Key & Marvel comics were mediocre, gap-between-series fillers. I didn't see any of DC, Malibu, or Marvel II's runs. Wildstorm's run was awful (and I liked their superhero comics, but they were bad at SF). The Tokyopop manga were hilarious, very off-model, off-character, not at all Star Trek except in the Futurama parody sense. I've only seen a few of the IDW comics, and while they're a solid publisher, they do goofy crossover shit a lot.

Call of Cthulhu, final edition

I went in on the Call of Cthulhu 2E kickstarter and they finally got the box to me.

What's in the Box, What's in the Box?

It is tightly packed.

The dice they include are kinda crap, sub-Chessex dark sparkly things, but that's expected. Instead get some good dice, GameScience or precision metal dice, OK?

The world map is fantastic, very thick paper, map of Arkham on the back. There's an all-new Keeper's Screen, which seems entirely useful, tho it's 3 landscape pages, not 3 portrait like my usual Wall of Fear and Ignorance. A new size comparison sheet, 4 pages across now, everything from Mi-Go to "Mighty Cthulhu". 4 old-style character sheets, hardly enough for the casualty rate you're really gonna have.

Main book (96 pp) and 1920s Sourcebook (36 pp) are stapled up like the originals. Treat gently, but it'll lay flat. Gene Day cover & interior art looks great, not the usual low-rez scans printed out badly. It looks as good or better than it did 40 years ago.

I suppose now I should've got the Deluxe box, I have those extra 5 supplements in some form but not in these nice reprints.

Over the days to come I'll read the books in detail again, and get to run it sometime, but I'm so happy just to have the right edition.

Cthulhu and Me

I've been playing & running this game since the early '80s, discovered H.P. Lovecraft almost simultaneously with the game. Over time, I came to appreciate Lovecraft, Robert E. Howard, Clark Ashton Smith, and earlier writers, far more than the mid-century ripoffs and wannabes like August Derleth and Lin Carter, and only tolerate some later wannabes like Brian Lumley (and certainly Mike Mignola uses a lot of Mythos in Hellboy, but it's a very different thing). There are good later Mythos writers, but few and far between. Obviously Lovecraft's personal beliefs were pretty offensive early on, and while he got less awful later on (post-New York), he'd be an asshole in modern terms… but he wasn't modern, he's dead, and the books are the books.

There's a new 2-volume collection, The New Annotated H.P. Lovecraft, by Leslie Klinger. I highly recommend these. I don't have an equally good CAS or REH recommendation right now, but maybe in time.

Call of Cthulhu, for all that it has some flaws, does a remarkably good job of simulating the horror stories of a depressed New England lunatic who sees monsters in everything, and the monsters do not care that we exist.

So that's the good part.

CoC then and much more so now, has a lot of Derlethian nonsense in it, waving Elder Signs around like crosses at Dracula, Greek/Persian "elemental" magic and demons and gods interested in Humans, all that bullshit. There's been some attempts to remove that, and Chaosium has stolidly ignored them and added more crap. The last edition of CoC I liked at all was 5.5, and 7.0 is very different in some annoying ways. It's gone from a small game to a big game, bloated up like late-model Elvis. I just wanted that original, fairly svelte game back.

There's other issues. Sandy Petersen, game designer and devoted Lovecraft fan, shares some of Lovecraft's pre-New York personal beliefs, and adds all new bigotries of his own. So I'm ill-inclined to give him money for anything; this was almost a ransom. Now the thing I want is in my hands, I can wash my hands of him forever. The new Chaosium's lawyers and delusional "open (but not really) license" BRP, I want to stay as far away from as possible.

Lost Infrastructure of the 20th Century

Horrific picture from Larry on ADDN:

Now I'm wondering what other kinds of infrastructure of my yout' no longer exist. Growing up there were always old-timer stories of "oh we used to have horses and play hoop-and-stick! A live theatre show cost a penny!", but they never had useful tech and then lost it.

Mentioned earlier today: Party lines. Rotary phones. Phones only owned by Ma Bell. Landlines. Telephone girls.

Newspaper vending boxes, probably all owl nests now. Newspapers; I used to get a weekly big city paper, alt press paper, and sometimes a daily trash paper (USA Today & the like, for mediocre perspective, and I could do the crossword in <30 minutes). Print magazines, used to be the monthly delivery of all information. Books. I say I'd miss books, but honestly I buy only ebooks now, I have thousands of books in my iBooks & Dropbox, a much smaller physical bookshelf now.

Card catalogs are gone. I spent so much time with a little golf pencil, index cards, and flipping thru the catalog looking for a book, writing down Dewey numbers, then go hunting the shelves. Microfiche. Reference/research librarians. Libraries are under attack from the usual suspects aka the GOP, maybe they won't make it.

Vinyl and cassette tapes have made a temporary, improbable, and really stupid comeback, but once the fad ends they'll vanish forever. SONY MiniDisc. 8-Tracks. Reel to reel (had a brief fad again after Pulp Fiction). VHS (a few online art projects like FORGOTTEN_VCR and RedLetterMedia's "Best of the Worst" aside). I have to check if my VCR still works.
Do you even know how to be kind? R E W I N D
DVDs. There's just streaming you can't even keep, and Blu-Ray with parasitic Java programming, you can't just watch a movie without it spying on you online.

Television. Apparently there's still non-streaming, "cable" and "over the air" (but digital, not analog signal), constantly NCIS and "reality TV" with ads every 10 minutes selling laxatives, painkillers, and Gold Bond Medicated Powder. But that can't last long, all the Boomers will be dead soon and nobody else cares. Projected movies. Plays in theatres. Vaudeville. Nickelodeons (not the kids series).

Videogame arcades. Pinball machines. Computers that boot up instantly and are useful when you turn them on.

Radio. It's just right-wing hate speech radio, and a few oldies stations. And "oldies" now means "greatest hits of the '70s, '80s, '90s, and today" as one near me says; but don't worry, they don't really play anything past 2000. That's a biz model headed for death. Radio dramas have been dead for 70 years. Rock & Roll has been dead a while, there's still old bands playing it, but not many new.

Malls. If you can order everything online, why go "shop" and maybe hook up with a cute person?

Schools are obviously a bad idea. Chalkboards are gone; nobody's beaten erasers or choked down chalk dust in years. One-room schoolhouses died out when schools became about training industrial workers to sit down and take it, and now we obviously can't cluster up kids. Individual education, or none at all, just like in the dark ages.

Work offices are going to be gone soon. It's easier to deliver to customers (using underpaid gig workers, or soon drones), and work from home with chat and videoconferencing.

Trains and trolleys are long gone, except as tourist attractions. Once the schools and offices remove the need to drive around a city every day, it's gonna get awful quiet. No more cars, highways, streets, street lights, skyscrapers, planes. Ships are probably still needed to deliver from factories to target continent. Zeppelins could make a comeback, they use less fuel.

The Earth will go dark again. Little campfires as we all live out in the boonies with a single glowing rectangle or a cable into our skulls. Global economy reduced to swarms of drones delivering goods from robotic factories, until the owners, now on Mars, shut them down and all the lights go off.

Internet Archive Favorites

Part of my workflow with Internet Archive is to favorite things I go back to a lot. But the fav page there is nigh-unusable, it lists in order from most recent fave to oldest, including duplicates (Huh?), and even sorting by title doesn't put related things together. So I made a tool, and generated
Internet Archive Favorites which I'll update every so often.

My first attempt was simply scraping an RSS feed, but they only publish the last 50 faves! Bogus! Even if I cached them, I'd still have to check it often and reorganize things. Then I learned they have a developer interface, usable with an ia script or right from Python, which is more useful. It's slow without caching, but after first run it's very fast, mostly 1 API call.

Read the docs at the top of the script, look at the example config file (almost a Markdown outline, but I do some clever/stupid things in it). As usual license is BSD, an ye harm none, do what thou wilt shall be the whole of the law.

Now all I have to do is write a cfg file:

The stuff I've found that I like on [Internet Archive](https://archive.org), loosely sorted.

## Retrocomputing

+ Basic_Computer_Games_Microcomputer_Edition_1978_Creative_Computing
+ More_BASIC_Computer_Games
+ Basic_Computer_Adventures_1986_MS_Press
+ Best_of_Creative_Computing_Vol_1_1978_Creative_Computing_Press
+ creativecomputing
…

% archive-fav-extract.py -q mdhughes

And it makes a nice html file, tells me about any errors, and I paste the output file into a wordpress page.

What I'm Watching: Star Trek: Strange New Worlds S1E04

I'm not gonna post every ep. S1E03 was a nice normal medical disaster ep, TOS had a bunch of those, every planet's full of plagues. Backstory for Number One and a bit for Dr M'Benga.

S1E04 is a little more involved.

**SPOILERS***

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Why are they waiting to the final weeks to deliver AIR FILTERING to a shake-and-bake colony? How about you plan ahead a year and then there's no JIT emergency?

"I'm not going to let some doctor inside my head to try and fix me. I'm not broken, I'm fine." —Someone who is the opposite of "fine"

Oh, it really is Acheron LV-426 down there. Including Fig "Newt"-on. "The monsters come out and click at night. Mostly." Kid is never seen again. I really wanted the Gorn to get on board, have a crew hunt in lower decks, Fig escapes and Number One comes in with an exoskeleton and BFG "get away from her, you BITCH!" Anyway. We still haven't seen a Gorn.

What we do get is a submarine battle against a destroyer group.

Singh: "I will make that adjustment. But I will not lie to them." Ash: "…about their chances. But, they have my sympathy."

"Ortegas, full stop": You can't full stop in an orbit, inside a gas giant. Newton's physics still apply here.

It's the Galileo Two (the same shuttle survives 10 years?!) Never send all your good officers on a suicide mission. And don't do therapy when you're supposed to be scouting! The Gorn apparently still use signal lanterns and morse code on their FTL starships; keep banging the rocks together, lizards, you'll invent encrypted radio someday.

"Suit up, strap in", says a man on a bridge with no seatbelts. I wouldn't even want them to develop seatbelt or non-exploding control panel technology now, they never had it on TOS, but don't lampshade it, maybe?

The actual ship battles are pretty good; they've learned a little bit to fight in 3D space, to think about the ships as spaceships and not wet navy battlecruisers. It's not perfect, their physics is total nonsense, but it's so much better than almost any Star Trek's ship fights.

★★★★☆ Either lean a little more into the Alien ripoff, or more into Das Boot.

Dungeoning & Dragoning and My New Rules, No Clerics Allowed

So I have, uh, three tabletop RPGs in development right now. One's a little corporate sabotage game, inspired by Severance, Brazil, Paranoia… One of my mini horror games with poor long-term survivability, but neat premise, should be fun.

Second is my sword & planet RPG, still needs a lot of work for space & time & dimension mechanics; it works great for fantasy swordfighting but that's not the whole point. I considered using variant Traveller/Cepheus Engine for this, but the tone is not "grizzled vets play Elite", so I'm off in my own direction here.

Third is yet another in a long series of D&D house rules that become their own OGL game, and that's what I'm on about today. In replacement for my overly-variant and overly-3.x-mechanics Stone Halls & Serpent Men, or handwritten Olde House Rules. Name to be decided later.

I've been reading a lot of the very oldest games & magazines, and really getting in the space of "what does this game need instead of what Gary published?"

  • New rules, basically OGL, spells & monsters are mostly stock from Swords & Wizardry White Box SRD, but some have partial to total rewrites. A handful of entirely new monsters, or takes on mythical/literary monsters. All new encounter table! I'm only using d20, d6 dice, and things you can do with those.
  • Stats change Wisdom to Willpower (WIL). Stat bonuses are B/X-ish, -3 to +3, which works with a d20-based mechanic. Saves & skill rolls are all based on stats.
  • HP start a little higher, Classed types get their CON score as base, but only d6 +/- 1 HD per Level. Somewhat like Arduin Grimoire. With limited healing, you need a bit more buffer between alive/dead. If you hit 0, you make death saves at penalty and probably die soon, but it's possible to be knocked out & captured like John Carter et al. do in every book.
  • Species are Human, Dwarf, Wood Elf, Beastfolk. As previously noted in The Thing About Orcs, I don't do kill-on-sight intelligent beings. You can have wars against hostile tribes, but the Badger Beastfolk who runs the bakery is not at war with you. High Elves are, as usual for me, The Big Bad (as well as Serpent Men, because I'm a Kull fanboy). No "dark elves", "half-demon goth chick", "dragon scalyfucker", "hobbit", etc. species. As I noted in Orcs, Humans-only doesn't work well without cultural markers that are harder to explain.
  • Classes are Fighter, Thief, Magician, and Spellsword (mediocre warriors with mediocre magic). No multi-class, no Clerics. Not doing anything fancy with career paths. Other than a few more experience options, and "Orgies, Inc" style pay-for-EP, it's a normal experience system! Who knew I could do that?! Should be interesting at least for this game.
  • Magic has a number of hard limits, which will make you invest in traditional fantasy accoutrements like flying mounts and magic potions instead of being superheroes with pointy hats. It is Vancian, in the sense that I've actually read Jack Vance so it works like that. Minimized spell/item creation rules, but there is some support for stuck-in-a-tower research campaigns.
  • Adventuring rules are simplified quite a bit, down to what I actually do in play; the more complex mechanics in SHSM rarely got used, the simple stuff does.
  • I may just pull the Inspirational Media (aka "Appendix N") chapter from SHSM and post it as a page. That media list is what I mean by "pulp fantasy".
  • Currently it's about 32 pages, not too densely packed, might be a bit more if I include more setting detail; certainly not above 48 pages, which seems a fine oldest-school size. Not bothering with art except the cover? I don't think so. Literature doesn't need interior art, use your imagination.

No Clerics Allowed

The lack of Clerics is contentious, but Delta's DND and Binder Full of Notes share my arguments.

I don't see heroic Clerics in any of the pulp swords & sorcery I like. There's Priest-Magicians in Moorcock's Elric stories or Thieves World, and they're the baddies. New campaign world is more like Fritz Leiber's Nehwon, where at best the few priests seen are charlatans, at worst cultists. The only historical place they come from is Archbishop Turpin from La Chanson de Roland; even Le Morte d'Arthur has only knights who praise their god, not magic Clerics. The only fantasy Cleric I can think of that I like is Duncan from Deryni Rising, and he's a secretly-apostate priest who uses black magic to save his people from Christian Human genocide!

They don't appear in Chainmail (Heroes & Wizards), or Dave Arneson's games (Adventures in Fantasy has skill-based fighters, who develop faerry[sic] magic skills later). The only reason they were ever in the game was Gary had an annoying vampire PC, and rather than do anything OOC (unaware that Rousseau had published The Social Contract in 1762), he made a grudge class for someone else.

Getting rid of Clerics makes Undead terrifying, and I love the Undead but don't love turning the undead. You don't have a living body shield who can just turn Undead all day; a Magician's Protection, Area spell lasts a few turns and only delays your murder or waiting for sunrise. Healing becomes slow (high-Level Magicians can cast 1 healing spell per day) or expensive (potions and scrolls), which encourages you to creatively avoid combat, not wade in and heal later, unless you have superior power. No raise dead, resurrection, or restoration (tho "level drain" has a different meaning in my game).

The super weird part of Clerics in D&D is they're based very heavily on Medieval Catholic priests; they carry crosses (not "holy symbols") in OD&D, they use "blessed holy water", their miracles are all based on Jesus stories, their hierarchy is based on the Medieval Catholic Church (with some weird level titles). But then they do nothing related to the Church! Because they're just Van Helsing minus the science.

The thing that stands out to me most is they have no interaction with Faerie or other gods. Historically and in myth, The Church ordered Christians to mass murder any Pagans who wouldn't convert, and fought endlessly to genocide/unexist the Little People, the Fair Folk, the People Under the Hill, Trolls, whatever you call them; their worship barely survived at all in Iceland, Finland, Norway, they're just "fairy tales" now. The worlds of Law (Christianity) & Chaos (Faerie) are openly at war in Poul Anderson's Three Hearts & Three Lions. Clerics should be all carrying iron staves and fighting against the Fey. They do in Ars Magica. But it's never come up in D&D?

Blackmoor/Eldritch Wizardry/AD&D added Druids (historically, more Sage political leaders than lightning-throwing Poison Ivy/Captain Planet superheroes), who should literally be at bloody war all the time with Christian Clerics, but everyone's copacetic, it's an ecumenical matter. Church and Holly Grove are next door in the tiny village of Hommlett. They have Clay Golems, explicitly based on the Golem of Prague, made by Clerics instead of Jewish Rabbis (again, Sages, not magic Clerics except in some Torah stories). What. I do use Golems, I love "programmed clay/flesh/iron machine goes crazy" stories; but the religious issue is impossible to resolve.

If I cared one whit for religious ceremony and all that, well, you can still have religions without Clerics, as seen in our world. They can be non-Classed, Thieves (most appropriately), or Fighters, or even Magicians if you don't mind the cognitive dissonance. But the only old-timey-religions that have ever been in my games are demon-summoning cultists Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!, or fascist Templar priests, who are more political than religious.

So, the gameplay is better without Clerics. The world is much better (more like the pulp S&S I want) without Clerics. Even in a historical setting (which I very much do not do), Clerics shouldn't have superpowers.

Why Not 5E?

Because I don't need 1000 pages of corporate rules to tell me how to move down a corridor, check for traps, fight or flight. I really hate the superheroic power level. It's nearly impossible to disentangle the healing rules from it.

What I'm Watching: Love+Death+Robots S3

Previously, S1 part 1, S1 part 2, S2.

Short season this time. No spoilers?

  • Very Pulse of the Machine: Beautiful, adapted from a fine story by Michael Swanwick, which you should read everything he writes, especially Vacuum Flowers. ★★★★★
  • Mini-Dead: Horrific subject run at high speed and tilt-shift makes it adorable. ★★★★½
  • Mason's Rats: Mercilessly bloody, esp if you have any sympathy for rats. I do not, but some kind of accommodation with the enemy must be made. Neal Asher story. ★★★★½
  • Kill Piss Kill: Call of Duty garbage that starts with an asshole pissing at the camera and gets worse. Didn't finish, hate it, everyone involved should be composted. ☆☆☆☆☆
  • In Vaulted Halls Entombed: Call of Duty vs bugs & Cthulhu. Writing's a little better than the shit medium deserves. Alan Baxter, who no shit calls himself "Warrior Scribe", "The Lord of Weird Australia". Wanker, but not the worst modern Mythos story. ★★★☆☆
  • Jibaro: Mount & Blade battle between a jewelled Siren and a bunch of knights… but one is deaf. And you want what you can't control. Excellent illustration of D&D encumbrance penalties. Very pretty. Written/directed by Alberto Mielgo. ★★★★☆
  • Swarm: The Bruce Sterling story! Kind of overly gross, dark, uncanny valley graphics, but the aliens look great, the Nest is nearly complex enough to be the Swarm. Doesn't flinch from the story ending. ★★★★½
  • Bad Travelling: Neal Asher again. Sailors deal with a bad case of crabs. Good story, CGI looks potato-y like the old videogame Summoner, characters except the navigator are moral & personality voids. It's the 3rd of 3 short stories in the Jable Sharks world, but only one adapted. ★★★★☆
  • Three Robots: Exit Strategies: Scalzi tries to be politically correct. He will be first to be killed and eaten after the apocalypse, as we all hate smug jerkoffs. I almost appreciate this one for letting my contempt for Scalzi reach a new low. ☆☆☆☆☆

This season there's not a single female writer, 2 directors are women, but one is of that CoD shit, earns a demerit to the female side.