Kaner Lab researcher Maher El-Kady painted sheets of graphene an atom thick on a plastic surface and bombarded it with controlled laser light (he used a DVD burner.) The result: a stunningly thin supercapacitor which could store up a large amount of electricity in minuscule time frames. A battery made of this material could charge your cell phone for a full day’s use in two seconds, and is much lighter than current metallic batteries.

Here’s a little something that could be useful for historical based games involving motorcycles…

gear

Here’s a trailer for a science fiction fake documentary about a NASA attempt at interstellar travel by Hasraf “HaZ” Dulull

Margaret Weis dropped word today that they have the rights to do another Serenity RPG — but not…this time they’ve got the rights to Firefly, as well. It will be “based on Cortex” — which I hope to hell means a revised version of the original cortex and not the Cortex Plus they’ve been putting out. It’s a damned good set of rules, and it deserves to live long and prosperous like.

Our Battlestar Galactica campaign returned this week from the cliffhanger two weeks ago. We opened with Chaplain the former Colonial Security Service agent, locked in a fight with a man mountain in body armor. The man is bakced by a trio of shooters, all in combat gear — two inside the hotel suite where the boss of the other character, Dar Arris — a computer programmer for Home Robotics, a Vergis Corp. subsidiary — is tied to a chair and has obviously been roughed up a bit. Chaplain had been punched across the room after missing Gigantor at point blank range. He manages to snap off a trio of shots — all excellent hits and the man is staggered, stunned but does not drop. Chaplain clears the room in an intense firefight I wasn’t certain he would survive. Meanwhile, Arris, who was outside the suite when the attack was launched runs away from the last of the shooters yelling “Fire!” and was a good deal of hilarity.

Chaplain has injured all of the men enough to escape, as his pistol has run dry. He catches the man chasing Arris by surprise, puts him down with a whack to hte head with his pistol and the two board the elevator for the lobby. Total fight time, 30 seconds. they get maybe two stories when the man-monster comes crashing through the elevator hatch, his impact blowing out the glass windows on the elevator and stunning Chaplain. A close hand to hand engagement and their opponent suddenly seems to shut down. His last words, “No matter where you go, I’ll be there…” Then he drops through the elevator window and splats on the lobby floor.

They manage to get away, with Chaplain calling his CSS contacts. They hide out overnight in a hacker internet cafe and do research on the software that HR is releasing, putting the strange bits of code on the web. The white hats help them figure out it’s some kind of back door with a key to activate it, and would give access to all things running the software — 32% of the home electronics, many car autodrive systems…it would be a disaster. They also find out the CSS is looking for Chaplain and they think he has kidnapped Arris. The boss is alive and well. They decide to get offworld and track down the software in question on the HR servers on Tauron.

They manage to wrangle passage in a smuggler’s compartment packed with fumarella and canaba that is bound for Tauron, slipping past the taxation people. We ended there. There was a lot of character interaction that was funny enough my wife in the kitchen was chuckling over it.

The goal was to switch up the flavor from the police procedural/spy novel flavor toward something a bit more Bond-like, with exotic locale changes, worlds-shaking import, and fast action. The intention is for the speed and pressure to increase over the next two “episodes” leading to the season finale (for these characters.)

Researchers at my old alma mater, the University of New Mexico, have created “zombie cells” in a lab. What could possibly go wrong?

Sigh…I really like the OS X environment, I think the operating system works very well and is remarkably stable compared to Windows (although I do like Windows 7 very much)…but what the #$%@ is with iTunes? Every improvement is a pain in the ass — it either doesn’t work well, or it does something to piss me off.

The latest was that every time I would open the program, it woud ask if I wanted to accept network connections. It’s a firewall issue; you’d think iTunes would play nice with OS X’s own firewall. (Good job, iTunes development team; you still suck!)

Here’s what worked for me. Swear vociferously. Close iTunes. Open the application manager and kill the iTunes helper process. (Search — you’ll find it faster.) Delete iTunes — no you will not lose your library, files, or downloads. Mountain Lion won’t let you drag to the trash can, so open the terminal, type in cd /Applications/

Yes, capitalize Application.

Then type: sudo rm -rf iTunes.app/ It will ask you for your administrator password if it’s enabled.

That’s it. Nothing else will happen, but the iTunes icon will be gone. Restart your computer, go to the iTunes web page and download the new 11.0.2. If you want to throw in some verbal abuse at Apple, the iTunes developers, Macs and how much easier Windows is to use — hit it. I recommend swearing. Or hitting an inanimate object.

Now option+click iTunes in the application folder, find your libraries, and you should be good to go.

Now for the saying nice things portion of the rant: iTunes 11.0.2 is much much faster than the last iteration on my 2010 Air, even accessing my network drive for the files. It found the files quickly, and accessed the store remarkably fast. Usually I wait through a long slog just to get into the store, much less try to find something. At this point I apologize to the iTunes code monkeys — this is still a kludged mess in some ways, but it’s running better than it has in years.

This post was inspired by a similar post on Gnome Stew (whichI would link to, but the site seems to be down at the moment) by Don Mappin. In it he asked if children were appropriate as player characters in a game. His primary concern was about power inequities between the characters — if you’re playing a 12 year old, you’re not really on the same level with the adults. Most likely, you’ll have to listen to what they tell you…or do you?

The comments seem to suggest most of the readers found the idea acceptable, save for one opining, “…a child PC would be like a one-legged cheetah man and I wouldn’t allow it…”

Well, that’s your loss, ennit? Most recently, my wife played an 11 year old Chinese street urchin named “Shanghai Sally” or “Monkey” (no racism there…nope!) during our Hollow Earth Expedition campaign. She was the employee of an PC, Roland “Boss Banana” Kessik (half Chinese,  half-Scot — his racist sobriquet came from the Chinese gangsters he worked for.) Small, physically weaker than most of the opposition, but fast and athletic, she was a challenge to play. Yes, she listened to Kessik’s orders. Yes, she tended to listen to the other adult PCs. But like child characters from movies, television, or books, she did her own thing. In a fight, she needed to use the environment to either escape, or gain the upper hand. (She once used a big brass rolling bellboys rack to knock a bad guy through a plate glass window.) Like Short Round, she had her uses — she was a street kid and knew how to get around unobserved, slip into places she shouldn’t be, and knew kids who knew…pretty much everybody. (No one much pays attention to street kids…)

So how can you use a child character? (Or a one-legged cheetah man…? I can think of a few.) Let’s look at a few kid characters from movie and TV franchises, and literature. First off — who is a “kid”.

In the Middle Ages, you could be a page as young as six. Would you get dragged on your master’s adventures in a D&D game? Probably. Figure the strengths of a youth — small size, innovative thinking, a tendency to blend into the background until needed. Maybe make the kid a 1st level thief (or whatever the hell their calling it in the edition you play.)

Who is a “kid” in, say, the Victorian period? You could be tried as an adult in the UK for any crime committed as a child, and many street kids were intimately involved in the criminal underworld — see Oliver Twist. In a historical or steampunk game, the kid has a lot of uses — the street urchin thief or enforcer. (Child soldiers, for instance, are notoriously violent.) Are the other characters military folks — the kid could be a drummer, or flag bearer, or a quartermaster’s aide delivering ammunition during the battle. In Napoleonic times, kids shipped out as midshipmen — officersin training. This is how Horatio Hornblower gets his start. Billy Budd was a sailor in his early teens. Huckleberry Finn and Tom Sawyer…

What about the smart kid? Thomas Edison was inventing by the age of 20. He had saved a child from being hit by a train in his mid-teens. Think of the precocious genius characters — they’re annoying often (Wesley Crusher — whose awfulness was a function of crap writing than the actor), but they can be useful. Maybe he’s the kid that just “gets” machines. I recently had a character like this for a Hollow Earth one-shot I ran; the engineer of the small tramp steamer was a late teens Italian kid who could make anything mechanical work. They just made sense to him.

Who’s a child in the 1920s or ’30s? By this point, the idea of a specific period called “childhood” that should be cherished or considered important to a person’s development has come into vogue. You could be tried as a juvenile and avoid prison for all but the most serious crimes. But when did childhood end? Legally, it was 18 to be an adult, but rural kids were working in their early teens. Get outside of the developed nations and childhood was still just a word. Some examples of child characters would be Short Round from Indiana Jones and the Temple of Doom, or even the young Indiana Jones from the television series. .

In modern day, what is childhood. You could argue it stops about 45, nowadays, but legally it’s 18 (unless you want to own a gun or drink in the US, then it’s 21…even though you’re more dangerous with your vote.) In modern fiction you have kids battling government jerks in ET, or finding lost treasure in The Goonies, or stopping nuclear armageddon in War Games. (The ’80s were a truly great period for the kid hero in movies.) How about something more realistic? How many kids are involved in gangs, the drug or sex trade, or violence? How can this be used?

Science fiction, as with historical game, are an excellent setting in that you can give kids leeway to act like adults, even if their abilities are up to snuff. Let’s take Luke Skywalker — he’s a late teen (or supposed to be.) He’s whiny, idealistic, and often just clueless. But he’s brave and he’s a hell of a pilot…and eventually he becomes a Jedi. Even the execrably written Annakin Skywalker shows some of the tropes from above — good with machines, good as a pilot. Weesley Crusher — genius: He can fix things, act as comic relief. Paul Atreides is a young noble and a combat expert. Child heroes populate a lot of the fiction (check out Cory Doctorow’s works.) And we haven’t even touched on alien children…

Children as PCs might not be appropriate for every campaign, but they certainly don’t need to be reflexively ignored as a character archetype. The player, however, needs to realize that there are going to be certain limitations and weaknesses to the youthful character — this is what makes the child character interesting and challenging; keeping yourself in that mindset is difficult, but can be quite rewarding.

Author’s Note: Sorry if this post was a bit disjointed. I’ve been trying to turn it out for two hours, while entertaining my daughter (or rescuing her from getting her foot caught in a piece of furniture.)

A wee break from the gaming motif:

There are a few things I think are important to keep in mind for the new gamemaster running a game for the first time (or anyone, really…)

1) Preparation: I know a lot of GMs are down on preparation, but I think it’s important to have a decent working understanding of the rules, and to have an idea for a basic plot or adventure for the group.

Knowing the rules at least well enough to know the basic mechanics, say, attribute+skill+die roll vs. a target number is essential. Yu don’t have to know the specific modifications aiming, or called shots lend or take away. you can fudge those the first time if you can’t find the rule right away.

Having a basic plot for the initial story makes it more interesting to the players and is more likely to lead to enjoyment. Players like it when their characters achieve something. They might not follow your mental script, but have a few essential scenes — waypoints to the final event — will help push the plot without feeling like you are railroading them. (More on that in a moment.)

2) Confidence: Okay, you’re new to the rules yourself, the adventure feels a bit kludged, and you’ve got, essentially, stage fright. Don’t show it. Loosen up and enjoy yourself; this isn’t a job. As military officers are taught — look like you know what you are doing…especially when you don’t.

As long as things are happening or characters are interacting well, they’ll often miss glaring plot holes they might notice in a movie or book…because they are (kinda) living it.

3) Be flexible. The players aren’t always going to do what you want. If you need them to pick up on Clue A at a scene, but they don’t bite, roll with whatever they are doing and put the clue in the new location or scene. Maybe they kill the bad guy early or they go through your cool action scene with mooks (and this will happen with annoying frequency)…now they find out bad guy is actually the lead henchman for the new bad guy. Okay, they got through the action scene that was supposed to be tough like they were walking down the street to catch a bus; let them bask in their reward and at the next scene hit them harder, or perhaps make the reward less impressive. “We took on the entire gang of Shen Ho to find…a shipment of bananas? Where’s the [insert prize] that was supposed to be here?” Nearly dead mook, “Shen came and got it an hour ago…they’re loading it on a truck for…ack!”

4) Have fun. If you aren’t having fun GMing, hand off the responsibility to someone else (if someone else will do it.) It’s a game.