This is a problem I’ve been wrestling with from about 2000 on — not hearing loss; my hearing’s as acute as ever — it’s the crappy mixing of sound that movie makers are giving us.  Foley guys are getting very creative with the digital sound effects, and yes, they’re cool — but let’s face it, you don’t hear people’s eyelashes swooshing through the air…not even Lady Gaga’s.  And the sound mixers — not only are the special effects too bloody loud, so is the incidental music.  It doesn’t get my blood flowing when there’s a rousing overture played at 200 decibels…it works better if you’re not bleeding from the ears.

Also, what is with male actors and not enunciating? Speak the hell up, guys! Important dialog should not be something you need to wait for the DVD release and close captioning to catch.  It was shit when Brando did it, it’s shit when all the trendy actors do it.  Part of acting?  Getting the lines across.  It’s not mysterious or brooding; it’s f#@$ing annoying.  You don’t have to backbench it like Patrick McGoohan used to (hey, Pat…the mike is three feet over your head; dial it back to five [or is that Six?]…), but don’t assume we’ve all got bat-like hearing, Christian Bale.

It’s particularly bad in the summertime, when I’ve got the swamp cooler and fan going to keep my desert-placed house down to a reasonable temperature; the white noise of the fan is usually right at the frequency of the average male voice.  The crappy sound mixing doesn’t help matters.

Den of Geek is complaining about the same thing.

Well…not really.  But they’ve got arms and can walk.

Here’s a piece from Michael Paukner.  There’s some beautiful stuff at his site.

Forget Microsoft — they might have liked to play by Edisonian rules in the computer market, but for truly scary “evil empire”-style practices, one has to give it to Apple. The Boys from Cupertino have a penchant for control-freak attitudes, something that shouldn’t be entirely surprising to those who know the engineering mindset.

It’s a mindset that was absorbed into a lot of early Progressive thought — Taylorism, Fordism, scientific management…  At heart, Apple wants to put out a product that is better than the rest, and to do that, they have to control the use of the devices.  Like all adherents of scientific management, planning has to come at the expense of freedom; you can’t solve complex problems by democratic means — few individuals will agree on how to solve a problem — it has to be done by fiat.  For efficiency’s sake.

Hence their 1980s annoying system of requiring their computers to be serviced only by Apple authorized dealers, and their reluctance, until they were practically irrelevant outside of the smug, elitist “I’ve got a Mac!” crowd, to move toward a more open architecture that could be modified by the user, and to allow for competing software platforms like Office to compete with their Mac-based word processor/database/presentation/spreadsheet suite (which, while quite good, is pretty much useless if you’re not talking to Mac-only users…otherwise, you export the vile as a .pdf or .doc file.  This is the definition of “lose” in the software market.)

With their adoption of PC-style interchangeability, the ability to use Windows programs, Apple managed to keep themselves from disappearing, but it was the success of their hardware — and ultimately, Apple has always been about pushing hardware; their commitment to software is dodgy, at best — Apple has returned to form.

The success of the iPod brought with it their obsessive need to control access to material to put on the wee devices.  For several years, if you didn’t go through iTunes (a format that doesn’t play well with other MP3 players), you were hosed as a iPod user.  It was only when the MP3 player market caught up that iPods started allowing the use of formats outside of iTunes.

The iPhone and iPad brought Apple into the forefront of the smartphone market and boosted them from elitist underdog to smug frontman.  The iPhone is a wonderous invention — it really is — but Apple’s continued refusal to entertain opening hte device to other service networks seriously hampers the users.  PArtly this is due to development agreements with AT&T over the microSIM card tehcnology, partly, it’s Apple being Apple.  They trapped their customers into a deal with AT&T with the iPad, as well, but it’s not about choice.

When you buy Apple, you buy into the Apple corporate philosophy.  Much like the Progressivism that coopted Taylorist thoughts for its own use, you don’t get to pick and choose which elements of Progressivism (or Applism) you want — it’s all or nothing.

Network issues aside, the Apple App Store is another example of the Apple need to control content, not just use of their products; it’s already established that programs that have a political bent unappreciated by Cupertino have a habit of getting deleted — like the iSlam app which was pulled, while Christian-slamming software remains there for download.  (This is one of the reasons for linking Applism to Progressivism…)  The iBooks app will read .pdfs not, sure…but you can’t simply download them to read on your iPhone or iPad.  You can’t look at Flash animation on the iPhone or iPad because Apple doesn’t trust their functionality; it’s not up to you, should you want to view the myriad sites using Flash…you will view only HTML5 sites.  And you will like it.  (Now don’t get me wrong, Shockwave is a disaster, as far as I’m concerned — it crashes Chrome and Firefox with alarming regularity, and often requires a restart of the computer if you want to, say, listen to music, as it hijacks your Windows media players.  But I want the option to go to those sites.)

Apple mirrors Progressivism in that it coopts the terms of the argument from its opponents.  Progressivism uses freedom and choice a lot, but that’s incompatible with planning; Apple uses functionality (Bestest electronic devices evah!), user options (thousands of apps at the App Store!), and support…but these are ephemeral.  While Microsoft and PC manufacturers are not enthusiastic about Open Source — the realm of the true computer geek, where Linux rules the roost and thousands of programs are manipulated by their users for the benefit of others — their equipment and software are often compatible with these iAnarchists.

As with Progressivism, Apple brooks no apostasy.  Recent concerns about the functionality of the iPhone4 have been met with hostility and derision from the Boys of Cupertino (“You’re holding the phone wrong!”)  Discussions of the problem amongst Apple junkies is not tolerated, nor are these issues directly addressed by the company (it’s the user…it’s the program for the signal strength…it’s not us!)  Instead of talking to their customers, and trying to find some kind of solution (like, say, Windows eventually did with Windows 7 after they realized that Vista was a big turd in the operating system punchbowl), Apple excises threads on the subject from their support website.

This is, in short, no way to run a business.  There is a happy medium.  Apple could openly and honestly address problems, but that would relinquish a certain amount of control of the situation to their customer base, and would make them look less competent than the image they have through total control of content, delivery, and use.

Make no mistake: I love my iPad.  Enough I even looked at the MacBook for about 2 minutes — then realize I could get more performance from a PC for half the price.  And it would require me to get cozier with the Apple corporate philosophy, and I just can’t do that.

Eventually, the rest of the market will catch up to the iPad.  It’s already happening with the Android phones — Google, while it has a lot of shady practices, as well, is more firmly on the side of the Open Source types (electronic libertarians, if you will.)  Once there is choice in the tablet/slate/ whateverthehellwe’recallingthem market, Apple will see a serious chunk of their market share erode.

Why..?  ’cause we already bought the damned thing; we’d like to be able to use our device as we see fit.

UPDATE:  Cult of Mac is reporting that public relations experts are convinced that Apple will have to bite the pomme-flavored bullet and recall the iPhone 4.

Hayao Miyazaki may make pretty flicks with heart-warming and trendy enviro-messages, but he’s the equivalent of that crotchety old man on your street that thinks that crazy rock ‘n’ roll music is destroying the country’s youth. Miyazaki went full Luddite in an interview regarding the iPad (which this post was written on…)

“For me, there is no feeling of admiration or no excitement whatsoever,” Miyazaki said about the iPad. “It’s disgusting. On trains, the number of those people doing that strange masturbation-like gesture is multiplying.”

Hayao, if that finger flicking is your idea of spanking it, I thing I’ve figured out why you’re so bloody touchy…

A friend of mine is gearing up to run a Dr. Who campaign, using the new rules set from Cubicle 9. One of the rules bits he liked was their set up for Time Lord regeneration, where the appearance and abilities are randomly selected. It’s a good idea, in keeping with the show.

I had another idea that dovetails with this: randomly select a member of the gaming group to take over the role of the Doctor (or whatever Time Lord) and have them be the new “actor” for the series.

Whatever you do, do not upgrade Trillian for your iPad. The new “upgrade” means the program will not operate; it will crash on opening. Great job, Cerulean….

UPDATE: They must have gotten hammered by the Trillian users, because there is a “regression” update that fixes the crash problem.

Recently, I ran the 1936 National Air Races for our Gorilla Ace! pulp campaign.  HEX has some fairly crunchy rules for chase sequences in Secrets of the Surface World, pg. 145 (sidebar), which is essentially what a race is.  The problem I found with the SOSW rules are that they cut into the flow of a cinematic/comic book action sequence — you have to take the base combat speed, add the base speed in feet of the vehicle times the number of successes.  It’s not complex, but it requires a sudden jump into math, and that can throw the players out of the moment.

I decided to run the races differently.  One of the races was the Thompson Cup — a 10 mile course through pylons at different altitudes (but usually quite low to the ground) with 10 laps total…I had the characters roll for each lap — their PILOT sill plus the Handling of the aircraft.  They were competing against some of the best pilots in the world, so I used the average assuming the pilots they were racing had a Dexterity 4, Pilot 4, and a +2 Handling:  they had to beat a 5 per lap to lead the race.

Any successes were added to their next lap test — so if one pilot got a +2 success (a 7), they added that +2 dice to their next test.  If they missed the test by two, then had a -2 dice to their test.  There was also a lower success point that, if missed, meant they lost control of the vehicle (a PILOT 2 in this case and totally arbitrary…)  Another thing I added was a reliability test for the vehicles at the beginning — race planes are testy beasts and the characters’ mechanic had to run a test at the beginning of the race.  A failure would mean some kind of mechanic issue that would put the character out of the race.

This systems moved fast and kept the excitement of a fast moving race.

For the Bendix Cup — a transcontinental race — the length of the contest was such that running all 15 hours or so would also not work.  For an endurance/ navigation based race, I set up legs for the trip — in this case, New York to Cincinati, Cincinati to St. Louis, St. Louis to Midland Texas, Texas to Los Angeles.  Each leg requires a MECHANICS test v. 2 — a failure results in an incident where the pilot would have to put the plane down safely and would be out of the race; the other test was a navigation test that the pilot (and if they had a navigator a joint test) vs. 2 during the day, 3 at night.

Modifiers for the distance test are different:  Handling isn’t an issue, speed is.  So in this case, I took the average speed of a racing plane (about 250mph) and gave a +1 die bonus for each 25 mph over the average, -1 die for each 25mph under the average.  The number of successes adds to the next leg’s test and the success is cumulative.  During a leg where they had to stop for fuel (usually about ever 900 miles) they would lose -2 die due to the time on the ground.

I think these guidelines can work to aid in a fast paced chase sequence, as well.  The chased car escapes once the die benefits are either higher that the pursuit car’s driver skill rating (for instance, a mook chasing you with a faster car [assume a +1 die bonus], a +2 handling, and skill rating of 6 for a total of 9 [average 4+] is lost when the die benefit from your successes is higher than 4+).  Another option would be to give the bonus from successes to a DRIVE test to do some maneuver that would hide the vehicle from the pursuer — park behind a building, make an unexpected turn into an alley, take it off-road and park behind a convenient copse of trees — with a contested DRIVE (pursued) vs. PERCEPTION (pursuer) test.  If they don’t see you, you lost them.

I’ve been getting increasingly weird signal loss in my house on my wifi network.  I downloaded the freeware inSSIDer to scan the freqs around my house and found about eight different wifi transmitters (including mine) all broadcasting on Channel 6.  To try and clear the signal, I dropped the router to another lower channel — suddenly, clear, stable signal.

Might not work for you, but it did for me.  Most wifi routers are running at 2.5GHz, and there’s a few channels to choose from — 1-6, and 11 are most common; most are set to Channel 6 as their default.  The 5GHz wifi routers have a whole wheelbarrow more signals, but the theory should hold there, too.

A lot of the games I like are set in the Victorian period and the 1930s.  As a historian, I have a tendency to get really wrapped up in the actual history of the eras we’re playing in — there’s so much actual neat stuff that I want to stick more closely to history than I probably should for a role playing game.  Still, often the players are jammed into a historical event that happened in an ancillary role or I change history.  I always throw in tons of real folks from the period, and occasionally will do a League of Extraordinary Gentlemen-style addition of cool fictional characters (I’m considering adding Indiana Jones and Jake Cutter to my Hollow Earth Expedition campaign as background characters.)

So, should you change history in your RPG?  Depends on the nature of the game.  If you’re not doing alternate history, you could have your players do lower-level stuff:  detective work in Los Angeles in the 1930s, fighting side battles in WWII…but it’s much more fun to throw them into a major event and let them either take the reins or in some way have an effect.

Tonight, the Gorilla Ace! crew flew in the 1936 National Air Races.  One character won the Thompson Cup instead of Michel Detroyant, and also won the Women’s Air Derby.  But through engine misfortune, they didn’t change the outcome of the Bendix Cup — won by Louise Thaden (the first woman to do so.)  I would have let them win, if they had rolled well enough.  They met Alexander de-Seversky (head of Seversky, later Republic Aircraft) and Gorilla Ace was hired to fly the SEV-3 in the Nationals.  Howard Hughes and Vince Bendix had minor roles, as did aviatrices Jackie Cochran, Louis Thaden, Laura Ingalls; avition greats Roscoe Turner (and his lion mascot, Gilmore), Ben and Maxine Howard — to name a few.

No matter if you’re doing “real” history or pulp adventure, use the people and events of the time to set the stage and give your campaign a little verisimilitude.  Yes, you might have aether flyers in the 1890s, but that doesn’t mean that you wouldn’t have the colonial campaigns that happened not occur; you still have the same prime minister in the UK, and president in the US as in real life…but maybe there’s something different about them.  I have airships in my pulp campaign being used for commercial and military use when in actuality the British airship scheme folded in 1931, and the US Navy program had pretty much ended with the decommissioning of Los Angeles — history is different, but there’s enough that’s the same to make it comfortable for the players.  There are giant robot men in London in the pulp campaign running on radium-powered engines, but it’s not common technology.

Play with history.  Your games will be better for it.