Here was my initial impression of the new iPad.  So now I’ve had the thing for two weeks, and have been using the hell out of it.  Not what I expected to do; I figured it would be a cute toy I’d use occasionally, but I’m finding that for quick internet and email checks, I prefer to use the iPad over my laptop.  For certain things, the laptop is much easier and faster — using WordPress for one.  The software WordPress has out for the iPad is atrocious: it was impossible for me to upload content, the ability to choose categories, etc. was nil, and in Safari, it was worse — requiring me to go to HTML to do any work.  It was barely workable.  And Apple won’t allow Flash, so some sites are useless to the user.

However…battery life has proven to be staggeringly good.  I’ve squeezed 17 hours out of it (with 7% left) with the screen always at half brightness, and the wifi running much of the time.  I turned off the 3G, since I’m not subscribed to see if I can eek out a bit more.

Sound and video quality is very good for the 9″ screen.  I downlaoded a few hours of Cato Institute talks from iTunes for free and that sucked up 2gb only.  Loaded a few movies for a trip would be nothing.  I’ve downloaded a few dozen free Gutenberg Project books from iBooks, the Craig Ferguson bio (well worth a read), a sci fi novel.  From Kindle I stocked up on a bunch of stuff on the Progressive era and libertarianism.  Total of 38 books, 3 hours of movies, 300 pics, and about 400 songs, and a bunch of free apps…I’ve still got 26.3GB left.

Apps:  I found free chess, checkers, go, poker, blackjack, solitaire, and Need for Speed (but no free backgammon!  Damn!)  All work well, and NFS has been like crack to me.  I am however, enjoying running my Aston Martin DB9R through the streets at breakneck pace.  I’ve got a weather app, word processor that I’ve done up a nice resume, some RPG adventures, and works on dissertation notes while out and about.  Occasionally, the memory (I think it’s .5GB RAM) will fill and the machine will kick you out to the main menu.  But I haven’t lost work when it does, so I’m okay with it.  It’s still less twitchy than my Palm Tungsten C could get.

Typing on the iPad can be a pain if you’re doing heavy typing.  The dockable or wireless keyboard is eventually a must if you’re using this as a road warrior machine.  But I find the screen keyboard works well for quick missives and some light work.  the auto spell check is a pain in the ass, if you’re not paying attention and has a habit of swapping word on you, if you stop paying attention.  It’s easy to miss the space bar and hit the frame around the usable face.  Otherwise, I find it easier to use than most thumb keyboards.  Funnily, typing one handed while holding the iPad is easier than doing the traditional two handed hunt and peck.

I bought the dock adapters for USB gear and SD cards.  It pulled the phots from my camera card immediately without issues.  I haven’t tried the USB adapter yet.  I haven’t tried the earphones yet, so I can’t comment on the sound quality on headphones yet.  Apple does need to add the ability to use SD cards through the adapter for extra storage.

Verdict hasn’t changed — this thing is slicker than snot, looks incredible (although a strongly suggest the Apple cover or an aftermarket case or you’ll scratch the hell out of the pretty aluminum body and the face.  Yes, it gets fingerprints on it; I have a wee microfiber wipe I keep with it to occasionally clean the screen.  It is sexy and I’ve already convinced two friends they need one,.

Functionality:  this is a good on the road machine.  The wifi is solid, connects easily (save in my house, where I suspect the router is dying after 6 years), and I haven’t tried the 3G, yet.  (I intend to while in Scotland, but that looks like it might be an adventure in itself, as I might need to swap out my Micro SIM card for one by Vodaphone, O2, or Orange once I hit Edinburgh.  On that Apple gets a big fail — enough with the AT&T shit!)  Music selections from the iPod program will play while you are doing other things, I found out by accident the other day.

Typing email, surfing the net, doing spreadsheets in Numbers, or docs in Pages (it will import and export .pdf and .doc), getting directions — it’s very easy and with 3G, would be more so, I suspect.  (Although I hear AT&T’s networks are seriously clogged from iPhone usage in places like San Fran and LA.)  Watching TV or movies, listening to music — all easy.

Now…as a gaming machine.  It’s great for driver games thanks to the accelerometers, but as an RPG device:  you can have your .pdfs of books and characters it.  There’s no multitasking (yet, but iPhone4 has it, so the iPad will soon enough) so you need to swap between files, but it does remember where you were last in a book.  iBook will have native pdf capability in a few weeks, but there are plenty of free pdf readers.  There’s Diceshaker — a free die program for RPGs that will do any of the standard and a few non-standard die rolls.  Put the program icons next to each other, it’s as simple as hitting the home button and tapping the appropriate button and you can swap back and forth.  Have all your characters, dice, rules, etc… with you, plus internet capability for answering obscure questions.  I was able to use the iPad as a picture and map device for the players tonight, to give them an idea of the interior layout and look of a British airship from the 1930s.

Is it useful as a gamer tool?  Oh, yeah.

Started a new Gorilla Ace! adventure this evening:  Murder on the R.100.  I wanted to do something different after a swath of superscience pulp advnetures, followed by the Chthulu-y one shot for the minor players on Wednesday.  I decided on something period and pulp-appropriate:  a murder mystery.

It started out simply enough as a teaser for an upcoming adventure, but I liked the setting — and found enough info on it — that I wanted to use it.  What to do on an airship..?  R.100, for those not into all things dirigible, was one of the last rigid-hull airships constructed by the British in 1929/1930.  She was constructed by the Vickers Company and the Airship Guarantee Company — designed by Neville Shute of On the Beach fame.  While Vickers was building her, the Air Ministry constructed R.101 — the goal was to prove that government could exploit air travel better than the private sector.

R.100 ran multiple seasons to Canada and back with a flawless service record.  R.101 suffered massive cost overruns, design flaws, construction snafus, and n her maiden flight to India went into the Normandy soil like a flaming lawn dart.  In response to being proven wrong, the Air Ministry canned the whole lighter-than-air project.

But that doesn’t work for my pulp game set in 1936!  In our universe, Vickers convinced the Air Ministry to continue the Imperial Ariship Scheme, but they are the sole operators.  R.101 did burn, but R.102 has been a success, and R.103 is soon to launch and replace the aging R.100.

(The US Navy program saw the loss of USS Akron under mysterious circumstances [it will turn up eventually], and USS Macon didn’t suffer her catastrophic failure.  USS Miami just launched.)

Some Hollow Earth Expedition stats:

Length: 719′   Diameter (largest): 133′  Gas Volume: 5.2 million cubic ft.  Usable Lift: 54 tons   Range: 4500 miles.   Ceiling: 15,000′ (usually flew at 2-5000′)

Size: 16   Def: 2   Struc: 18   Speed: 85   Handling: -2   Crew: 37   Passengers: 50   Cost: $2.5 million or so…

Traits:  Gas Bag — it’s bloody big and bullets go right through it without doing much.  First 2L are simply swallowed to empty space.

(In our version, R.100 has flown for seven years and her engines were upgraded form Rolls-Royce Condor IIIBs to Kestrals — lighter and more powerful for a top speed of 90 and 56 tons of usable lift.)

We set up the environment — the strange tramp steamer-like quality of the passenger area (nowhere as luxurious as Hindenburg), the open, airy quality of the ship, the poker games and communal dining lounge, and the relaxed, romantic atmosphere of the promenade decks with their large windows looking down on the Atlantic.  It’s roughly a 3 day trip from Cardington sheds in England to Montreal’s docking tower.   Most of the passengers are Canadian government and British business types.

Then one of the crewmen goes missing, and the search is on through the cramped catwalks, girders, exposed equipment of the interior of the hull, and even had a walk along the top of the hull during one sequence on a guide wire and harnesses for the riggers (for fixing damage to the canvas.) Eventually the missing man found bludgeoned to death and hidden in the button-up passenger compartment of a Canadian MPs SS100 Jaguar!  Who killed him, and why?

I haven’t finished the adventure and players read the blog so I’ll not spoiler it, but it’s a decent set up for a game…

Here’s more on R.100 and her sister ships.

I did a one-shot adventure for a truncated Wednesday night gaming group.  I put it together very quickly, as I had few players than expected — one cancelling last minute.  I took ran a quick Lovecraftian horror “issue” of Gorilla Ace!…without the gorilla or his wife.  The background players got to step forward and use their talents.

Dr. Stanford — physician and scientist — and Dexter Vincetti, the group mechanic and inventor team up with an MI6 agent.  The two are approached by an old acquaintance of Stanford’s, a physicist with occultist leanings — actually a member of a splinter group of the Hermetic Order of the Golden Dawn.  He hypnotizes them to get information he needs to complete a dastardly machine, the intention of which is unknown to them.  There’s a fight later with zombies — reanimated corpses controlled by strange black slug-like creatures.

This leads them to a meeting with Aleister Crowley — secretly working for HMG whenever there’s a matter like this.  He’s been watching the physicist, who has a houseguest…a strange Egyptian man who is known to the world by various names.  This creature is a vanguard for menaces so ancient and vast as to be incomprehensible.  And he thinks they intend to let them into our world.  The machine he is building will amplify mystic powers to achieve this.  (How does Crowley know?  Does it matter?)

They raid the mansion of the physicist and confront him while he is performing his ritual, releasing these creatures into the world.  They fend of the evil until Dex reverses the polarity on the spiraling quantum whatsinator and sends them back to the deep beyond.

The adventure ran smoothly, was fast and fun, but I discovered that doing horror is truly hard to do.  You can do creepy fairly easy, but truly scary …tough.

Two artists in Sao Paolo have been turning storm drains into art…

It’s 101 degrees in Albuquerque today.  One of the players had a crappy day at work. Another two are having some personal troubles.  One player forgot his character and had to call up a version from online.  Not the best set up for a night of gaming.

But it was one of the better gaming nights I’ve had…period.

First off, we made shepherd’s pie for dinner — hand mashed potatoes, hamburger fried with onions, garlic, green oni0ns, salt, pepper, paprika and mixed veggies.  Absolutely delicious.  Blue Moon’s honey summer ale with lemon.  A good start.

The adventure was already underway — Gorilla Ace! and his “Flying Circus” have stopped an attack by radium-powered robot men (“Radio Men” for their remote control.)  They are investigating the parts necessary to build the thing and eventually, they find the warehouse the radio signals to control the machines is coming from.

The first fight is right out of the gate this night — two big metal robots with Bren guns on their arms v. Gorilla Ace with his Tommies.  The other characters fight Bulgarian henchmen.  One character gets into a chase through the London Undergound on hoop cycles.  (Stats in another post.)  Pacing is fast and the fight is won.

The chase leads to the underground lair of the Phantom — a Zinovievite communist on the run from Stalin’s purge, and fighting the fight against the British monarchy (which he sees as siding with the fascists in Germany against the proletariat.)  Character, Gorilla Ace’s wife, is captured in the James Bond-esque lair in the catacombs of London.  His plan:  use a mole drill train to dig through the Underground to Parliament, where the king is giving an address to Parliament on the eve of the 1936 Summer Olympics, and blow up the lot.

GA! and his compadres find the lair, thanks to the investigative talents of Dr. Robert Stanford and with the aid of the Special Branch and Scots Guardsmen, raid the lair in a massive fight with black rollneck sweaters Russian and Bulgarian toughs.  Lots of breaking glass, gunfire, fistfights (including one on a darkened catwalk in the catacombs that the hero lost, allowing the villain to escape.)

They stop the train and drive it through the streets into the Thames as it explodes.

Pure pulp.  The pacing was fast, smooth; the players were in their groove and really got into character, playing up their flaws and strengths to the hilt.  Style points were flowing back and forth like a tennis match.   They were challenged, they won out, lost the villain appropriately, and everyone had a fantastic time.

Sometimes, it doesn’t matter how everything else is going, and you have that perfect game night.

I just did.

Who says cats are aloof..?

I’ve been gaming for 30+ years and one thing you can be sure of:  people will not show up.  Sometimes it’s because they’re just not that interested, sometimes it’s a group dynamics thing…and sometimes (often) life just gets in the way.  People graduate from high school or college and get jobs.  Jobs that have weird hours are the worst — if the player’s on a night shift, or works in the filnm industry…  They get or have a boy/girlfriend, or get married and now the significant other/spouse is dictating their time.  They have a kid — the ultimate time sink.

It’s rough for gamemasters to deal with people not showing.  Sometimes it’s just a nuisance, sometimes it feels like rejection.  The more work you put into the game, the more likely you are to be peeved with people dropping out for a week here, two weeks there.  Remember, most of the time, it’s nothing personal.  If it is, dump the player.  It’s better to lose a player than to have personality conflicts at the table.  It’s fine for players to be at each other’s throats…not for the players to be.

There’s a few options you have to deal with no-shows, depending on why they’re happening.  If it’s because a friend or gamer is uninterested or busy with other things they’d rather do, simply back burner their character and press on with the understanding the invitation is always open, but they shouldn’t feel pressure to show up.

This can be difficult in campaigns that are more than a dungeon crawl.  Especially if you’ve worked them into the plot line and have to extricate them from the  main storylines.  It’s annoying when you’ve crafted an action or other scene that plays to their strengths — especially if it’s an important scene and no one else has the skills needed.

Now, say you’ve got that player off the main roster — you can give them the henchman, aide, native guide, character that is often in the background, but not necessary to plotlines to take over when they are present.  Another thing we like to do, if it’s just for a session every once in a while is let another player run the character.  It’s fun for the player, often, to give his/her spin on the character.  Or the GM simply bumps him/her into an NPC position and plays the character (sometimes I have other players roll for the various checks, but I run the character…)

Never just off a character because the player’s not showing up.  They will not appreciate it.  And you might lose a player permanently.

Some examples:  I have a player that works in the film industry — he’s either working all the time for three to ten weeks, or he’s dead broke.  Either way, a bout four months out of the year, he can’t afford to make it to the game, since he commutes an hour to get here.  No problem:  his characters were very important, but not in a position that they couldn’t be the force off stage (like his battlestar commander), or the guy that goes missing in the jungle, only to reappear at a crucial moment in Hollow Earth Expedition.

Another was having trouble at home and needed to get out of the group for a few months.  No problem: we switched to another game until he came back, then picked up where we left off.  (I tend to rotate campaigns to keep things fresh, anyway.)

One player went to Scotland for a year:  her character was badly injured and has been in rehab therapy, only just getting better in the last played adventure.  She’ll be ready to go in a few weeks, when her player returns.

The best advice I can give:  never burn your bridges.  You never know if someone will hove back into your life a couple of decades later (as has happened with a few people), whether your girlfriend or boyfriend will dump them and they’ll be back, or if they get a schedule change.

Foremost, don’t just chose gamers…chose gamers that are friends.  Do things outside of gaming together when you can.  Friends last.   And they usually show up.

FastMac is advertising their U-Socket, a standard AC power plug with a twist — two USB ports to power up devices that use those cables for power — iPhones, iPads, etc.

I’m not a LARPer.  I’ve never been ashamed of being a gamer, but I never thought going out of my way to let everyone know the levels of my geekiness was a good idea.  Nevertheless...courtesy of Nick Edwards:

No…not the comic book Phantom, but the villain in our latest Gorilla Ace! game.  The Phantom is a shadowy figure, a Russian expatriat and former Bolshevik that escaped the wrath of Stalin.  He’s settled in London, where he controls a nefarious network of criminals/anarchists/communists bent on the destruction of the ruling class that they see (arguably correctly) as sympathetic to the Nazis.

It is known that the Phantom is some kind of mechanical genius, often designing fantastical devices to aid him in his quest for international revolution.  He has attempted robberies of the Bank of England with a mole drill, designed radio-controlled explosive devices, each invention more impressive and advanced than the last.  Most of his work is done personally, but he has contracted, coerced, or threatened specialists to aid him in his work.

The Phantom has a cadre of 50-100 mooks, but has two to three times that number 0f supporters that supply his men with places to hide, weapons caches, money, and other aid.  Most of his support is in the Russian expatriate community, and is strongest in Bayswater and in the East End.

Here are some of the latest incarnations of his incredible inventiveness:

RADIOMEN

The “radiomen”, a term coined by Dex Vincetti — mechanic and inventor for the Gorilla Ace! Flying Circus — are 8′ tall metal humanoid automatons.  They are armor plated monstrosities with the servomotors and strange elastic pulley systems (muscles) protected behind plating capable of stopping most handgun rounds.  The are somewhat vulnerable at the joints.  Their head is a helmet-like object with a single glowing eye that looks much like a miner’s lamp.  The lensing is highly complex and shoots heat rays that can kill with a single shot.  The center of the lens has a camera system that seems to have highly acute short-range vision, but would be somewhat myopic.  There is a speaker grill in the “face” that gives the radiomen a terrifying grimace.  A short antenna stub sticks up out of the back of the head, offset to the right.

The radioman is powered by a strange series of dynamos and electric motors powered by a radium core located in the armored chest cavity.  The brain of the radio man is encased in the head, and is an advanced electromechanical computing device rigged into a wireless transceiver, allowing the machine to be remotely given instructions or controlled.  The range of the wireless transmissions is most likely limited to a quarter mile in the urban environment.

Body: 6   Dexterity: 2   Strength: 5   Charisma: 0   Intellect: 1   Willpower: 2

Size: 1   Move: 7   Perception: 3   Initiative:  3   Defense: 8   Stun: 6   Health: 10

Traits: Giant (+1 Size), Strong (+1 Strength), Tough (+1 Body)

Flaws: Automaton, Conspicuous (-2 Stealth), Maintenance (needs a Mechanics 3 test before each mission)

Skills: Athletics:6 (Jump: 7), Brawling: 8,  Firearms: 4, Gunnery: 4 (Eye Beam: 5)

Weapon:  Eyebeam — Damage: 4L   Attack Rating: 9L   Range: 50′   Speed: M   Rate: A; Punch:  9N

**The Intelligence and Willpower of the Radioman can be exchanged for that of the person remote controlling the device.

HOOPCYCLES

Powered by a 980cc parallel twin motor from a motorcycle, the hoopscycle is a marvel of invention.  The vehicle has a single seat with a stearing wheel that operates a gyroscope, aiding in the maneuvering of the single wheeled craft.  It is incredible fast and maneuverable, and very very loud.

Size: 1   Def: 6   Struc: 6   Speed: 110mph   Hand: +2   Crew: 1   Pass: 0   Cost: n/a