Chainmail Bikini Hiatus

By Shamus Posted Monday Mar 17, 2008

Filed under: Personal 14 comments

So, Chainmail Bikini is on hiatus. I know how it often is with webcomics: Some go on hiatus and never return. I know this because it seems to happen to the ones I read on a regular basis.

Making a webcomic (or more specifically, drawing a webcomic) is a time-consuming deal, and unless you hit it really big you’re not likely to make money in any meaningful way. Under ideal conditions, you’ll bring in enough cash to pay for the cost of distributing the thing, which is like working at a job which pays you by reimbursing you for your commute. Sooner or later you’ll wake up on a Monday morning and realize that if you stay home you’ll be no worse off than if you go. So if you’re going to go to all the trouble of getting out of bed you’d better love the crap out of that job. I did, but my task was easier than most and I only had to do it for a year.

If you’re lucky enough to have something left over after rendering your debt to the keepers of bandwidth, then the likelihood you’ll be happy with this surplus is directly proportional to how bad you are at math. If you take your surplus and divide it by the number of hours you spend not playing World of Warcraft because of your comic, you’ll probably notice the resulting number is less than what Wal-Mart Stores, Inc. will pay you to stand beside shopping carts and tell people to have a nice day – a job not easily distinguished from loitering. Again, you had better derive some sort of euphoric delight from drawing the thing because there is stuff out there that is easier and pays better.

I don’t know if this is how Shawn sees things. He’s got some basic real-life issues intruding on the comic and so we’re going to take a break. Some people have asked – with varying levels of politeness – what would happen to the comic without Shawn, should he be obliged to withdraw entirely. I thought I would answer these questions in one post rather than enduring weeks of questions and speculation during the hiatus.

  1. I’ve always said that the comic is a joint thing between Shawn and I, and I don’t have any desire to continue without him. Shawn has a distinct visual style. It’s one of the strong points of the strip, but it also means that Shawn is about the only person who can draw it.
  2. If the comic were to end prematurely for some reason, I would most likely post the rest of the story as text, in the hopes that this would give readers some sort of closure. I’ve had the story of CB written from the start. While ideas have been added, the initial story arc has remained unchanged since the very first strip.

So that’s where things stand. If all goes well we’ll see you April 7th.

 


 

Robot Spider

By Shamus Posted Friday Mar 14, 2008

Filed under: Movies 33 comments

No time for blogging today. Allow me to distract you with this. Some kind robot spider thing. I found this movie at Dan’s Data by way of Chizumatic.

I don’t know why people keep building stuff like this. It’s the start of the slippery slope. One day you’re building little robot spiders for fun, the next thing you know automated factories are cranking out earthmoving hunter-killers like this one:

robot_spider.jpg

When the robot uprising comes, I think these people will have to answer a lot of difficult questions about which side they’re really on.

 


 

Mass Combat Rules

By Shamus Posted Thursday Mar 13, 2008

Filed under: Tabletop Games 48 comments

A few weeks ago I mentioned the homebrew mass combat rules we used in our gaming session. Several people expressed an interest in seeing them, and I’ve finally gotten around to obliging. Here it is, for the curious.

This system is designed around the idea that the armies are of relatively equal level and ability. If you have Orcish Warriors with great axes vs. Peasants with semi-sharp sticks, you need to either accept that the peasants are going to equal to the Orcs or you need a more complex rules system. This one is built for simplicity, not wargaming simulationists.

The goals of the system are:

  1. Allow large numbers of forces to fight without too much paperwork.
  2. Allow for interesting and varied strategy.
  3. Allow heroes to shape the battle by mildly boosting the performance of their troops, without overshadowing them.

This system is designed for a group of players who like fast, uncomplicated combat, and is thus not hardened against rules-lawyering weenies. If one of your players argues that his army of Wizards should be able to cast Mage Armor on themselves, turn invisible, and then fly all over the battlefield, raining down death with impunity, then realize that if you give in you will be defeating the purpose of using this system. Pretty soon everyone will be arguing for more complexity in a way that favors their heroes. (Or your weenie player will be overshadowing them with his uber forces.) Do make sure your players are comfortable with these approximations and simplifications.

If they start dragging their epic gear and supernatural abilities into it, then it’s time to brew some coffee and grab a big fat rulebook of established, playtested mass combat rules, because using this system is going to ruin your friendship.
Continue reading ⟩⟩ “Mass Combat Rules”

 


 

Orc Holocaust

By Shamus Posted Wednesday Mar 12, 2008

Filed under: Tabletop Games 73 comments

Slate has an article taking a swipe at late game designer Gary Gygax: Orc Holocaust

It holds up Steve Jackson and Greg Stafford as superior game designers (calling Gygax a hack in comparison) and then takes Gygax to task for the system of “experience points” that so often works against roleplaying.

I don’t really disagree with the notion that experience points lead supposedly heroic characters to behave like a band of bloodthirsty nutjobs. That point has actually been made, over and over, for a quarter century. I’ve built more than my share of jokes on that very idea. However, the system is still in use all these years later, even by people like Steve Jackson and Greg Stafford.

The article subtitle, “The reprehensible moral universe of Gary Gygax’s Dungeons & Dragons”, makes it sound like we’re in for some tongue-in-cheek fun at the expense of D&D, but either the author is serious or his humor is so dry that it is undetectable to me. The article reads like a dozen other sullen, bitter rants I’ve read against D&D in various forums, but with better grammar and spelling.

Of course, perhaps it is just well-constructed flame bait, designed to increase traffic and linking by being controversial. In which case I just fell for it.

(Thanks to reader Ryan for the link.)

LATER: Also, what is the deal with Slate using Alan De Smet‘s photo without attribution, as required by the Creative Commons-Attribution license? I know some blogs are sloppy about that sort of thing, but you’d think Slate would be able to stay on top of that sort of thing with their fancy editors and all.

As a further aside – I don’t know why, but I am more irritated by Creative Commons violations than regular copyright violations.

STILL LATER: Alan De Smet pointed out that the photo is indeed attributed. It’s in small print at the bottom (which is why I missed it, I shoulda used search) but it’s there.

AND MORE: Great rebuttal here. More here.

 


 

The Memory Card

By Shamus Posted Tuesday Mar 11, 2008

Filed under: Personal 77 comments

It’s Saturday night. We’ve finished our weekly D&D game, and have decided not to squander the evening rhythmically tapping the “Stumble” button as we did last weekend. That is, we decide to find some productive way to waste time.

I’ve been meaning to play Final Fantasy VI, and I even have vocational justifications for doing so. The (still unannounced on this site) project I’m involved with is a Nintendo DS title that is descended from the FFVI visual aesthetic. Imagine if, instead of moving to polygons, the makers of jRPGs had simply continued to refine the established gameplay and presentation. We’re talking about something that looks like some sort of “high res” Super NES level graphics here, as if it came from some alternate dimension where technology advanced along a different vector. In any case, the game I’m going to be working on draws from the same chibi-style fixed-angle orthographic presentation concept, and so to avoid making an ass of myself I really should familiarize myself with the medium.

The other three guys with me have all been through the game multiple times and are excited about the prospect of me experiencing the game for the first time. So much so that they’re actually anxious to sit and watch me play the game. I have the Final Fantasy Anthology (which includes FFVI) for the Playstation(null), which I plan to play on my Playstation 2. Except, my memory card doesn’t seem to be working.

We try the usual folk remedies: Blowing on the contacts, moving it to the other slot, and muttering various childish expletives at the thing. Surprisingly, none of this works. Not even the cussing. Eventually one of the guys gets around to noticing that I’m using a PS2 memory card on a PS(null) game, which, not that anyone ever told me, doesn’t work. How was I supposed to know? I’m new to all this old technology! I usually just plug the thing into the other thing and it it does whatever its supposed to do! Why can’t it just use the PS2 memory card? This last question has apparently been an imponderable among PS2 owners since the arrival of the platform eight years ago.

So it’s eight in the evening and we need an old-school PS memory card. Oh yeah. We’re in the midst of a snowstorm. Still, this is important and clearly an endeavor worth risking our lives over. We pile into the car and head for EB Games at the mall.

Continue reading ⟩⟩ “The Memory Card”

 


 

Line Rider

By Shamus Posted Monday Mar 10, 2008

Filed under: Links 31 comments

As far as memes go – and I’m not sure if this would classify as a meme or not – Line Rider is an unusual, slow building phenomenon. I first became aware of it way back in October of 2006 at Haibane.info. Back then, it was a very simple little flash game. You scribbled some lines on a seemingly infinite canvas, and then a little guy on a sled would ride down the lines – provided you drew something ride-able. (If he fell too hard he’d get knocked off the sled.)

Sometime later I noticed a lot of people were making little movies of their Line Rider courses. Most of them looked like this one:

This is what my attempts looked like as well. There are lots of stray lines, wiggly lines, and vast white areas where it’s difficult to get a sense of speed because there is little against which we might judge relative velocity.

It turns out to be quite hard to make a lengthy and exciting Line Rider course. The only way to know how the guy is going to react to a tricky curve is to start the show and watch it happen. If you’re making changes to the jump at the end of a minute-long course, you have to watch the whole thing to know your changes worked. Not right? Make another adjustment and watch the whole thing again.

I call this “artistic friction”, although I’m sure there are other names for it. Level designers for videogames endure this as well. Make a change, compile it, fire up the game, see the results, go back and make another small adjustment. Rinse. Repeat. This sort of thing greatly discourages experimentation, and makes it hard for an artist to polish his or her work. The longer you work on it, the longer it takes to test each new addition. The expense of fine-tuning your work is so great that the temptation is just to let it be once you get it to “good enough”.

Still, as the Line Rider meme grew there were people willing to sink vast blocks of time into the process of making a little two-minute movie. Suddenly the challenge went from just getting the guy to do little stunts, to doing so while having interesting scenery: Continue reading ⟩⟩ “Line Rider”

 


 

Fear the Con

By Shamus Posted Monday Mar 10, 2008

Filed under: Links 36 comments

Fear the Con, a meeting for fans of Fear the Boot to get together and play some tabletop games, took place this past weekend. I’m a long way from St. Louis, but I was really hoping to be able to make it anyway. Sadly, it just wasn’t in the cards for me this year. I was sorry to miss it. The various FTB hosts were there, along with Shawn, my partner in crime. Note to everyone: Sorry I couldn’t make it. Would have been nice to shake hands with you guys.

I’m really enjoying the forum thread with pictures from the con.

A week or so ago someone put up a poll in the Chainmail Bikini forums, asking how many readers also listened to FTB. (Answer: A little better than half.) Now I wonder how that works with this site. How many people that read this site also listen to the FTB podcast? Just wondering.