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04 Nov 19:47

KAISER WILHELM(happy halloween from the flux machine!)



KAISER WILHELM
(happy halloween from the flux machine!)

04 Nov 19:20

Less is More, More or Less

by John Kovalic

Screen Shot 2016-05-30 at 11.06.33 AM

A couple of days ago, an off-handed Twitter conversation with my pal Ken Hite (I KNOW, RIGHT?) sparked an idea for Thursday’s DORK TOWER.

Thus being legally bound to draw it, I did.

dorktower1357

Is this darker than most Dork Towers? Yes. Yes, it is. Though having Igor and Carson at the end lightened it jussssst enough, I thought.

More importantly, it amused me to have the Cap’n warbling a Gilbert and Sullivan HMS Pinafore sea shanty, almost as much as to have him gurgling a line from David Bowie’s Space Oddity.

But then I wondered, was the last line really necessary? Yes, it tied it in to Halloween (and, indeed, into Dork Tower).

I liked the strip as it stood, but thought that less, in this case, might be more. So I changed it to this:

dorktower1357b

I wasn’t totally happy with the timing (thought there should be more of a pause before the rise of Boo Berry), and then I wondered, were any lines really necessary?

Also, without Igor at the end, the Cap’ns tunes suddenly felts awfully sad.

Gilbert and Sullivan and Bowie were chopped, and the strip became this:

 

dorktower1357c

I don’t do “silent” strips often, but the idea intrigued me. It was something different, anyway, for me, and that’s part of the fun of the job. So I’d  stripped the strip of the three aspects that originally had me giggling (Igor’s presence, and the musical call-outs). But it was a clear choice: Less, in this case, was a lot more.

Anyway, that’s how you overthink a perfectly good cartoon. And how you make it up to people, by showing them the original iterations anyway.

HAPPY HALLOWEEN!

John

PS: Apologies to all the overseas folks who didn’t “get” this Dork Tower at all. Cap’n Crunch and Boo Berry are popular US cereal brand mascots. Thus is the joke explained, thus is the joke no longer funny. You’re welcome!

04 Nov 18:59

Why do you RSS?

image

I became an RSS user when Google Reader came out in 2005. Like a lot of people, I got pretty obsessed with Twitter around 2007. By 2010 I still had accounts with Google Reader and Twitter and checked in on both maybe once a week. But somewhere along the line I started getting most of my information from Facebook. Let’s just say it wasn’t the same quality of information I was used to.  

By 2012, I closed my Facebook account for a few months and then in 2014 I closed it permanently. These days I rely on The Old Reader and Instagram on a daily basis and once every other week or so check in on Twitter. I stay informed and get inspired using The Old Reader and get that social fix on Instagram. 

My primary areas of focus on The Old Reader are Business and Technology, News, Culture, and Music. I follow a few other things as well like Food and Sports. The feeds that I follow are diverse, but all are a million times more effective at keeping me up to date than my old Facebook friends once were. On top of all that, I believe in The Open Web (http://blog.theoldreader.com/post/67563942900/rss-and-the-open-web) which doesn’t thrive in private social networks.  

The question I ask myself all the time is: why did I ever stop using an RSS reader?

What I’m really excited about is hearing why you guys use RSS. Feel free to leave a comment, but if you’re up for it, drop an email to rss4ever@theoldreader.com telling us a little about yourself, why you use RSS, how long you’ve been using it, and 5 feeds that you think other people in our community will love. We’re hoping to feature one or two of you on our blog in the near future and also value the direct input we receive from each of you.

Thanks for using The Old Reader!

31 Oct 02:02

When you’re new to them.

by Jessica Hagy

card5017

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31 Oct 01:56

hallowed: Dictionary.com Word of the Day

hallowed: regarded as holy; venerated; sacred.
29 Oct 21:44

Monocultural Dying Earth vs Anti-Medieval D&D (Thought Eater)

by Zak Sabbath
Here are some entires for ROUND THREE of the Thought Eater Writin' About Games Tournament.

These are not by me, they are by two anonymous contestants, vote for which you like better.

The theme for this round is to describe the significance of something that's missing from an RPG text.

Here is the first essay, if you like it best, send an email to zakzsmith AT hawtmayle with the subject line YEK and nothing else. It's about D&D-influencing author Jack Vance:

Jack Vance’s Dying Earth is basically a monoculture. Everywhere you go you get the same wildlife, the same wizards, the same measurements and money, the same aloof princesses and sociopathic adventurers, the same religious pedants and small-time conmen, the same backward villagers with stupid and dangerous traditions, the same card games, the same petty lords, the same conversations in the same bars. Even when someone goes a million years back in time there’s no sense that anything they see would be out of place on the earth they came from. Unlike Lyonesse, or every other fantasy epic, the Dying Earth doesn’t come with a map. It only has physical geography insofar as this is necessary to structure people’s adventures, and the same is true for cultural geography. It’s important for us to know that, in order to get the Silver Desert, Cugel has to cross the Mountains of Magnatz. And it’s important we know that in this little bullshit village they make you judge beauty contests and in that one they eat people’s fingers. But Vance is less interested in building up a coherent, inhabitable world than he is with leading us through a paratactic sequence of weird and memorable encounters. So it’s hard to lay down everything that happens on a chart in the same way that you can lay down everything that happens in Lyonesse, or its spiritual successor Game of Thrones. You can’t say that the guys who eat fingers are here and because of the placement of the river they would naturally come into conflict with the guys who regulate the sun. And these people all think the same way, anyway: they’re all literal, pedantic, hyper-rational and hateful small-minded pricks, like participants in the world’s worst internet argument. They all speak the same affected faux-courtly dialect and have the same basic approach to problem-solving. Even the monsters are like this. So what we lose is not a sense of place but rather a sense of distinction between places. It’s easy to visualise the Dying Earth, but it’s hard to think about how any one part of the Dying Earth is substantially different from any other part. Place-names abound, because Vance loves proper nouns, but wherever possible he avoids giving us a sense of context for them. He’s not interested in the relationships between them, or in fitting them into any kind of bigger picture, except insofar as it can be used to propel the story.

Here is a bit from Thomas Pynchon’s short story Entropy that explains what is going on here:

"Nevertheless," continued Callisto, "he found in entropy or the measure of disorganization for a closed system an adequate metaphor to apply to a certain phenomena in his own world… [he] envisioned a heat-death for his culture in which ideas, like heat-energy, would no longer be transferred, since each point in it would ultimately have the same quantity of energy; and intellectual motion would, accordingly, cease."

The Dying Earth is a closed thermodynamic system that has simmered down to equilibrium. Everything is the same because the world is ending and the energy it takes to differentiate things has run out.

This is also why it’s so hard for the characters in the Dying Earth to ever get anything done. It’s why The Eyes of The Overworld ends with Cugel returned to where he began, stranded on a frozen beach and condemned to repeat the exact same journey again in the sequel. It’s why the only people on the Dying Earth with anything resembling ambition are either wizards or eccentrics like Guyal of Sfere, all of whom ultimately aspire to escape the world on which they were born and on which the laws of physics themselves conspire against accomplishment. The beginning and end of a story are two distinct points, like two cities on a plain, and it takes energy to keep them separate. So Dying Earth stories inevitably tend to gravitate towards the picaresque, the kind of episodic narrative where nothing ever changes and the status quo is never seriously disturbed. A lot of people have written picaresques over the years and you’ll find many of them listed in Zak’s essay on the subject here, which I assume you have all read a bunch of times on account of how it’s foundational to the genre of games blogging. But what Vance does that, e.g., Jack Kerouac or the writers of superhero comics don’t do is make the story not just a picaresque but a commentary on the nature of picaresques, and write characters that are struggling against the limitations of the picaresque form. Pynchon is his buddy here. Entropy in Pynchon is an active force of destruction, waging tireless war against his characters’ motivations and memories, eroding their sense of self and making it impossible for them to remember what they’re supposed to be doing. Vance shows us a world in which this kind of entropy has almost totally won. The future does not exist, all human potential has been dramatically curtailed and the only remaining options are to flee to the stars or become a wandering hate machine like Cugel, with no real emotional register and no ability to care about anything beyond immediate survival.


This is not as obvious a choice as it might seem. Cugel is the archetypal murderhobo, and not having to worry about the future is the whole point of the murderhobo. We don’t necessarily want to see ourselves as the heroes of some grand narrative. We’re just as likely to see ourselves as people who have a few adventures and then get eaten by a grue. It’s funnier and there’s less pressure. Vance maintains the same kind of ironic distance from Cugel, never quite endorsing him but never quite condemning him, as we often do with the characters in our own games. On the one hand, he says, it would be depressing to actually be this guy. On the other hand, at least you wouldn’t have to go to work in the morning. And even the idea of the sun going out holds its own macabre charm. The Pynchon story ends with his heroes shattering the barrier between them and the rest of the world in order to embrace thermodynamic equilibrium, “a tonic of darkness and the final absence of all motion”. The perverse appeal entropy holds for them, half alienating and half welcoming, is the same kind of appeal the Dying Earth holds for us.

Here is the second essay, if you like it best, send an email to zakzsmith AT hawtmayle with the subject line LUA and nothing else. It's not about D&D-influencing author Jack Vance:


D&D is anti-medieval

You can be forgiven for thinking that OD&D is a medieval European fantasy game. After all, Gary Gygax himself says so. He describes the original D&D books as "Rules for Fantastic Medieval War Games" (on the cover) and "rules [for] designing your own fantastic-medieval campaign" (in the introduction). However, in the game itself, there's precious little to suggest feudalism, Europe, chivalry, a post-imperial dark age, or even the existence of a monarchy at all. Apart from the technology suggested by the weapon list, it could just as well be a simulation of the professional meritocracy of Byzantium, or the city-state sovereignty of Barsoomian Mars. (There's more explicit textual support in OD&D for Mars than there is for fantasy medieval Europe.) But neither of these strike the mark. OD&D's cultural details suggest a society original to Gygax - nonsensical as a medieval fantasy, but coherent and striking as an American fantasy of empowerment and upward mobility. It's an armor-clad repudiation of medieval feudalism, like Twain's Connecticut Yankee.

It's not feudal

The way you advance in a feudal society is to win glory in battle for your overlord. Then he grants you land, which is the main form of wealth. Unless you're a peasant. Then you can never advance at all.

That's not at all what happens in D&D. There is no overlord to grant you land. Land, instead of being a form of wealth, is completely free! ("At any time a player/character wishes he may select a portion of land (or a city lot) upon which to build his castle, tower, or whatever. The following illustrations are noted with the appropriate cost in Gold Pieces.") The cost of building a structure is merely the a la carte cost of all its architectural elements. It costs nothing at all to acquire the land to build on, even inside a city. 

Wealth in D&D is primarily in the form of coinage and jewels, not land and cattle, making the D&D economy more modern than medieval. Some have suggested that D&D takes place in a time of exploration and renaissance when coinage, and the middle class, is eclipsing the power of the nobility. I'll go further. There is no sign that there is any nobility to eclipse, even a waning one. 

If you build a castle in the "wilderness", you have to clear the area of monsters for 20 miles around. You then gain control of a handful of villages within this area. You don't have to compete against any other ruler or pay taxes to any overlord for these villages! This omission seems significant, since Gygax will always gleefully mention any relevant obstacle if it exists.

The people who live in villages are called either "villagers" or "inhabitants", not "peasants," "commoners" or "serfs." They pay you taxes. If you piss off the villagers, the DM is encouraged to annoy you with "angry villagers", "city watch", "militia", or "a Conan type." Notable in its absence is any local form of knighthood, gentry, nobility, or ruling class to oppose you.

There are no knights

The word knight doesn't even appear in OD&D. But there is one group of people who act distinctly knight-like. The wilderness contains castles, ruled by fighters, magic-users, or clerics. The fighters will challenge players to a joust (using Chainmail rules), taking the loser's armor and offering hospitality to the winner. This has a sort of Arthurian chivalry to it, but Pendragon it is not. Gygax carefully avoids calling these folks "knights." They're fighting-men, with retainers (monstrous and human) and armies, looking very like the ones players can acquire. Furthermore, castle-owning fighting men are just as rare as castle-owning magic-users and clerics. The Outdoor Survival game board, which forms the default OD&D map, has a land area of 25,000 miles, half the size of England. There are about six castle-owning fighting-men in that area. In other words, castles of the wilderness aren't dominated by an analogue of a knightly order, leavened by a few fantastic spellcasters. It looks, rather, as if they were built by a small handful of adventurers, appearing in roughly the class proportions of a typical adventuring party. (Fighters are, if anything, under-represented.)

There are no vassals

Let's talk about how you gain followers. Gary says, "It is likely that players will be desirous of acquiring a regular entourage of various character types, monsters, and an army of some form." In a truly medieval game, there's a model for that: people swear themselves to your service in exchange for your protection. You raise an army by requiring service from peasants who live on your land. In other words, you gain vassals. D&D ignores this model, replacing it with one in which you pay retainers and specialists by the month. Loyalty is bought with a mixture of cash and charisma. You can hire armies, too, from Light Foot to Heavy Horsemen. (No knights.)

There are no kings 

There's no evidence of a monarchy. You never have to declare fealty to anyone. While you can create a barony, there is no way to level up and become a duke or King. There are no rules for controlling territory more than a day's ride from your castle. In the hostile emptiness of OD&D's wilderness, power doesn't travel well. 

The only mention of kings in the little brown books is in the descriptions of humanoid monsters, e.g. in a goblin lair "the 'goblin king'" will be found. (Gygax quotes the term "goblin king".) It seems unlikely that the term implies a crown, a system of divine right, inheritance laws, etc. Since a goblin king leads a single lair of 40-400 goblins, he's probably just the local boss, just like the less evocatively named "leader/protector type" who rules every 30-300 orcs. 

There is no lost empire

There certainly seems to be a power vacuum in the world of OD&D, ready for the player/characters to exploit. What used to fill that vacuum?

There's no evidence for (or against) the idea that OD&D takes place in a dark age after a fallen Roman Empire analogue or during the death throes of a feudal kingdom. Sure, someone built those "huge ruined piles" under which lie the dungeons. But based on the treasures to be found there, the dungeon builders were part of a coinage economy just like the current one. There hasn't even been significant inflation or deflation since the dungeons were built. The richest dungeon treasure hoard, on level 13 and deeper, averages out to about 10,000 GP in coin. That's as much as a baron can earn from a year's worth of taxes: not an insignificant sum to sock away in a dungeon, but not kingly or imperial either. This doesn't suggest that dungeons are relics of a far richer past. It seems rather that things used to be like they are right now. 

There are few European details

The monster descriptions of "men", "elves", and "dwarves" don't suggest that the game is set in a European culture. The types of "men" are Bandits, Berserkers, Brigands, Dervishes, Nomads, Buccaneers, Pirates, Cave Men, and (perhaps) Mermen. Berserkers are a little Nordic in flavor, but are balanced out by Dervishes and Nomads from the "desert or steppes". 

The government suggested by the player's "barony" is almost completely a-cultural. A player builds a stronghold, and then they can extort money from the surrounding people. This is the structure of every non-nomadic human society. The only European element is the technology level of your stronghold: it has merlons, barbicans, etc.

The D&D weapon list has a medieval feel to it, but partly that's just because that's what we're expecting to find. In fact, it's a sort of survey of (mostly) pre-gunpowder weapons. Most of the weapons and armor appear in ancient Europe and in Asia as well as in medieval Europe. Partial exceptions:  Composite bows are mostly non-European, while longbows are associated with Europe. The halberd is basically a Renaissance weapon, and the two-handed sword appears in medieval Europe, India, and Japan, but not the ancient world. No one knows what "plate mail" is supposed to be. 

If not medieval, what?

All over, the D&D rules seem to be explicitly eschewing a medieval, feudal model in favor of a cash-based economy, a nonexistent or powerless government, and a social-classless society in a sparsely inhabited, unforgiving world. 

If the OD&D rules suggest any government at all, it is a meritocracy, or more precisely, a levelocracy. Creatures with more XP and hit dice rule lower-level ones, from settled barons and goblin kings to wandering bandits and nomads. This is not only non-medieval, it is anti-feudalistic and anti-aristocratic. Level requirements for baronies are at odds with the hereditary gloss added to D&D in nearly every subsequent setting. 

OD&D also exhibits an obsession with money-gathering for its own sake that is suggestive of mercantilism or capitalism. 

D&D is not "fantastic-medieval." It's not even "fantastic renaissance" or "fantastic-post-apocalyptic." It's "fantastic American history." 

How did Gygax set out to write a fantastic-medieval game and end up writing an American one?

OD&D is meant to be setting-free. The game's referee is to create his or her own campaign, ranging in milieu from the "prehistoric to the imagined future" (with emphasis on the medieval, especially for beginners). In the later 1e Dungeon Masters Guide, Gygax further explains, "There are dozens of possible government forms, each of which will have varying social classes, ranks, or castes. Which sort you choose for your milieu is strictly your own prerogative. While this game is loosely based on Feudal European technology, history and myth, it also contains elements from the Ancient Period, parts of more modern myth, and the mythos of many authors as well. Within its boundaries all sorts of societies and cultures can exist, and there is nothing to dictate that their needs be Feudal European."

But it is very difficult to write a document with no cultural assumptions at all. Gygax consciously excluded the trappings of a medieval society, and filled that vacuum with "real life" American details. Gygax wrote D&D in a country where, 100 years before, frontier land was considered free for the taking. (19th century propaganda depicted the land's original Native American inhabitants as inimical savages, like orcs). At the same period, the success of America's industrialist "robber barons" taught the country that birth and family weren't the keys to American power; the American keys were self-reliance, ability, and the ruthless accumulation of money. 

While it's possible that D&D's modern details slipped into the game unobserved,
Gygax may have been quite aware of his game's implicit setting. After all, his original pre-publication Greyhawk campaign drew heavily from his own American experience. It took place on a United States map with Greyhawk at Chicago, and Dyvers at Milwaukee. His buddy Don Kaye's Greyhawk character, Murlynd, was a gunslinger from Boot Hill. I think it's quite likely that Gygax intentionally gave his game a New World spin. 

Intentional or not, OD&D represents a milestone in American fantasy - and maybe the last un-muddled example of the genre it inspired. Most of D&D's thousands of imitators, in game and fiction, preserve the game's democratic bones (cash economy, guns for hire, rags to riches stories) while overlaying a medieval-European skin. The combination is not fortunate. Gygaxian levelocracy, where a villager can rise to become a baron or a "Conan type", is fundamentally incompatible with the European fantasy typified by Lord of the Rings, in which no fellowship can alter the fact that Sam is by birth a servant, Frodo a gentleman, Strider a king, and Gandalf a wizard. 

OD&D's American strain of fantasy didn't even last within TSR. In 1980, Gygax himself reworked the World of Greyhawk into what looks, from its cover, like a supplement about Arthurian Knights:




But it's worth taking a step back from the medieval-fantasy cliches that overran later D&D publications, and playing the original, more coherent setting: A swords-and-sorcery world, empty of government, where anyone can pick up a sword, become a hero, and live the American dream.
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25 Oct 04:20

How much does it matter?

by Jessica Hagy

card5014

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25 Oct 04:20

Set your table in time-honoured positions.The classic “use...



Set your table in time-honoured positions.

The classic “use cutlery from the outside-in” still holds, but I realised there’s a little more to it than that. And I learned what a charger is.

Amalgamation of tips from the cookbook I use most, the Joy of Cooking.

23 Oct 15:53

Bake The Squares And Scatter The Candy

by Zak Sabbath
So I was a judge on the awards jury at the Indiecade festival this year, which was neat. Although I've had stuff there in the past, and they do technically recognize all kinds of games, it's mostly a video game thing, so there weren't any tabletop RPG things nominated for an award this year.

There were, however, some games nominated that were RPG-relevant: I wanna talk about Jenn Sandercock's Order of the Oven Mitt.

The main gimmick is it's an edible boardgame. So far so good--I have always wanted to make an edible dungeon where you get to eat any giant gummi worms you kill--but it stacks more layers on from there.

At the bottom, there's a chess variant--4 players play knights, starting in the corners of a 5x5 board with occupying "NPC" pieces in each square. They're on teams of 2 players each. Each time you take a square, you get to slide the entire horizontal row or vertical column all the way right, left, up, or down to fill the space you created. This includes sliding anybody else's knight who happens to be hanging out on the same register. This in itself is already pretty cool as chess variants go--you're changing the board each turn.

On top of that--the host (probably the same parent who baked the board and pieces for the 10-year old chess club kids this game is optimized for) has scattered a series of special squares, each containing a different kind of candy.

On top of that, each time you take a piece with candy you of course get to eat it however each kind of candy has a specific ritual attached to it. So, like, with the gummi bear you have to eat the head first and with another one you have to jump three times, and one you have to like apologize to the candy or something and another you have to reveal something embarrassing, etc. Your teammate gets to eat a clone candy of the same type and also performs the ritual.
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So that's the game. One thing I love about it is that it immediately gets your mind going toward variants. Can we do it with square-cut pizza? Can the rituals feed back into the board set-up? Can...

Now one thing that puzzled us a little at first was the win conditions: the rules say that it ends when all the candy is gone and nobody wins and you should cooperate. But then why are there teams? And what's my motive for thinking about how to shift the board if i can't win? Why not shift it arbitrarily?

But then, oh, duh, right--the reward is the candy.  Specifically two things about it: there's only one square per kind of candy and if you score one then your teammate gets to eat that same candy. (This may have taken us a minute to figure out because the build we were shipped to judge had--through no fault of Jenn's--really stale gingerbread squares, so eating the candy was kind of excruciating but the candy at the actual fest was way better.)

So the idea is: Kandy Korn kid's team tries to manipulate the board so she gets Kandy Korn, marshmallow kid's team tries to manipulate it so he gets a marshmallow, then they both struggle over the right to eat the Junior Mint etc. So there's no winning but there are rewards and goals, and the rewards and goals are scattered across the board by a game master at the beginning and sometimes these are shared and sometimes not, and some of them (licorice) don't even register as goals to anyone but are still there and the rituals of seeing other players get the candy they want are funny even if you're not eating it and the attempts of different people to get what they want changes the world beneath each player.

Which is kind of exactly how sandbox D&D should work.
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And now, a word from our sponsor:
19 Days Left

23 Oct 15:31

Flood Death Valley

by xkcd

Flood Death Valley

Since Death Valley is below sea level could we dig a hole to the ocean and fill it up with water?

—Nick Traeden

Yes! We can do anything we want. We shouldn't do this, though, because it would be gross.

Death Valley is an endorheic basin[1]"Big hole" in California. The floor of the valley is about 80 meters below sea level. It contains the lowest point on land in North America[2]Excluding artificial points like mines. and is the hottest place on Earth.[3]If you're about to say "Wait, what about Liby—," then don't worry, I'm with you. Just hang on and read a few more words ahead!

Now, if you're the sort of person who's into world records, you might have heard that the hottest place on Earth was Al Azizia, Libya. Al Azizia recorded a temperature of 58.0°C (136.4°F) in 1922, a mark Death Valley has never come close to. So what gives?

It turns out Al Azizia has recently been stripped of its record. In 2010, an exhaustive—and definitely a little obsessive—investigation led by Christopher C. Burt convinced the World Meteorological Organization that the Libyan measurement was probably a mistake. This left Death Valley with the record of 56.7°C (134°F), set in 1913. Case closed!

Except it's not quite settled. Burt has raised questions about the 1913 record as well, and has gone so far as to catalog a number of historical extremes along with a credibility score for each. The "real" record is probably 53.9°C (129°F). This temperature has been recorded four times, in 1960, 1998, 2005, and 2007—every time in Death Valley.

These records were recorded with modern instruments and are considered reliable. They also make sense from a theoretical point of view. Geographers have calculated[4]This Army Corps of Engineers publication cites a couple of sources for this, including a 1963 paper by G. Hoffman. Unfortunately, that paper is in German, which I can't read, so I've just decided to trust that the Army Corps of Engineers writers Dr. Paul F. Krause and Kathleen L. Flood aren't pulling a fast one on me. that the highest possible temperature in ideal spots (in desert basins like Death Valley) during the 20th century is 55°-56°C, so 54°C sounds like a reasonable world record.

Now, back to Nick's question.[5]This is nowhere NEAR the record for "most boring digression into world record trivia." That record was recently challenged by IBM computer capable of producing millions of boring pieces of trivia per second, but the machine narrowly lost to reigning human champion Ken Jennings.

Since Death Valley is below sea level, we could, as Nick suggests, flood it with seawater. It would take a lot of digging, since there's a lot of Earth in the way. The lowest route to Death Valley is probably by traveling up the Colorado River watershed, along the Arizona border past Quartzsite,[6]Trivia: If you want to reach Quartzsite, Arizona from my school, Christopher Newport University, you just step out onto Warwick Blvd (Rt. 60) and turn left. That's it—Route 60 runs across the country, from the CNU campus in Virginia to I-10 just outside Quartzsite. then northwest[7]Possibly following one of the routes shown on page G34 in this report. past Zzyzx, which is a real place.

If you did all that digging, you could create a channel from the Gulf of California to Death Valley, and water would flow in. We can use this handy stream-flow calculator to figure out how wide we'd need to make the channel. A channel 20 meters deep and 100 meters wide should be able to fill it in a few months. A really wide channel—like the kind carved by glacial floods—could fill it in hours.

We know it's possible to create this kind of inland sea because we've done it before—by accident. In 1905, irrigation engineers working on the Colorado River made some mistakes. During a flood, the entire Colorado river broke through into the Alamo Canal and flowed directly into the Salton basin to the north. By the time they repaired the canal, two years later, the Salton basin had become the Salton Sea—one of the larger human-caused changes to the world map.

The Salton Sea is fed mainly by agricultural runoff, so it's become saline[8]"Salty" and hypereutrophic.[9]"Gross" Large numbers of dead fish, combined with algal decay and unusual chemistry, have created a smell that the US Geological Survey describes as "objectionable," "noxious," "unique," and "pervasive." The sea is a birdwatching hot spot, but also the site of a lot of mass bird die-offs, so kind of a mixed bag if you're into birds. In recent years, the water has been evaporating quickly, leaving behind dried toxic residue which is swept up into dust storms. Work to clean up and rehabilitate the region is ongoing.

All in all, the Salton Sea is a mess—and Nick wants to make another one.

Nick's Death Valley project would start off connected to the ocean, but without a source of flowing water at the Death Valley end,[10](It's a desert.) the channel would gradually silt up. The link to the ocean would eventually be broken, the sea would start to evaporate, the water would become saline, algae would bloom, and eventually the US Geological Survey would start complaining about the smell.

There would be one more consequence to all this. Thanks to the flood of cold ocean water burying the whole region, Death Valley would stop setting temperature records, and someone else would eventually claim to have broken their 129°F record. The Death Valley records would have to be compared to the newer candidates, which would probably use slightly different methods ... and that means one thing:

A World Meteorological Organization expert panel!

22 Oct 18:31

Saturday Morning Breakfast Cereal - Terrible News

by tech@thehiveworks.com


Hovertext:


New comic!
Today's News:

We are nearly sold out of tickets for BAHFest West!

21 Oct 13:06

rollick: Dictionary.com Word of the Day

rollick: to move or act in a carefree, frolicsome manner; behave in a free, hearty, or jovial way.
21 Oct 13:05

nudnik: Dictionary.com Word of the Day

nudnik: a persistently dull, boring pest.
21 Oct 13:02

Saturday Morning Breakfast Cereal - An Important Distinction

by tech@thehiveworks.com


Hovertext:
Wow! I get so much more respect now that you're dead!

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21 Oct 12:57

Why it’s fun to like stuff before it gets cool.

by Jessica Hagy

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The post Why it’s fun to like stuff before it gets cool. appeared first on Indexed.

17 Oct 18:44

Holidays & Days of Note for October 13, 2016*  ...



Holidays & Days of Note for October 13, 2016

*   International Skeptics Day

*   National Yorkshire Pudding Day (I assume England) There is also one in February!

*   Fontinaia (Old Rome) Fontinaia was the Roman festival for the veneration of holy wells, springs & fountains.

*   Columbus Tells a Lie Day. It was discovered that Columbus’ ships really landed on the 13th of October 1492, he was persuaded by Dutch sailor Piet de Stuini (or DeStynie) to change it to the 12th in the logs because he said that the number 13 might frighten sailors and future investors. The change was detected by an Italian study group called the Colombiani.

17 Oct 18:42

Mare is very practical.

17 Oct 18:41

Or political hero.

by Jessica Hagy

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17 Oct 18:37

Spider Paleontology

Whenever you see a video of birds doing something weird, remember: Birds are a small subset of dinosaurs, so the weirdness of birds is a small subset of the weirdness of dinosaurs.
17 Oct 18:36

Boom Times End Times – DORK TOWER 13.10.16

by John Kovalic

dorktower13532

16 Oct 16:55

ignominy: Dictionary.com Word of the Day

ignominy: disgrace; dishonor; public contempt.
16 Oct 16:55

opuscule: Dictionary.com Word of the Day

opuscule: a small or minor work.
16 Oct 16:55

stemwinder: Dictionary.com Word of the Day

stemwinder: a rousing speech, especially a stirring political address.
12 Oct 16:57

More like, “I’m sorry I got caught.”

by Jessica Hagy

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08 Oct 15:42

stiver: Dictionary.com Word of the Day

stiver: the smallest possible amount.
05 Oct 16:28

Will It Work

'Copy and paste from a random thread on a website' is the hardest to predict, and depends on the specific website, programming language, tone of the description, and current phase of the moon.
05 Oct 05:08

potboiler: Dictionary.com Word of the Day

potboiler: a mediocre work of literature or art produced merely for financial gain.
04 Oct 14:10

druthers: Dictionary.com Word of the Day

druthers: one's own way, choice, or preference
01 Oct 11:56

The S-curve.A remarkably common pattern for the evolution of...



The S-curve.

A remarkably common pattern for the evolution of many things. You see it all the time in the evolution of technical things, but also many systems in general.

When you start to reach the top of the limits of what one system can do you’ll start to see a focus on efficiency, cost reduction and small improvements and optimisation. This is great because it forces a new creative solution to arise in order to make any real progress. An image search gives a few examples.

Also, see some related sketchplanations: The long nose of innovation, designing for adoption, understanding the chasm.

30 Sep 21:55

Saturday Morning Breakfast Cereal - Getting High

by tech@thehiveworks.com


Hovertext:
To generalize, I am high on eukaryotes.

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Today's News:

Just a reminder that BAH West tickets are going fast! As of last night we'd already sold 1/4th of tickets, so we're now expecting to sell out a bit early. Buy soon to lock in a spot! It's going to be a great night!

PS: Guess who are keynote is?!