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27 Mar 20:18

Is it Frida yet?

27 Mar 20:17

The Journalist

The Journalist:

The Journalist is a simple note-taking and journaling app for iOS and OS X. It supports Markdown, lets you add images to notes, and displays past notes via a calendar interface.

App Store / Mac App Store

27 Mar 20:17

The Metropolitan Museum of Art - The "Lovely Sound" as Symbol of Nineteenth-Century Multiculturalism

by hodad
77302ab1d83ab19dcc5841ff37e3cf2e
hodad

great essay, @LotusMonster

Sūr Pyār (Compound Sitār,Tāmbūra, Esrāj). India, Lucknow, Uttar Pradesh, late 19th century. Gourd, wood, polychrome, steel and gut strings, ivory, metal. The Metropolitan Museum of Art, New York, The Crosby Brown Collection of Musical Instruments, 1889 (89.4.1313)

«The sūr pyār is a novelty instrument comprising three different musical instruments—tāmbūra, esrāj, and sitār—joined together at the base and peg box. Each separate component provides a distinct function in North Indian classical music: the tāmbūra is present in nearly every concert or recording, providing a constant drone in the background that serves as a tonal reference for the melodic instruments; the esrāj is very similar to other bowed instruments from North India, like the sarangī, in its ability to mimic the human voice, and is often used as accompaniment to a vocalist or as a solo instrument; and the sitār—perhaps the most iconic musical instrument of India thanks to Pandit Ravi Shankar—is a solo melodic instrument that is fretted and plucked with a plectrum, or mizrāb, attached to the musician's fingertip.»

Coined the "sūr pyār" ("lovely sound") by its inventors, Ashraf Ali and Nawab Ali, this object demonstrates the innovation of North Indian instrument making in the nineteenth century. The instrument could not have been very popular at its inception, since there are very few references to it in North Indian music history and only two known instruments like these remain in musical instrument collections throughout the world. However, it shows that instrument makers were experimenting and trying to reach new markets in nineteenth-century Lucknow.

Labels found on the instrument's three sides are written in English, Urdu, and Hindi, respectively; however, they do not provide identical information. After translating the different passages, I discovered the address of Ashraf Ali's shop to be in the Aminabad market in Bhusa Mandi. After the First War of Independence, or "Sepoy Mutiny of 1857" as the British call it, artists and artisans left the Chowk area of the city center and relocated their shops to Aminabad. Prior to 1857, according to historians of Lucknow, instrument shops would have been located in Chowk—not Aminabad. This helps to confirm that the instrument was made after 1857.

The presence of the three languages on a single instrument points to the multicultural cosmopolitanism of Lucknow at the time. In the second half of the nineteenth century, instrument makers realized that readers of Hindi, Urdu, and English would all be interested in these types of instruments, and, by extension, the Hindustani classical-music traditions associated with them.

The tāmbūra and sitār are both a bit smaller than they would normally be on instruments of this time period, while the esrāj has more or less the appropriate dimensions. This leaves open for debate how each of these instruments might have sounded, or whether or not they would have functioned well in popular music genres of the time. It is likely that the sūr pyār did not become popular primarily for acoustic considerations. Those limitations aside, however, it is a beautiful instrument with a rich provenance pointing to a specific family of North Indian luthiers, which is quite rare for nineteenth-century instruments that were acquired outside of Europe and North America.

Please join us on April 2 for our next gallery concert, which will feature a concert of North Indian music performed by Abhik Mukherjee, sitār, and Ranendra Das, tablā. To whet your appetites prior to Wednesday's concert, enjoy an example of North Indian sitār playing from a 2013 performance at the Museum that featured K.V. Mahabala playing a drut tintāl composition in Raag Hamir, accompanied by Samir Chatterjee on tablā and Benjamin Stewart on tāmbūra.

Original Source

27 Mar 20:13

Viz Continues Chronicling The Career Of Hayao Miyazaki In April With 'Turning Point: 1997-2008′

by Caleb Goellner
Starting Point Turning Point VizViz Media

This April Viz Media will follow up 2009′s Starting Point: 1979-1996, its initial batch of essays, interviews, memoirs and illustrations chronicling the career of manga creator and animation film director Hayao Miyazaki, with Turning Point: 1997-2008. While the first book followed Miyazaki’s early life and career well into the founding of Studio Ghibli, many North American fans will be most familiar with the time period this new 400 page hardcover given that it covers the creation of award-winning films like Spirited Away, The Cat Returns, Howl’s Moving Castle, Tales From Earthsea and Ponyo.

“These two memoirs focused on Hayao Miyazaki are extremely insightful and give tribute to the power of animation as an art form,” said Masumi Washington, Senior Editorial Director in an official press release. “Both Starting Point and Turning Point offer collections of essays, interviews, and memoirs that go back to the roots of Miyazaki’s childhood, the founding of Studio Ghibli and continues with essays and discussions focusing on some of his most popular films, including Princess Mononoke, and Spirited Away. A captivating must-read for any anime aficionado or fan of the entrepreneurial spirit, these new books are wonderful tributes to a true visionary’s unending dedication and skill as a master storyteller.”

Like Japanese books and manga, Starting Point and Turning Point are bound to be read from right to left.

Even though the 73-year-old Miyazaki retired from directing last year, he’s still busy working on a new samurai manga and other projects — including working on the Studio Ghibli Museum. Many speculate that his retirement from animation will only be temporary, but even if he does focus his attention elsewhere, there’s sure to be plenty to read in a third volume of this series covering 2008 and onward.

Turning Point: 1997-2008 is available on April 8.

StartingPoint_c1Viz Media TurningPoint_c1Viz Media

Hayao Miyazaki’s Pippi Longstocking Film Probably Would Have Been Amazing

27 Mar 20:07

BioWare’s Heir On Sexism, Racism, Homophobia In Games

by Nathan Grayson

By Nathan Grayson on March 27th, 2014 at 7:00 pm.

GDC was jam-packed with brilliant talks, and I missed far too many of them because infinity appointments beckoned. One of the absolute best I *did* see, however, was Mass Effect 4 designer Manveer Heir making an impassioned plea to developers for more diversity in games. He gave a talk equal parts well-reasoned and resolute, arguing not that all games should change their icky ways, but that our industry’s predominate pattern needs to shift away from generic leads and hurtful stereotypes. ”I sincerely hope that you are ready for that challenge, because I sure as hell am!” he bellowed before being mobbed by fellow designers. I caught up with Heir afterward to discuss some of his talk’s finer points and how BioWare’s become more sensitive to these issues as time has progressed.

RPS: One of my favorite arguments you ended up dissecting in your talk was the classic scapegoat of, “Oh, my fantasy game takes place in a setting kind of loosely based on Medieval Europe, therefore it must be sexist to be ‘realistic.’” But clearly, that doesn’t always have to be the case since, you know, fantasy.

Heir: I think that we fall into this default that medieval Europe Middle Ages is the baseline of how we start from fantasy, and so therefore we implement things like sexism against women where women are usually like prostitutes and subservient to men and often won’t have fully fleshed out characters and they’re very much oppressed.

I want to question why we always do that. Not why one individual game ever does that, but why most of the time there’s a large pattern that keeps on emerging there. I think a lot of it is the cultural biases that we have. The implicit things that we’re thinking about, we’re not actively thinking about, it’s just that’s our default.

I think if we become more aware of that we can then make someone making a fantasy game go, “Whoa, do I need it to be that way? Why is that?” Because it is fantasy; it’s not required. That is just how fantasy emerged and we just all started copying it with things we were all inspired from, but we could do better, we could rethink that and we could see how that’s problematic and maybe avoid some of the problems. I believe that.

RPS: But then a lot of people hear that and – even with your very deliberate disclaimer – think you’re suggesting that all games should never reference the less savory elements of that time period or infuse fantasy settings with them. And then everyone starts crying wolf over censorship. What can you really do at that point when people just seem to want to react that way?

Heir: Yes, I understand that push back, but I don’t view it that way personally. I think any individual game should have the right to be whatever it wants to be. If it wants to be a game about oppressing women and that culture and it wants to comment on that, that’s fine. It’s more, to me, that every game shouldn’t be that way. We need more representation across the board so you have to take a larger look at everything and see what is the pattern that emerges versus one individual game, but if we do that, we can hopefully improve.

But you know what? If a game… Yes, once you just go hard on the historical Middle Ages and then really try to build realism, that’s fine, but also make sure you understand all the levels of the realism, like who we are. Who are the real women and people of colour that actually existed in the Middle Ages? They didn’t not exist, but they’re not represented even in film and books and things like that often.

RPS: I remember [Ubisoft Quebec narrative director] Jill Murray’s GDC Next talk about that. Making games about women who went against the grain throughout history, especially given that women have been living and existing and doing stuff of their own accord since, you know, the beginning of time. There’s more to history than just the few stories we hear over and over and over again in pop culture.

Heir: I touched on that in my talk where I was like, women in history, there are very powerful women who broke out of the mold. There are a lot of women who did not conform to the standards that you can find if you read historical books. Frankly, there are women that you will never know about because the books are mostly written by men and you don’t get to find some of that. Someone even told me about a Tumblr that was people of color in the Middle Ages that was like, “Yeah, these people actually existed.”

RPS: Right now sexism gets the most vocal focus in the gaming industry, but that’s far from the only issue. Racism and homophobia are still without a doubt major problems that we need to tackle as well. What, in your opinion, is the next step there?

Heir: I think the advocacy track at GDC is a great start here. I think there’s a conversation that’s happening and that conversations are good, it’s important, it’s difficult, it’s uncomfortable and those are all good things. But it’s a start. I think we have all these problems. We have women who feel marginalized at conferences like this.

There was an incident, apparently, at a party where a woman got groped and that’s highly inappropriate at a conference of professionals. I would love to be coming to a GDC where I don’t hear that story. And that’s cultural. We have to combat and rethink our culture as people and our influence on that culture as being makers of the things our culture consumes.

RPS: You argued that if we want to see a system change, well, this is an industry made up of people who design systems for a living. So make a new one, test it, change the rules, etc. How do you apply that mentality at BioWare?

Heir: I think it’s the same things you could do at any company. It’s not specific to Bioware. If you’re working in an organization, first you notice a problem and you assert a discussion on it, an open and honest discussion, with people and see what others think. Maybe you would try to persuade them that you really think that they don’t understand what their problem is. Then you come up with some solutions of like, “Hey, I think you’re actually not realizing that you’re depicting this gay person in a very stereotypical and negative way. Maybe here are some ways that we cannot do that while keeping the core of who this character is.”

You can offer solutions. And frankly you’ve got to keep banging your head at it and try and get more people around you to help. For me, I’m very fortunately surrounded by super smart, very passionate people who think like this and we have these discussions frequently. So at that point it’s just about persuading other people around us. That’s not specific to one company, though. I think – and I hope – I can encourage it through the entire industry.

RPS: BioWare isn’t perfect by any means, though. You’ve evolved a lot over the years – Mass Effect 3 was lightyears ahead of Mass Effect 1′s paltry options for homosexual characters, for instance – but you’re still working in triple-A. So you’ve got your share of male gaze-y female characters and whatnot. Where do you draw the line there? Where do you say, “We can include this in our game. This character being hyper-sexualized (or what have you) makes sense” versus “Hmm, maybe we’re contributing to a problematic pattern here”?

Heir: You’ve got to speak up as a developer any time you see something that you don’t like. I know I always do that. I’m the first person to go, “This is problematic for me and this is why,” and you’ve got to at least bring it up and give someone the chance to fix the problem. Ultimately, we all have bosses in the world so unless you’re a one person studio so you can try to influence it up, sometimes you may change people’s minds and sometimes you won’t. I think if you have the conversation in general, people’s minds will get changed eventually – even if not in some specific instances.

RPS: I feel like indie development has taken a large lead in depiction of characters and cultures outside the traditional videogame mold. Can triple-A – large, creaky, and unwieldy as it is – close the gap any time soon?

Heir: The Last Of Us has won every major award that I can think of this year, it’s widely considered to be the best game that came out last year on the triple-A release. GLAAD just gave them an award for one of their characters – I can’t remember that guy’s name, but he was gay and it was a positive gay representation because him being gay was not the primary focus.

So you don’t have to make games about being gay. You can just make characters who being gay is a part of who they are because that’s not the primary identity of them. So I think we can do things like that. I feel like that’s coming out of the notion of challenging, like well, why does this character have to be straight? Couldn’t he also be gay? It doesn’t have to be important to the story, but it could just be part of his personality and it’s, those people would exist in this world. I believe he’s an evil character so those people should be morally bankrupt, or I believe he’s good. Either way, those people can exist.

RPS: There is a vocal crowd in the gaming community that despises the idea of diversity in games, though. Or at least, they hate how much attention the conversation gets relative to how under-the-radar it used to be. But those people are also acclimated to very simple characters, and I have to wonder if they they think characters who are, for example, gay, transgender, or what have you will be entirely defined by that all the time.

Heir: I think we’re still growing as a medium and when it comes to writing. I think there’s been a major maturation in the last five years of our challenge in writing. Again, Naughty Dogs does amazing work. A lot of studios are starting to do really amazing work with narrative in games, at the triple-A level and at the indie level as well. You’re starting to see them paying more attention – whereas back, I think 10, 15 years ago, it was like, “OK, there’s a princess, go get her.”

We’re telling more cinematic stories now, and we’re taking some of the Hollywood stuff and that can be problematic at times, but I still think that it’s working and we’re doing a good job with that. I think that’s kind of moving away from the really simple characters that used to characterize gaming.

RPS: How has all of this gone for you, both personally and professionally? Have you witnessed change over time? To what degree have you experienced it yourself? I mean, I know I definitely didn’t come up understanding how hostile the gaming industry was to many people. I had to learn it.

Heir: Absolutely. I think dialogue, I look at my own personal views on the world ten years ago and how highly problematic they were. I was coming out of college then, and I would use a lot of very vulgar slurs, not thinking about the effect that that could have on underrepresented people. But I grew up – in part because conversations happened around me and I was listening to them and I found myself thinking, “Well yeah, I actually agree with that completely, but oh, I didn’t realize I was contributing to that problem. It’s not that I was trying to. I’m not against that.”

RPS: Your talk definitely showed that. But at the same time, it was part of something called the Advocacy track. I doubt people who don’t already agree with you are going to show up for that kind of thing. How much do you think these sorts of talks help, really? Or rather, do they bring anyone new into the fold?

Heir: I think it all happens from conversations, so I’m a better person today because of the people that I listened to back when I was coming up and continue to listen to now, whether it’s my friends, my family, or other people. Conversation in conferences and companies and stuff was a big part of that. I do think it can actually change and affect the culture.

RPS: Change has become something of an odd notion in modern society – especially on the Internet. No one ever forgets. If you carve out a persona as a problematic figure or make one big mistake, many people define you by it, rarely allowing room for the possibility of change, learning, or growth. I have to wonder if, witnessing that so frequently on a larger scale, it causes many people who’d otherwise be inclined to listen and grow to instead stick to their guns.

Heir: Yeah, it’s a problem that anything you say will be around forever. I’ve seen that in the world, like mistakes I made or pictures of me doing stupid things in college exist forever. That’s unfortunately the way the world works. You see it in the way politics works and things being dragged up from the past.

But I think rational people can understand that people are growing. We’re growing every day, we’re changing every day and I hope most of us are getting better every day. Me as a person, I can speak for myself, I would try to control the narrative of saying, “Look, if I did do something past, I’d acknowledge it, I would admit that I was wrong, I also use those things that I’ve done and here’s how I can use them. Change.”

I’ve heard and seen a lot of people like that in the industry who have said problematic things that either have changed or are trying to change or at least making an effort. Some will fail and some will succeed, but that’s okay, they’re willing to do the steps, willing to have the conversation around it as well.

RPS: Like Penny Arcade, which at least seems to be trying now, even if its efforts are somewhat misguided.

Heir: Unfortunately, I can’t talk about that. BioWare has involvement with Penny Arcade and PAX and stuff like that.

RPS: A lot of game studios are still predominately staffed by straight white men, which can sometimes lead to a fear of representing more diverse characters and ideas. Like, most devs aren’t bad or even ignorant people, but I think many of them go, “Oh, I can’t speak to that life experience. I might mess it up big time.” So they don’t even try.

Heir: That’s the harder problem because for one we need to diversify the workforce. I didn’t even talk about that. That’s a whole different problem with getting more women, more minorities. It’s almost a catch-22: we only represent certain characters, less people of color, less LGBQT, less women might play games or get into games or at least want to work in games and therefore the cycle continues, so we have to find ways to fix that diversity in the workforce problem and I don’t have solutions for that, to be frank.

The second is, men write women characters all the time, sometimes very, very poorly, but sometimes very well. That usually happens out of research and challenging your biases, running your stuff by people who, maybe, are from that representative and being like, “Am I making a mistake here? Am I thinking about this in a stereotypical way? Is there an assumption I’m making as a man? Am I looking at you with a male gaze?”

I think we can achieve that by – we’re talented people in this industry, we’re really highly talented people. If we can build crazy cover systems and we can build branching narratives or we can procedural worlds, you’re telling me we can’t fix that problem in writing? We just have to make an effort. We don’t often make an effort. It’s the path of least resistance, is how we do it. So I want to challenge the idea that that needs to be the path of least resistance, or even say that it definitely should not be.

RPS: Games also have potential to be a powerful tool for empathy, given that they can allow us to live someone else’s experience. Stepping into somebody else’s shoes can be healthy and educational, but it’s also like… should groups that have already been oppressed or marginalized have to take the responsibility of educating people who, by all means, have treated them terribly?

Heir: No, they shouldn’t have to and there’s also a thing where basically, a lot of those groups probably don’t want to play games where they’re also oppressed when that’s what they deal with in real life. I sit and I talk to all these groups that deserve the ability to participate in fantasy construction. Most of our games are fantastical in some way or another, and so it doesn’t have to be about that impression of it.

It could be empowering or it could just a trait. I haven’t actually played it, but I believe Rogue Legacy has a trait where you’re gay and I think it makes no difference at all. It changes nothing, but you can have it. I was like, that’s hilarious. It’s a funny commentary. It probably takes very little time to do and I think that’s a nice little nod. I’m not saying that’s the full extent that we should ever go to, but that’s one way to go.

RPS: Do you think things are headed in a good direction overall? I’ve asked a lot of people this question during GDC, and responses have been all over the place, from emphatic yeses to, “I barely feel comfortable walking the show floor.”

Heir: I think they’re improving. Slowly. I don’t think we’re anywhere close to good yet. I think we’re not terrible, but we’re probably bad. This is where I would want it. So we’re making small steps, but we could be making so much faster, and I think the conversations start with that. There’s obviously going to be push back, but I think if we keep doing it we’ll keep making those steps. And if we keep being cognisant then we can make larger and faster steps.

I think momentum happens at some point. Then all of a sudden people are like, “Well, yes, why can’t I have another really strong woman character hero? And why can’t she be gay? Why can’t I be a transgender character? Or why can’t I express myself in whatever way I want in a game? Why is my only option binary gender?”

RPS: Thank you for your time.

27 Mar 20:06

Photo

by djempirical
27 Mar 20:06

bludd61: From Legends of Red Sonja #5. Snail patch!



bludd61:

From Legends of Red Sonja #5.

Snail patch!

27 Mar 20:06

eBay Japan Passwords Revealed As Username+123456

by timothy
mask.of.sanity (1228908) writes "eBay Japan created passwords for accounts based on a combination of a username plus a static salt, allowing anyone with knowledge of it to access any account, a researcher reported. The salt, which should have been random, used was the combination '123456', which was reported as last year's worst password." Complete with visual aids.

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27 Mar 19:56

A Sad Remix of Pharrell Williams’ Song ‘Happy’ by Woodkid

by Justin Page
firehose

#soundstudies

French graphic designer and neofolk musician Yoann Lemoine (a.k.a. “Woodkid“) has created a sad remix of the hit song “Happy” by Pharrell Williams. The remix is available to stream and download online from Soundcloud.

Pharrell Happy Woodkid Sad Remix

image via Woodkid

via Anthony De Rosa

27 Mar 19:56

The Digest: The Yawhg is a Choose Your Own Adventure story with great production values

by John Teti
firehose

Yawhg beat

Sam Nelson returns for the final installment of The Digest this month, and we’re talking about The Yawhg. It originally came out last year, but it was released on Steam in February, so we’re looking at it now. The Yawhg is essentially a Choose Your Own Adventure book in video game form, and while that may sound drab, this game has lively writing, a sophisticated storybook art style, and countless tiny surprises.

Late Night Snack—the official Ben & Jerry’s ice cream of Jimmy Fallon—is the last entrant in our weeklong ice cream/frozen yogurt BATTLE OF THE LATE-NIGHT STARS. Will the potato chip chunks in Fallon’s flavor win out over the waffle cone bits that delighted us in Stephen Colbert’s AmeriCone Dream? There’s only one way to find out. I mean, I suppose I could just tell you in the text here. But ...

27 Mar 19:54

Rally to Restore Sanity and/or Fear

27 Mar 19:54

Newswire: John Cusack casts John Cusack in John Cusack’s CBS pilot

by Sam Barsanti

Sometimes you really have to go the extra mile to snag that one perfect high-profile guest star for your TV show pilot. Maybe you have to drive a limo through Los Angeles as the world literally blows up around you to prove you’re a good enough father. Maybe you have to spend a night in a spooky hotel room to prove how smart and brave you are. You could even sit outside their bedroom with a boom box to prove that, in their eyes—the light, the heat—in their eyes—you are complete. But that’s a bit cliché. Barring those options, you could just cast yourself. 

That’s exactly what John Cusack is doing for his yet-untitled CBS drama pilot, according to Deadline. The show will focus on Boardwalk Empire’s Charlie Cox, who will play a “smart, sophisticated hedge fund trader.” Cusack, who is an executive ...

27 Mar 19:53

MPAA Statistics Break the Stunning News That Most of the People Who Go the Movies Aren’t White Men

Every year at CinemaCon the MPAA releases statistics (report here) on the previous year's moviegoers: What percentage of them can be classified as "frequent moviegoers," how 3D movies do across various markets, whether the average ticket price has changed. Stuff like that. And, of particular relevance to us, demographic breakdowns. You might have to sit down for this, because it's shocking: Far more women and racial minorities see movies than there are women and racial minorities in movies. It's almost like there's not enough representation or something. I know. So weird.
27 Mar 19:53

Photo



27 Mar 19:43

Newswire: Brett Ratner’s company developing Winnie The Pooh origin story

by Sean O'Neal

Never one to shy away from sticking his hand in a honeypot, Brett Ratner’s RatPac production company has begun developing a film based on Winnie The Pooh, hoping to tell—in the idiom that so delights today’s children—the origin story of the beloved franchise character. RatPac has acquired the rights to Lindsay Mattick’s forthcoming picture book Finding Winnie, which recounts how Mattick’s great-grandfather, Canadian Lieutenant Harry Colebourn, bought an orphaned bear cub for $20 just before leaving for World War I, as was the style at the time.

Colebourn brought the bear—whom he named “Winnie,” after his Winnipeg hometown—to Europe, where she became an unofficial mascot of his Canadian regiment before ending up in the London Zoo. There she was spied by Christopher Milne, who then named his teddy bear after her, which in turn inspired his father, A.A. Milne, to write ...

27 Mar 19:40

manual for Gunple: Gunman’s Proof (Lenar - Super Famicom - 1997)







manual for Gunple: Gunman’s Proof (Lenar - Super Famicom - 1997)

27 Mar 19:40

FBI Investigates FEMA Flood Map Changes After NBC News Report - NBC News.com

by hodad

The investigation follows a report by NBC News documenting more than 500 instances in which FEMA has remapped waterfront properties from the highest-risk flood zone, saving the owners as much as 97 percent on the premiums they pay into the financially strained National Flood Insurance Program.

Original Source

27 Mar 19:14

smallapproximatethings: Policemen at work.

firehose

via Rosalind
eternal autoreshare hall-of-famer

















smallapproximatethings:

Policemen at work.

27 Mar 19:12

Shadowrun as a toolbox rather than setting...

by Gentleman Highwayman
firehose

no. don't do it. just, no. there are better systems

Old FASA's focus was to marry settings to systems. Yes, you can carve the system out of Shadowrun (but oh hell no not out of Earthdawn), or you could drop-in a setting-alike, but why? Just play something else. There are better modular systems out there to drop into original settings.

I've become interested in Shadowrun recently. I played it back before there was a World of Darkness. I've always liked the premise of high tech and magic, but never the actual setting and in game history. I know there is a whole school of thought on ditching the fantasy aspects of SR and running it as a straight cyberpunk game, but has anyone run SR 4 or 5 not situated in the 6th World? My idea is more akin to Final Fantasy games where the setting is what becomes of a generic fantasy setting when your tech level is in the near future rather than medieval times.

So, SR5 rules divorced from the official setting. Heck even if you've run SR in the official setting, but substantially changed the history/setting, what were your thoughts and results?

Iain.
27 Mar 19:02

Pathfinder RPG Mythic Pathfinder = how to break a game

by Necromancy
firehose

I liked--ok, I loved--the concept of decoupling powerful abilities from a raised level cap, even if it added even more complexity to D&D's spreadsheet-required lineage.

But the PF implementation hasn't been inspiring, and I'm starting to sour on the whole idea in favor of scaling FATE aspects/invokes.

(clickthrough is useless, OP is a troll, just sounding off on my own)

When I first read through the mythic rules I was impressed by the lack of oversight. I figured it would be a unpopular fad but it seems to have taken off and become the go-to splat book.


Until now, pathfinder has avoided the splat book nonsense by releasing a steady stream of spells, feats, and even classes that are pure garbage.


Now that the mythic rules are officially in play in Wrath of the Righteous and the splat is fully on, I am quietly waiting for the whole concept to crash our tabletop game to the ground.


If you don't know already, the gist of this adventure path is to run a group all the way to level 20/mythic 10. This seems a noble undertaking, but the fact is that players will always discover ways to break the game once you bring in too many splat books. While this was never my intent, I now foresee it being my future.


As to which class was not just upgraded by mythic but completely broken.... Surprisingly it's the fighter.


Now I know wizards do this and clerics do that, but none of them even come close to this. We are supposed to face a demon lord at the end of the path and by then I will be able to put out four figure damage numbers every round. I can run the theorycrafting numbers and its pretty bad. Orcus sometimes lives to see the second round
27 Mar 18:58

The Velvet Ropes of GDC

by Stacey Mason
firehose

'I had a really hard time articulating to myself and others what about GDC turned me off. It wasn’t the sexism, it wasn’t me feeling like I didn’t know enough people. It was actually the way the entire event is structured. In stark contrast to Critical Proximity a few days earlier, which was painstaking about its sense of inclusion, all of GDC was designed to cater to a few rockstars while telling everyone else to keep trying to become one of the elite. It was everywhere, from the lines of hopefuls with resumes in hand outside of the Playstation recruiting booth, to the volunteers at each event fiercely checking badges for the correct status. Critical Proximity’s twitter backchannel featured amazing (respectful!) debates, which had dominated my feed with thoughtful discourse, was now replaced with selfies taken with VIPs and tweets of exclusive parties and awards granted in closed-door events.

This VIP culture is toxic to our conferences, and feeds the worst insecurities of our industry. It creates an environment in which some voices are more important than others. It artificially imposes celebrity. And to an outsider, it comes off as the ridiculous. This dynamic will exist whether we foster it or not, so it seems ridiculous to actively cultivate it. The game design equivalent of this would be to give the person in first place in Mario Kart a speed boost that makes them 20% faster than other players. Sure it’s great for the person in first place, but what if you’re in 6th? What if you’ve never played before?

Being visible in the game industry is a privilege*. Being famous is even more of a privilege. And before you reach for the tired “I got my fame on my merits” argument, understand that I’m not attacking the famous superstars of the industry. Many of them are extremely talented and wonderful people. But I do strongly believe that they have an obligation to empower others who don’t have the same platforms they do. They have a responsibility to listen to and amplify the voices of new designers, new ideas, and new approaches. Giving up their VIP lounges would be an amazing start.

*As an industry, we seem to all be sitting around wringing our hands over privilege. Depending on your place on the political and social spectrums, you may either be actively trying to empower those with less privilege or be terrified that your own privilege is in jeopardy or somewhere in between. Privilege is nothing to feel guilty over, and the most productive conversations are focused on exposing privilege so that we can be aware of it and work around it.

*************

I stood in line waiting for the fantastic #1ReasonToBe panel to be seated. As I stood in line one of the volunteers—presumably an aspiring game developer—approached me and asked if I would like a coffee. It was in the afternoon, and I was beginning to feel the general tiredness that always accompanies a conference, so I happily accepted. The volunteer gave me a cup and gestured toward a table with fresh hot coffee. I poured and got back in line only to hear a guy behind me say “Oh, I’d love some coffee!”

“I’m sorry, sir. The coffee is for All-Access badges only.” Seriously?

I gave him mine and got another.'

Courtney shared this story from Cerebral Arcade:
This is what happens when people who don't normally go to GDC go to GDC. <3

This year, I went to the Game Developer’s Conference for the first time. Everyone told me how much I was going to love it. That it was so much fun, and I would meet amazing people whose friendships would last forever. That I would learn so much about making games. That I would get to […]
27 Mar 18:56

tipsybarracuda: bofurs-wife: thraaaaaaaaaaaaandyyyyyyyyyyyyy: ...

firehose

GPOY/IFAPOM

Courtney shared this story from Ponies Are a Princess' Weakness:
Replace it with kale and you have my feels about kale.







tipsybarracuda:

bofurs-wife:

thraaaaaaaaaaaaandyyyyyyyyyyyyy:

dorotear:

Happy birthday Lee Pace!

WHAT THE FUCK IS THIS I AM CRYING REAL TEARS

C H I C K E N Y E S S S S S

Ahhhhhhhhhhhh

I laughed +snorted

In all fairness, I’d be all like Thranduil too if someone tempted me with southern fried chicken :9

27 Mar 18:53

Does anyone know of a place where I can lay down and watch the planes land at PDX?

firehose

flagged by TSA

I know that there are a lot of places that I could do this, but many of them seem off-limits to people. I am looking for something loud! Think: Wayne's World - http://chucksconnection.com/waynesworld/wayne03.jpg

Thanks.

edit: Thank you everyone. On the next clear night I will try some of these spots out.

"She'd be Babe-raham Lincoln"

submitted by sleeptrouble
[link] [40 comments]
27 Mar 18:50

Photo

firehose

via Rosalind
Cumberbatch interview beat



27 Mar 18:44

AWS Responds with Price Cuts: Google vs AWS Pricing Round 2

by hassankhosseini
firehose

via Jfiorato
'Microsoft had previously announced earlier this year that it would match AWS pricing, so we would expect to see adjusted pricing on Azure shortly. ... In all cases, the ability to accurately forecast cloud usage now becomes critical.'

UPDATE: On March 28, 2014, AWS published pricing for r3 instance types, which are its next-generation high-memory instances. We've updated the pricing comparision charts below to replace the AWS m2 series with the next-generation r3 series.

As we predicted in our blog yesterday, AWS has come back swinging at Google’s cloud price cuts. This is good news for cloud customers as compute resources continue to get cheaper. At this rate, it’s going to get pretty difficult for CIOs and CFOs to justify building their own data centers.

At the AWS Summit in San Francisco today, AWS announced lower prices on on-demand compute resources by 30-40 percent. In fact, AWS matched exactly the new Google prices on standard compute resources. For the high memory instances, Google has a 6-percent lower price, but AWS provides about 16-percent more memory, which is the focus on these types of instances, so these net out to roughly equivalent. AWS also offers twice the memory on the high CPU instances, along with an SSD, that balances Google’s 16-percent lower price. Depending on workload, the highcpu c3 series from AWS could provide a better price/performance option.

Google vs AWS On Demand Pricing

AWS also slashed both the upfront and hourly rates on 1-year and 3-year reserved instances (RIs). Now comparing Google 100% sustained-use discounts with AWS 1-year heavy RIs, AWS has 10-20 percent lower prices for standard and high memory compute instances, while Google has a slight price advantage on high CPU instances. AWS has 32-48 percent lower prices on 3-year heavy RIs.

Google Sustained Use Pricing vs AWS 1 Year Heavy RI Pricing


With these changes, the question of lower prices now becomes more nuanced. Although AWS RIs are lower in many cases, they require upfront commitment and upfront payments and they create lock-in.

As we discussed in our previous blog on the subject, buying AWS RIs requires a one-year or three-year commitment for the same instance type series with the same operating system in the same region. If AWS hourly on-demand rates go down during the three years, you typically will not get the lower price: looking at historical precedent, AWS does not always apply price reductions to already-purchased RIs. 

Google Sustained Use Pricing vs AWS 3 Year Heavy RI Pricing

In contrast, Google sustained-use pricing is calculated as a percentage of the on-demand baseline rate. As Google’s baseline rates go down, the sustained-use prices will fall as well. As a result, all future Google price drops are passed on to all customers immediately when they take effect. Given the continual price reductions in cloud pricing, you may find that the ability to take advantage of future Google price drops might bring the price below the AWS heavy RIs.

The new sustained-use pricing from Google offers a simpler and more flexible approach as compared to the complexity of RI pricing from AWS. 

Cloud users will need to take into account their usage profile as part of their decision process:

  • For cloud users who have plenty of cash and can accurately predict their usage, AWS RIs can save money. 
  • For the many cloud users who are still growing their cloud workloads quickly and leveraging a blend of on-demand and reserved instances, the most cost-effective option will depend on the exact type of instances required and the ability to make effective use of RIs.
  • For cloud users who don’t have a lot of predictability in their workloads and are using primarily on-demand, they will likely save money with Google.

In all cases, the ability to accurately forecast cloud usage now becomes critical. If you want to analyze the impact of cloud prices on your own cloud spend, get a free trial of RightScale Cloud Analytics to analyze your past usage and create scenarios to forecast future spend on Google, AWS, and other clouds.

Microsoft had previously announced earlier this year that it would match AWS pricing, so we would expect to see adjusted pricing on Azure shortly. Given the changes over the last few days, it’s probably a safe bet that these three major cloud providers will continue to maintain competitive pricing. Given rough price parity, we believe many customers will benefit from Google’s simpler model for providing volume discounts. As Google and Microsoft continue to build out their services and capabilities, we may be quickly heading for a multi-cloud world where there are several highly competitive public cloud options.






 

27 Mar 18:43

The World’s Smallest Sandcastles Built on Individual Grains of Sand by Vik Muniz and Marcelo Coelho

by Christopher Jobson
firehose

via Bunker.jordan

The Worlds Smallest Sandcastles Built on Individual Grains of Sand by Vik Muniz and Marcelo Coelho sand etching

The Worlds Smallest Sandcastles Built on Individual Grains of Sand by Vik Muniz and Marcelo Coelho sand etching

The Worlds Smallest Sandcastles Built on Individual Grains of Sand by Vik Muniz and Marcelo Coelho sand etching

The Worlds Smallest Sandcastles Built on Individual Grains of Sand by Vik Muniz and Marcelo Coelho sand etching

Artist Vik Muniz (previously here, here, and here) is known for his gigantic composite installations and sculptures created from thousands of individual objects. In this new collaboration with artist and MIT researcher Marcelo Coelho, Muniz takes the opposite approach and explores the microscopic with a new series of sandcastles etched onto individual grains of sand.

The process of getting a sandcastle onto a speck of rock was anything but straightforward and involved over four years of trial and error utilizing both antiquated and highly technical methods. Muniz first drew each castle using a camera lucida, a 19th century optical tool that relies on a prism to project a reflection of whatever is in front of you onto paper where it can be traced. The drawings were then sent to Coelho who worked with a number of microscopic drawing processes for several years before deciding to use a Focused Ion Beam (FIB) which has the capability of creating a line only 50 nanometers wide (a human hair is about 50,000 nanometers wide).

Lastly, Muniz photographed the final etchings and enlarged them to wall-sized prints. He shared with the Creator’s Project: “When someone tells you it’s a grain of sand, there’s a moment where your reality falls apart and you have to reconstruct it. You have to step back and ask what the image is and what it means,” a fascinating play on scale and perception. Watch the new video above from the Creator’s Project to see how the project came together.

The sandcastles are on view starting today as part of a comprehensive exhibition of Muniz’ work spanning the last 25 years at the Tel Aviv Museum of Art. (via The Creator’s Project)

27 Mar 18:39

pagekind: jaredsbagelbiscuits: rockgroin: Step one: acquire plastic bags filled with air. Step...

firehose

via Rosalind

pagekind:

jaredsbagelbiscuits:

rockgroin:

image

Step one: acquire plastic bags filled with air.

image

Step two: Cosplay Rob Liefeld’s Captain America.

image

so accurate it hurts

i’m gOING TO THROW UP AJFKDSLA OH MY GOD CAP NO

gailsimone
27 Mar 18:36

mattbors: Fred Phelps Goes To Heaven

firehose

via Rosalind

27 Mar 18:21

Photos: City Mourns Fallen Firefighters After Blaze Rips Through Brownstone

by WBUR News & Wire Services
firehose

via Russian Sledges

WBUR’s full story on the Beacon Street blaze that killed two firefighters and injured 13.

Michael Morrison, who's up from Martha's Vineyard getting cancer treatment in Boston, visits a makeshift memorial at the Engine 33 fire station on Thursday. Engine 33 was the station of fallen firefighters Lt. Edward Walsh and Michael Kennedy. (Jesse Costa/WBUR)

Michael Morrison, who’s up from Martha’s Vineyard getting cancer treatment in Boston, visits a makeshift memorial at the Engine 33 fire station on Thursday. Engine 33 was the station of fallen firefighters Lt. Edward Walsh and Michael Kennedy. (Jesse Costa/WBUR)

(Jesse Costa/WBUR)

(Jesse Costa/WBUR)

MIT police officers add flowers to the makeshift memorial Thursday. (Jesse Costa/WBUR)

MIT police officers add flowers to the makeshift memorial Thursday. (Jesse Costa/WBUR)

Michael Rose stops his training run for next month's Boston Marathon to pay tribute to the fallen firefighters. (Jesse Costa/WBUR)

Michael Rose stops his training run for next month’s Boston Marathon to pay tribute to the fallen firefighters. (Jesse Costa/WBUR)

Firefighter Michael Kennedy, left, and Lt. Edward Walsh died Wednesday. (Boston Fire Department)

Firefighter Michael Kennedy, left, and Lt. Edward Walsh died Wednesday. (Boston Fire Department)

Boston Fire Deputy Chief Joseph Finn says he's never seen a fire travel as fast as the blaze that took two of his firefighters' lives. (Jesse Costa/WBUR)

Boston Fire Deputy Chief Joseph Finn says he’s never seen a fire travel as fast as the blaze that took two of his firefighters’ lives. (Jesse Costa/WBUR)

Firefighters were at the scene through the night trying to extinguish the last flames. (Jesse Costa/WBUR)

Firefighters were at the scene through the night trying to extinguish the last flames. (Jesse Costa/WBUR)

The fire broke out around 2:43 p.m. Wednesday. (Jesse Costa/WBUR)

The fire broke out around 2:43 p.m. Wednesday. (Jesse Costa/WBUR)

The Wednesday afternoon fire killed two firefighters and left 13 others injured. (Jesse Costa/WBUR)

The Wednesday afternoon fire killed two firefighters and left 13 others injured. (Jesse Costa/WBUR)

At the height of the fire Wednesday afternoon the smoke was thick and dark. (Jesse Costa/WBUR)

At the height of the fire Wednesday afternoon the smoke was thick and dark. (Jesse Costa/WBUR)

The cause of the Beacon Street fire is under investigation. (Jesse Costa/WBUR)

The cause of the Beacon Street fire is under investigation. (Jesse Costa/WBUR)

The fire department spokesman said fire walls apparently stopped the blaze from spreading to neighboring buildings. (Jesse Costa/WBUR)

The fire department spokesman said fire walls apparently stopped the blaze from spreading to neighboring buildings. (Jesse Costa/WBUR)

Officials said firefighters rescued several residents from the upper floors. (Jesse Costa/WBUR)

Officials said firefighters rescued several residents from the upper floors. (Jesse Costa/WBUR)

The deadly fired snarled traffic in the densely populated neighborhood, shutting down Beacon Street and Storrow Drive for hours. (Jesse Costa/WBUR)

The deadly fired snarled traffic in the densely populated neighborhood, shutting down Beacon Street and Storrow Drive for hours. (Jesse Costa/WBUR)

Firefighters and emergency medical personnel rush a firefighter from the scene. (Scott Eisen/AP)

Firefighters and emergency medical personnel rush a firefighter from the scene. (Scott Eisen/AP)

“Citizens were saved, and that’s what we do,” Richard Paris, president of the local firefighters union said during the press conference. “We sacrifice our life for the citizens of Boston.” (Steve Senne/AP)

“Citizens were saved, and that’s what we do,” Richard Paris, president of the local firefighters union said during the press conference. “We sacrifice our life for the citizens of Boston.” (Steve Senne/AP)

27 Mar 17:25

Louisiana Truck Crash Spills 75,000 Corn Dogs Across Interstate 220

by Nate Jones
firehose

via saucie
shreveport #nevergo
hormel has tons of factory farms up there

The mounds of spilled dogs caused nine hours of delays while police cleaned up the mess