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24 Apr 15:35

The Pennsylvania R.R. and Connecting Lines (1871)

by the59king
firehose

ffgg

The Pennsylvania R.R. and Connecting Lines (1871)

BGDEvwjbMAPWadyi_TTG.W. & C.B. Colton's map of the Pennsylvania Railroad and its connecting lines from 1871. Map of the Pennsylvania R.R. and Connecting Lines Date: 1871 Author: G.W. & C.B. Colton & Co. Dwnld: Full Size (18.9mb) Print Availability: See our Prints Page for more details pff This map isn't part of any series, but we have other railroad maps that you might want to check out. Everything I know about...

the BIG Map Blog - Interesting maps, historical maps, BIG maps.

24 Apr 15:34

"Indeed, only one shop in town remains open: Red Bull Gifts and Gallery, which sells local crafts and..."

“Indeed, only one shop in town remains open: Red Bull Gifts and Gallery, which sells local crafts and has a section of Bush memorabilia, including coffee cups emblazoned with the logo of “The Western White House.” But that shop might close within weeks, too—amid expectations that business could get even slower as Bush prepares to open his presidential library this week in Dallas, shifting tourism related to his presidency 120 miles north.”

- Out of the spotlight, George W. Bush’s ‘hometown’ struggles to survive
24 Apr 15:33

Photo



24 Apr 15:33

They're all kinda ugly

firehose

right-most one (the ball that looks like it can kill you with its defensive spikes) is winning by a large margin

Option 1 - FlagOption 2 - Pentagram Gold FootballOption 3 - ESPN Gold FootballOption 4 - Compass
24 Apr 14:49

NIGHT MUSIC: SUNN O))) meets NURSE WITH WOUND

by Warren Ellis
firehose

via Jonmunger
SUNN O))) autoshare

SUNN 0))) have a Bandcamp page.  That alone is something that should be disseminated.  But it’s worth noted that their page is so complete as to include their fascinating collaboration with Nurse With Wound, which you may not have heard.  So it’s tonight’s Night Music.  And if, like me, you’ve already heard it, then you know it’s worth listening to again.  G’night.

24 Apr 14:48

Nintendo posts $366 million annual operating loss, Wii U and 3DS sales miss targets

by Michael McWhertor

By Michael McWhertor on Apr 24, 2013 at 4:14a

Nintendo posted a 36.4 billion yen loss ($366 million) for the fiscal year ended March 31, 2013, the company said today in its fiscal earnings. It's the hardware and software maker's second consecutive annual loss.

Wii U sales continue to have a "negative impact on Nintendo's profits," the company said, leading to the operating loss.

Net sales for the year were lower than previously forecast at 635.4 billion yen ($6.38 billion), down slightly from the year before.

The company has sold 3.45 million Wii U consoles since the system's launch in November. Nintendo had previously projected sales as high as 5.5 million, but lowered that projection to 4 million.

Weaker than expected Wii U sales were attributed to the delay in development of post-launch software titles, Nintendo said in a release. As of March 31, Nintendo says it has sold 13.42 million Wii U titles worldwide. The company revealed sales of two Wii U titles: Nintendo Land and New Super Mario Bros. U, which have sold 2.6 million and 2.15 million units globally.

The original Wii moved another 3.98 million units during the company's fiscal year. An additional 50.61 million units of Wii software were sold.

Nintendo sold 13.95 million units of Nintendo 3DS hardware and 49.61 million units of software worldwide. Nintendo highlighted sales of 3DS game New Super Mario Bros. 2, which reached 6.42 million units, although Nintendo 3DS sales were also labeled weaker than expected. Lifetime to date sales of the Nintendo 3DS hardware and its software reached 31.09 million and 95.03 million, respectively.

For the company's current fiscal year, which ends March 31, 2014, Nintendo projects net sales of 920 billion yen and operating income of 100 billion yen, which Nintendo president Satoru Iwata has recently pledged.

Nintendo says it plans to "concentrate on proactively releasing key Nintendo titles from the second half of this year through next year in order to regain momentum" for Wii U. "Nintendo strives to improve the sales by communicating the compelling nature of our hardware and software to as many people as possible through our new networks service called Miiverse," reads a release. Nintendo also hopes to improve Wii U hardware profitability by reducing costs.

24 Apr 14:47

Unexpected kernel oops while running tail -f /var/log/messages

by sharhalakis

Image by Eugene

24 Apr 14:47

Satoru Iwata to assume Nintendo of America CEO role

by Sinan Kubba
firehose

huh

Nintendo president Saturo Iwata will assume the additional role of Nintendo of America Chief Executive Officer, overseeing NoA President and Chief Operating Officer Reggie Fils-Aime, who remains in place. The move is one of several board changes in the wake of planned retirements.

The executive-level musical chairs will see Iwata replace current NoA chairman and CEO Tatsumi Kimishima, who will transfer to Nintendo's Kyoto headquarters as the General Manager of Corporate Analysis and Administration, and General Manager of the General Affairs Division.

In a statement, Nintendo said the move will support "the company's unified global strategy" and "allow streamlined decision making and enhance Nintendo's organizational agility in the current competitive environment."

Nintendo released its fiscal-year financial statement this morning, with the company's net profits almost half of its projections at just over ¥7 billion, or around $71 million.

JoystiqSatoru Iwata to assume Nintendo of America CEO role originally appeared on Joystiq on Wed, 24 Apr 2013 05:00:00 EST. Please see our terms for use of feeds.

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24 Apr 14:46

Mormon bishop with Samurai sword runs off attacker

by By Associated Press
firehose

via Russian Sledges

SALT LAKE CITY — A Samurai sword-wielding Mormon bishop helped a neighbor woman escape a Tuesday morning attack by a man who had been stalking her.

Kent Hendrix woke up Tuesday to his teenage son pounding on his bedroom door and telling him somebody was being mugged in front of their house. The 47-year-old father of six rushed out the door and grabbed the weapon closest to him — a 29-inch high carbon steel Samurai sword.

24 Apr 14:46

The New Digital State?

firehose

SHADORWANNNNN

From counterradicalization to tracking the arms trade, Google is moving onto national governments’ turf.
24 Apr 14:44

The Ricin Story Is Somehow Getting Even Weirder

firehose

Coen brothers better buy the rights to this

The investigation into the mailing of poisonous letters has turned from an Elvis impersonator to his taekwondo-teaching "bluesman" rival, and turned the entire case into a tangled mess of ridiculousness.
24 Apr 14:43

Teachable Robot Helps Assemble IKEA Furniture

by Unknown Lamer
cylonlover writes "Teaching a robot how to deal with real-world problems is a challenging task. There has been much progress in building robots that can precisely repeat individual tasks with a level of speed and accuracy impossible for human craftspeople. But there are many more tasks that could be done if robots could be supplied with even a limited amount of judgment. A robotics group led by Professor Sylvain Calinon at the Italian Institute of Technology is making progress in solving this problem and has developed a robot whose purpose in life is to help a person build an IKEA table."

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24 Apr 14:41

Wot I Think: Monaco

by Jim Rossignol
firehose

gimme gimme gimme
wanna play wanna play wanna play

By Jim Rossignol on April 24th, 2013 at 2:00 pm.


Monaco won the IGF in 2010 with a compelling prototype and a handsome smile. In 2013 it’s being released as a sprawling, brilliantly-composed heist game that is poised, like a ludological cat-burglar, to steal our imaginations. The years of polish show in layers of features and detail, while the core idea that won the IGF – of single or multiplayer replayable heists – continues to produce gold on every playthrough.

This is one of the most important independent games this year, and might well end up being one of the best-loved games of the decade.

Let’s get this straight: Monaco is a fascinating, beautifully-made game. There’s some unevenness. There are some oddities. Some people won’t gel with its pace or its challenge.

It’s brilliant.

Monaco is a meticulous cartoon of thievery and over-the-top smash and grab. It is a top-down perspective tale of complex heists in a world where the usual suspects of crime each have their own unique talents, like the character class formula of Ocean’s 11 distilled down to tiny, racing pixels.


It has a distinct flavour to it, in the ways that the best games do. I can’t define this feeling well enough to really articulate it, but there’s a sort of psychic remainder that comes from games having enough of their own inertia to really define themselves. It’s not a game that has borrowed from others, particularly. It is a not a game that leans on other games in the genre for its credibility. Monaco is the guy who is cool because he is himself, not because he does the things other people do really well.

As I was saying: Each character has a unique ability, but can also pick up various bits of equipment that are available to all. So you might choose The Lockpick, for fast opening of doors and containers, but you might also carry a shotgun for dealing with pesky aggressive cops. Each level – there are many and they become huge – is a labyrinth of possible situations for infiltration and exfiltration across multiple floors, and with dozens of tiny challenges to overcome from moment to moment. A guard dog here, a locked door there. Combine the two of those, and you end up getting bitten.

A number of cast members have their own storylines, which takes place across several levels, and progress through these unlocks other characters. You also unlock further levels and storylines as you play, and these are filled with escalating, size, difficulty, and security variables. Each one is set up with mildly amusing backstories for the thefts you’re heading into.

As you find your way through the environments, you must dodge guards and police (as well as the civilians who will alert them) and use both your powers and the environmental quirks to get through to the goal of the heist. Everyone can hack a security tripwire laser, or pick a lock, or hide in a bush, but some characters have extensions of those abilities or entirely different, unrelated abilities. The Gentleman, for example, is disguised when he’s sneaking, so even if he gets seen, he doesn’t actually get seen. If you are playing as The Cleaner then you will be knocking out guards, and using that to make progress.


My two favourite characters, right now at least, are The Hacker and The Mole (and The Gentleman for solo-play). I particularly like The Hacker because he shows off what teeming systems the levels present. While anyone can hack a computer terminal, The Hacker can use plug sockets to send “viruses” spinning around the level infrastructure. This allows you to disable alarmed doors, security cameras, and so on, but it also gives you an idea of how much there is going on in any single building. It’s a beautiful thing to see buzzing around you. It adds more life to a game that already feels fresh and awake and busy.

The Mole, meanwhile, is able to smash through walls and scenery. I like this because it gives the world a sense of malleability, while at the same time offering up some big concessions to AI behaviour – you make a lot of noise breaking through stuff with your sledgehammer, and the nearby NPCs come running to see what’s what – something that certainly shows off the moments where you find yourself chased through the level. And get chased through a level you will.

This point – that I have two favourite characters – sees me run into one of the crucial problems with game reviewing. I haven’t played this all that long, despite having visited it at preview, and dabbled with it for a week or so, and right now it feels like some characters are much stronger and more interesting than others. I could put that down to poor design, or some kind of imbalance. But I’m not sure that’s the case, and I am not sure because I think understanding the true potential of all the characters included here requires far more time, and far more multiplayer. It requires a longer view. A higher viewpoint over an extended exposure to the possibilities of mastering aspects of the game. But let’s come back to that in two paragraphs time.

Monaco’s presentation is odd and yet entirely charming. I am acutely aware that it doesn’t work in screenshots. It really doesn’t look… well, it’s barely comprehensible in static images. Videos aren’t much better. You need to play it. And even then it feels a little inconsistent, perhaps, but at the same time it is rich and super-animate. There’s something not quite right about the characters, but the way they move and the way they act sells their behaviour quite convincingly. It’s the audio that stands out, however, being both precisely informative about what’s going on in the world, as well as very funny.


The maps are presented, in part, as the plans of the buildings you are breaking in to. This, though, is clouded by fog of war, and also line of sight. What is unknown stays black, and what can’t be seen remains grey. What can be seen by a character is a brightly coloured and lively world, although not one that seems to conform to any particular world. It’s vaguely contemporary, and vaguely European, but not distinctly either of those things. I had imagined that Monaco would have some kind of period feel, or some kind of heist-thematic palette to tie it all together, but it does not. There’s something lacking there, although it is not to the detriment of the game in any serious way.

Let’s return to that point about multiplayer. Monaco can be played entirely single-player and offline. You can jump in and play on your own – if you die you have to try again from the last floor change with another character – and doing that allows you to unlock characters and levels. Most people will play like that, I am sure, and it’s well balanced – perhaps sometimes too easy – to get through on your own. But doing so would be missing the larger part of what Monaco is. Just as Borderlands can be played on your lonesome, the game is a much more rewarding experience when being played with others.

The comparison with Borderlands is an interesting and useful one, I suspect, despite the two games being so vastly different, because they both gain something from have 2-4 players. What they gain from adding in those players is quite different, and that sheds light on the nature of their individual designs.

In Borderlands, I would say, the effect on the experience (if not the number of baddies etc) is direct, linearly additive. The more people in a game of Borderlands, the more shit flies, the more damage gets dealt, the more chance you have to be saved from death, and so on. The shooter in it gets MORE. What Monaco gets from adding other players, however, is more like a multiplier, or an even more complex function. The characters are so different, and their powers so wide-ranging, that the possibilities for attacking any given level change quite radically. Hell, The Mole can literally change the layout of the map by putting a hole in the wall. The character abilities, rather than producing more damage, or more healing, as in the shooter, provide a wider range of possible variables within hacking, sneaking, breaching, and so forth.


What this means is that while each level of the game is essential a different experience with each character – The Lookout being able to see NPCs at a distance is quite unlike The Hacker fiddling his way through the electronics – each multiplayer game is an equation made of the different levels versus the abilities of the different characters playing the level. Playing a bank heist with The Cleaner And The Gentleman is almost like a different game to playing it with The Lookout and The Mole. Add another two abilities sets in there and you have a sum of gameplay experiences that look quite radically unlike the other possible sets that await you.

Of course this observation can be balanced by arguing that just legging it, supplemented by hiding, is the most powerful tool for all the characters (at least in some of the early stages), but I feel that also misses the point. What is critical in a heist is elegance, and the role played by the participants in that job. Timing. Getting that plan right, or winging it with grace and precision with things go awry. The levels become so tricky, with some many vectors for failure, that getting things absolutely right requires patience, timing, and multiple tiers of awareness.

Monaco is so often the alternate vision of all those seamless criminal plots where the sexy masterminds have their way with priceless works of art. You will sometimes pull off that perfect caper, but for the most part it’s a chaotic rumble that leads to disaster. You probably will get out alive, maybe, you probably will become a master criminal, eventually, but there are going to be a lot of dead security guards and ringing alarm bells along the way. It is one of those games where it is at its best when your actions are causing an avalanche of jeopardy. This, I suppose, is mostly likely to be Monaco’s weak spot: it’s so easy to screw up that multiplayer games seem bound to spark arguments, in that way that so often happens when pairings are not between friends. You can play with friends, of course, so I’d imagine the RPS Monaco group will spring up soon enough.

Oh, there’s lots of talk about. More than I can fit into this page without your attention drifting. If this game doesn’t generate a lot of talk then I will eat my balaclava and plug my nostril with celery.

What I am saying is: buy Monaco. Play it with people. Enjoy 2013. This year is going to be great.

24 Apr 14:37

petermorwood: my-ear-trumpet: reality-breaker: Max Ernst Une...



petermorwood:

my-ear-trumpet:

reality-breaker:

Max Ernst

Une semaine de bonté (A Week of Kindness) Illustration (Woman with Book and Dragon) — Max Ernst

Heart pounding, Amelia scanned the page again and again. Her pale face drew ever closer to the diminutive footnote, until at last she knelt before it in such an attitude of prayer as martyrs used when meeting Caesar’s lions. That proximity made no difference to her wretched plight, for no matter how often she read the horrid words, their dread meaning remained hideously clear.

A dragon’s temperature must always be taken rectally...’

24 Apr 14:36

XCOM shooter re-reveal expected this week

by Alexander Sliwinski
firehose

"Conspiracy theories" lol

Image 2K Marin's XCOM shooter recently had all its official assets removed from the internet, which now appears to have been prep work for a new reveal of the game later this week. According to a 2K Games post, the XCOM "squad-based tactical shooter in development at 2K Marin" will be shown again.

It was a little surprise back in February when Take-Two (2K Games' parent company) announced during its financial call that the XCOM shooter was still in production and expected before March 31, 2014.

Firaxis' refresh of the original strategy game, XCOM: Enemy Unknown, launched last year to "critical and commercial success." It seems we're about to live in a world where two genres of XCOM live in peaceful coexistence (for a time, anyway).

JoystiqXCOM shooter re-reveal expected this week originally appeared on Joystiq on Wed, 24 Apr 2013 08:30:00 EST. Please see our terms for use of feeds.

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24 Apr 14:35

Watch A Teenage Mutant Ninja Turtle Kick a Bad Guy in the Nuts

by Evan Narcisse

I was there from the beginning of the TMNT phenomenon, back when Kevin Eastman and Peter Laird were riffing off of Frank Miller’s Ronin and Dave Sim’s Cereberus comics. I don’t remember Mike, Don, Raph and Leo having junk punts as part of their martial arts repertoires.

Granted, they very well could have. Like most nerds of a certain age, it gets harder for me to remember anything before the Turtles made it onto TV and became a pop culture sensation. I do recall there was blood and grit in those old black-and-white comics. But nut-kicking? Just can’t remember. And it's kind of a harsh move, considering this game's tied into a kid's show. Still, this trailer for Activision’s upcoming Teenage Mutant Ninja Turtles: Out of the Shadows looks far better than I was expecting.

24 Apr 14:24

Photo



24 Apr 13:09

Cooper Union, one of the last free colleges in America, will begin charging undergrads

by Jeff Blagdon

Cooper Union is one of the last schools in the US to offer a university education tuition-free, but that will change next year. On Tuesday, the board of trustees announced that beginning in the fall of 2014, the East Village, NYC school will begin charging students fees on a sliding scale, reports The New York Times. The decision ends a 100-year legacy established by industrialist Peter Cooper, who envisioned CU as a way to provide the benefits of a higher education to the working classes.

Many students will still pay nothing

According to the new plan, financial need still won’t factor into the admission process, but students that are found able to pay will be charged around $20,000. That's roughly half of the $38,500 that the school currently "charges" for tuition before it applies a 100-percent scholarship. A steeply sliding scale will ensure that many undergraduate students will still pay nothing. Last April, the school announced that it would start charging graduate students tuition, but the group is a small minority of the student population.

Cooper Union, short for The Cooper Union for the Advancement of Science and Art, currently operates at a $12 million annual deficit, says its president Jamshed Bharucha. He points to rising expenses and a growing administration as factors, but the biggest influence comes from the $10 million a year in payments on a loan that the school took out in 2006. According to the school’s website, those payments are scheduled to increase by $5.5 million beginning in 2019 when the interest-only period ends. And while revenues from Cooper Union’s ownership of the land under the Chrysler building is scheduled to increase in 2018, it reportedly still won’t be enough to make up the shortfall.

24 Apr 13:05

Music: Newswire: Lauryn Hill signs a five-song, $1 million deal with Sony to avoid prison

by Marah Eakin

Lauryn Hill has signed a new five-song, $1 million deal with Sony Music in order to get out of going to prison on tax evasion charges. As previously reported, Hill owes about $504,000 after failing to pay federal taxes on the $1.8 million of income she made between 2005 and 2007. After receiving a new postponement of sentencing, she now has until May 6 to pay off the total and avoid three years in prison—hence Sony attempting to save her with this new deal, much to the court's irritation. As the judge put it in scolding Hill, "This is not someone who stands before the court penniless."

Anyway, if Hill manages to get her shit together and make an entire album, not just those five songs, she’ll obviously make even more money. Though, of course, according to Billboard, Hill has yet to record or write ...

Read more
24 Apr 13:04

Conspiracy Theorist Reacts To News That Tamerlan Tsarnaev Was A Listener

firehose

lolololol

Alex Jones — whose site has peddled conspiracy theories about the Boston Marathon bombing, and suggested that Tsarnaev is innocent — conceded that Tsarnaev "may have actually been a listener."
24 Apr 06:38

Many folks have sent me the story of the Indian gentleman who...

by jessethorn


Many folks have sent me the story of the Indian gentleman who spent a quarter million dollars on a gold shirt. Not a shirt that is gold in color. A shirt made of gold.

The best analysis of this amazing turn of events I’ve seen came from my friend Hari Kondabolu on FX’s Totally Biased with W. Kamau Bell. Hari’s argument: this is not goofy Indian guy behavior. This is crazy rich man behavior. “He is not Apu. He is Mr. Burns.”

24 Apr 06:38

Joffrey Bieber

firehose

via Rosalind

Joffrey Bieber:

OMG OMG OMG OMG

24 Apr 05:31

Jewish Museum Berlin designed by Daniel Libeskind - photo by...

24 Apr 05:31

Looking at the Land - Photo by Daniel Shea - via BLDG BLOG



Looking at the Land - Photo by Daniel Shea - via BLDG BLOG

24 Apr 05:29

Pugwampi

by Patch
firehose

unrelated to my love of pugwampis: calling 4e "the George W. Bush of D&D"


The mongrel-faced pugwampis have the burden of not looking very much like gremlins.  But that’s also a positive: Since they don’t look very much like gremlins, so you might find them in any number of settings or situations.  (For instance, if you (like me) miss the days when kobolds were canine instead of draconic, pugwampis fit the bill perfectly.)  

And it shouldn’t be hard to come up with adventure ideas for the wicked, prank- and gnoll-obsessed fey.  The Pathfinder crew outdid themselves with lines like, “Their ‘jokes’ tend to involve spikes and excrement.”  So dive in, have fun, and spread the unluck!

Even other gremlins hate pugwampis.  Denied entry into a gremlin conclave (if an orgy of stolen food, fighting, and sabotage can be called a conclave), a mob of pugwampis decides to earn entry to the feast by serving up some hapless adventurers.

A frontier town has been beset by gnolls. Fortunately, the mission and the bank were well armed, and many of the citizens are ex-crusaders with experience in sieges.  But after two weeks the various barricades begin to collapse and nearly ever firearm in the compound breaks under mysterious circumstances.  Apparently, the gnolls held their noses and recruited a nearby infestation of pugwampis to help, and the fruits of this alliance now quickly become apparent.

Pugwampis were tolerated near the grounds of a remote dojo for a year, thanks to a beneficent senior abbot.  But when their pranks became too frequent (and too manure-focused), they were driven away.  Now the abbot is sick, and his students (likely a motley mix of monks, ninjas, clerics, and others) are sent to retrieve a rare herb to cure him.  Resentful and vindictive, the pugwampi mob sees an excellent opportunity to revenge themselves on the abbot’s young charges.

Pathfinder Bestiary 2144

First up: Do you guys do Twitter?  I’m @patchdj if you want to add me.  I’m still a total n00b at it, though.

Comic relief opportunity: Pugwampis who swear at party familiars/companions/mounts nonstop via speak with animal.

I…am not going to put my feelings about Charles De Lint’s work into print.  (Let’s just say I was enchanted by the stuff I read in early editions of The Year’s Best Fantasy & Horror.  And do not enchantments in fairy stories exist solely to be broken?)  But pugwampis remind me of the bogan Rabedy in Widdershins.

Mailbag!  Regular commenter syringesin writes:

Dinos and dinolike creatures have never made an appearance in my games. I just can't bring myself to use them. Unless PCs were to visit the Beastlands...

I totally respect that.  In fact, I actually struggle with it, too; way back in the comments to the Arsinoitherium & Glyptodon entry I confess to having what I call a “paleontology problem.”  But part of the exercise of this blog has been to get over that—otherwise every one of my dinosaur entries would be “The PCs go to a spooooooky lost continent.” So I try to mix it up.  (I think the glyptodon-loving shogun was a bit of a breakthrough for me.)

I think dinosaurs are one of those things like gunpowder or ninjas or even monks (martial art monks, not friars) that need to be decided upon early in the game, so you and your players understand your world.  I think any number of approaches are equally valid—1) No dinosaurs exist, 2) dinosaurs exist only in isolated Lost Valleys or magical caverns, 3) dinosaurs exist but only in far-off continents and jungles, 4) dinosaurs are rare but do exist in the local wilderness, 5) dinosaurs are as common as any other animal—but you have to decide early.  Are they as commonplace as wolves…manticores…dragons…or presumed to be myths?  Likewise, nomenclature matters—is it a T. rex or a “sharptooth”?  Players who scoff at hobgoblins riding velociraptors may be petrified by “mounted sickledeaths.”

And A.A. writes:

This question isn't related to monsters, but I still was wondering it.

D&D Next seems to be getting rid of a lot of the stuff 4e did, such as Healing Surges/non-casters being able to heal via inspiration, merging the Warlord and the Fighter, merging the Warden and the Paladin, ghettoizing the Dragonborn and Tieflings as “Rare” races, and so on.

A lot of 4e fans are really, really pissed about that, especially given the promises of this being the “Unifying” edition, and as one who wasn't into 4e, I was wondering what you think of it.

Interesting question.  I’m honestly not following the D&D Next stuff except for listening to the D&D podcast.  So my only knowledge comes from that.  To use a cliché, I hope they don’t throw the baby out with the bathwater—there had to be some good stuff in there.  But 4e is up against 30+ years of tradition—and for every one fan that loves it, there is a vocal critic who regards it as the George W. Bush of D&D.

So I can’t speak to the warlord—seems like it would make a better prestige class to me; I can’t picture a 1st-level warlord.  I could see keeping the warden if they differentiate it enough from the paladin.  (Or maybe having it would shut up all the people clamoring for a non-lawful good paladin.  And by “people” I mean savages.  …I kid, I kid!  (I’m not kidding.)  And dragonborn and tieflings don’t have to be rare in your campaign—that’s your call to make.

Personally, though, while I don’t love healing via inspiration I would totally keep healing surges in some form—I thought they were a good idea—and casters having at least one ray or magic missile or something they can use every turn—even if it’s just a single d6.  Resting for spells and healing is the single number-one biggest killer of momentum in an adventure, and anything that keeps the party in play from in-game dawn to dusk is fine by me.  A d6 ray attack or a single magic missile every turn isn’t much, but it’s better than a dagger or napping by noon…
24 Apr 05:28

A case of you

24 Apr 05:28

Swype Android keyboard finally available in Google Play store

by Dieter Bohn

Swype is finally making its Android keyboard available on the Google Play store for easier downloading and installation. It's the first time that Swype can be easily installed — previously the keyboard had required a user to sign up for a Beta and uncheck the "unknown sources" box deep within Android's settings. The keyboard will cost $0.99 "for a limited time," though there's no word yet on how long that will last nor what the price will be after it's over.

It's an aggressive move from Nuance, which purchased Swype in October of 2011. First, it's cheaper than its main competitor, SwiftKey, by three bucks. Second, until now Swype has been pursuing a business strategy that targeted carriers and manufacturers in lieu of direct sales to consumers. It worked quite well, leading to over 500 million total handsets with Swype installed in one form or another. However, recently SwiftKey started making inroads into Swype's core business, scoring deals to power devices ranging from the BlackBerry Z10 to the Samsung Galaxy S4. With SwiftKey barging into Nuance's turf, it's only natural that Swype would return the favor and launch on the Google Play store.

All of the features that were previously baked into Swype's Beta keyboard should be on the official store version, including various methods of text input and voice recognition powered by its Dragon back end. it should be available for download later today.

24 Apr 05:27

Self-Proclaimed LulzSec Leader Arrested In Australia

by Soulskill
New submitter AlbanX writes "An IT professional working in Sydney has been arrested for hacking a government website as part of the LulzSec movement. The 24-year-old man, residing in Point Clare, was arrested at his workplace late yesterday. He claimed to be the leader of the hacker movement. 'Police say he was in a "position of trust" within the company and had access to information on government clients. The AFP says its investigation began less than two weeks ago when investigators found a government website had been compromised. The man has been charged with two counts of unauthorised modification of data to cause impairment and one count of unauthorised access to a restricted computer system. He faces a maximum of 12 years in jail.'"

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24 Apr 05:25

Music: Great Job, Internet!: Read This: Kim Gordon finally dishes on what really happened between her and Thurston Moore

by Marah Eakin
firehose

"the couple isn’t yet divorced (Gordon says it’s because they’re having all their art, books, and records assessed)"

tl;dr: "Thurston was carrying on this whole double life with her. He was really like a lost soul." Moore moved out. Gordon stayed home and listened to a lot of hip-hop. "Rap music is really good when you’re traumatized," she says.

The Internet is full of interesting things to read outside of The A.V. Club—no, really! In our periodic Read This posts, we point you toward interesting or noteworthy pieces that caught our eye.

When Kim Gordon and Thurston Moore announced their breakup in the fall of 2011, Sonic Youth fans (and fans of love) wailed in protest. What could have caused this longstanding couple to collapse? Well, a year and a half later, Gordon’s talking, and it’s pretty depressing.

While the couple isn’t yet divorced (Gordon says it’s because they’re having all their art, books, and records assessed), the frontwoman dished on her relationship for an Elle magazine feature this month. She says she can “understand people being curious,” but that she’s moved on and is dating younger men. And as for what actually happened to the marriage, well, as Gordon puts ...

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24 Apr 05:23

Film: Newswire: Ben Stiller is making a Dodgeball sequel, something something dodge a wrench

by Sean O'Neal

Because there are so many needy orphan children out there, and so many hours on FX to fill, Ben Stiller has taken it upon himself to craft a sequel to 2004’s Dodgeball: A True Underdog Story. According to The Hollywood Reporter, screenplay duties have fallen to Clay Tarver, the former guitarist for Chavez and Bullet LaVolta who graduated from indie rock to filmmaking, beginning with creating MTV’s “Jimmy The Cabdrvier” interstitials (starring friend and former band tour manager Donal Logue) then moving on to co-writing Joy Ride with J.J. Abrams and working with Mike Judge, end Wikipedia referencing. Tarver will bring that eclectic résumé to concocting reasons for gym rivals Vince Vaughn and Ben Stiller to team up to “fight an even bigger threat” than corporate expansion—such as, perhaps, the culture of lying that Lance Armstrong perpetuates in the first film, rendering all of Vaughn ...

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