Wednesday, October 25, 2017


Bought a house. It's nice, and has tons of room for project, but damn if these things aren't expensive. Hopefully some of the substantial amounts of time I save driving places will turn into blogging time. I swear I have vaguely interesting things to say into the void of the internet!

Friday, August 11, 2017

Random quote from the internet

In lieu of actual content, have the ramblings of someone from a stream chat. All belong to one particularly witty individual

"I'm from Colorado, where politics are weird. We all own guns, and vote democrat basically every time. We have no idea what we want, but god help you if you take it from us. Whatever it is."

"Utah had a hard couple of decades. We kept dropping nukes on them, even though they were already in the union..."

"You know, a dentist. Drills teeth, caps teeth, can operate and reload a Colt SAA Cavalry faster than any living man, left Johnny Ringo dead in Turkey Creek Canyon without bothering to collect a bounty. Typical dentist shit."

Sunday, July 9, 2017

Sunday Gunday, some actually real-gun related content: Vice is Terrible edition

So, Vice, the most trustworthy of sites, partnered with the most unbiased source of The Trace to write an article about how guns are really the worst, ever, forever. I would love to give you a nice rundown and debunking, but it honestly hurts to read because there's so much shit science. Pretty much every statement is "We started with the assumption that guns were awful, and then when we looked we could find reasons to pin all ills upon them"

Having places that became more gun-friendly have less decline in crime doesn't mean ZOMG GUNS FUEL CRIMINALS, It might just be related to the fact that most of those places that kept their gun laws strict are contributing most of the crime.

Just... Have a read, if you can tolerate this much obvious bullshit packaged from an ivy league school that wishes you'd accept that you are a vile heathen and should submit to their will.

Monday, May 1, 2017

Mecha Monday: Player Three has entered the battle

A company called Greatmetal has created its own giant robot to join the fray, adding a third nation to a robo-punchup.

I for one welcome our new G-Gundam Future, where nations compete via giant stupid robots for some reason. Fuck it, I don't care if it's inefficient or unusual, I want it to be a thing.

Wednesday, March 29, 2017

Savage Worlds: Ascended Miniatures Tactics

As I've delved into Savage Worlds and the benefits and issues therein, while simultaneously reading more on Warhammer 40k rules, it has solidified an inkling I had.

Savage Worlds developed in part as a miniatures tactics ruleset almost exactly like WH40k.

Where GURPS began as an exceptionally in-depth combat system that grew into an incredibly comprehensive, simulationist tabletop RPG, Savage Worlds seems to have gone the other direction, starting as a Fast Dice system with minimal bookkeeping to track character's vital details and adding options for elevating a simple tactics character to Roleplaying Character status. While I know the system evolved in part from previous games made by Pinnacle that work similarly, the incredible lack of alteration required to use Savage Worlds as a minis combat system is unlikely to be accidental.

In both WH40k and SW, typical characters (Extras in SW parlance) have 1 wound before being removed.

Most Named Characters (Wildcards in SW) have 3 wounds.

Both systems mitigate low "hit points" with a roll to wound based on the unit's toughness.

Both systems use a flat "to hit" roll based on skill for ranged attacks vs a fixed target modified by cover. Both systems utilize a simple comparison of melee skill to determine who can hit what in melee. Both systems effectively lock you into melee until one side retreats, AND consider pistols as a melee weapon in close combat. (WH40k locks you in combat, and a side failing the Leadership test to continue fighting is hunted and destroyed as they try to flee. SW grants the party not retreating a free bonus attack on retreating enemies).

Both follow the roll to hit, then to wound. Savage Worlds differs by adding a sub-wound level of Shaken that stuns a character if the to wound roll is only barely successful. WH40k has an extra roll for armor save, this is rolled into the To Wound in SW

Both systems permit a 6" move action and a single action on a turn. That run action is handled via a d6 roll for extra distance in both, barring special rules to increase die size. In WH40k, there's an alternative option to charge into melee which usually grants first-round bonuses for the fight, while SW permits you to run but incurs a -2 multi-action penalty to any further actions.

Both have morale/leadership rules to resist the urge to abandon the fight upon taking set numbers of casualties.

Both systems assign ranged weapon's reach based on kinematics (modified by accuracy or effective range, if relevant), rather than actual projectile reach. In WH40k, pistols and shotguns get 12" reach, rifles get 24", stuff like LMGs get 36". In SW, pistols and shotguns (non sawn off) get 12", rifles get 24", and LMGs get 30". In WH40k that's all the range you get, in SW you get two additional range bands (doubling each time) with a -2 and -4 range penalty.

Both systems modify odds similarly. WH40k uses differing success numbers on a d6 (2+, 3+, 4+, etc. 1 always fails), savage worlds instead keeps the target number (mostly) the same and uses progressively larger die type (d4, d6, d8, d10, d12).

Tuesday, March 7, 2017

Tech Tuesday: VR Accessories

Something came across my Facebook feed that reminded me of all the VR accessories that came and went way ahead of their time (Lookin' at you, Novint, with your sweet haptic feedback sleeves) and are now becoming Actually Relevant.

The Hardlight VR suit. In GURPS UltraTech, this is a Basic VR suit. The current gloves/controllers and mask setup that's popular is Glove VR. Adds torso tracking, and a bit of vibratory haptic feedback to let you know what's happening beyond things that touch your hands. and of course the inevitable kickstarter.

Combined with the Virtuix Omni 360 treadmill (It's actually a person-sized touchpad with slippy shoes, essentially, rather than an actual treadmill), you're pretty well set for VR adventures.

That set me searching.
The Axon VR suit. Full VR, it provides haptic feedback and even resistance to motion if there's a virtual object in the way.

Meanwhile, the future continues to arrive with the Multimedia Wall. Sorry, the LG OLED Wallpaper TV. For providing the external view without being large enough to be in the way and get smacked while you're off in a digital world.