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What was excellent, kind of a big one:

* A lot of people including me had never really heard of the Tulsa Race Massacre in 1921, when the most thriving black community in America was attacked by a mob, backed by police, with a lot of weapons, and private planes dropping firebombs, and acres of shops and houses were destroyed and a hundred or more people living there killed, but Watchmen brought it to a lot of people's attention.

What else was excellent:

* It projected the sensibilities of the original Watchmen into an alternate present shaped by those events, the international tension, the continuing rains of squid, the effects of Dr Manhattan
* But it didn't retell those concerns, it reflected problems currently in society's awareness like racial violence, employment, etc
* The music and visuals were AMAZING at evoking the feelings, both of gritty reality and magical alternate reality
* It showed what happened to many of the original characters without making them all about what we'd last seen of them. It was amazing to see Laurie move forward with her life without Watchmen. Rorsach's memory had been coopted by white supremacists. Ozymandias changed everything but maybe thought he was more unique in that than he was.
* All the new characters were memorable, Sister Night, Looking Glass, Red Scare, Pirate Jenny, Panda-head guy, tough police chief, rising politician, and reminiscent of the original setting without just repeating a new generation of costumed heroes
* It replicated the balancing act of making the plot about the the interesting characters, but the world-changing effects all due to a small number of things we already know about, rather than inventing a lot more characters with Manhatten-like powers
* When we do find out anything about Dr Manhatten it replicated the balancing act of making him seen human and sympathetic and alien all at the same time

What was questionable, kind of a big one:

* If you're going to make a series about how bad racism in America is, get more people who aren't white to help run it, aim for an audience that isn't mostly white, have more characters who aren't white, and have a lot fewer sympathetic corrupt police characters.

Knives Out

Apr. 25th, 2020 12:30 pm
jack: (Default)
Knives out was great fun!

Daniel Craig plays a modern independent detective, described with mild irony as the last of the gentlemen detectives. Sometimes he's just in the same general genre, but occasionally the film leans right into it and he drops a Holmes reference and it's never clear if it's the detective doing it on purpose or the film doing it in a world where no-one knew about the original.

I thought he would be good in this role and he was. But he has this great Boston accent and I just never got used to it. Like, obviously some people just have Boston accents and it doesn't have to be FOR anything, but it still just really stood out.

There's a dysfunctional extended family descended from a rich mystery writer, and the characters comment how his mansion leans into the genre too. His children, and their partners and wives, are all characterised very well. The observant biting businesswoman and her "I'm Important but I Don't Actually Have Anything to be Important At" husband. The frustrated son running his father's publishing company. The screwed up teenage grandson.

But the plot doesn't follow them, it follows the detective and nurse/companion to the old writer, and how they progress through the mystery and how they navigate his screwed up family. It's very well paced, flitting between flashbacks to show how events happened, and between different interrogations happening at similar times.

It wasn't perfect but I enjoyed it a lot, I'd certainly like to see more.

Spoilers relegated to the comments, read carefully if you haven't seen it.
jack: (Default)
There is an emperor of the world. Like this modern, real world, except this guy magically underpins the very fabric of the universe. He took over, about 6000 years ago, overthrowing some other ruler about who little is known. He has powerful allies, beasts, planets, sometimes humans but not usually.

His power is in magic, mostly in the form of knowledge. The language of beasts. Incredible healing arts. The ability to walk the lands of the dead and resurrect others or possibly yourself. Stored in a vast library.

For complicated reasons, he has an identity as a regular human in a suburb somewhere. Hosts barbecues, etc. His neighbours are, unbeknownst, some protective camouflage, if any enemy finds him.

He ends up adopting twelve children, and raising them, each being taught one of twelve major fields of study. There is a lot of being sent off to live with powerful sea creatures, or live in the woods with deer, or study endlessly under his guidance until you know whole books.

The novel skips through the early years, and then the bulk of it is what happens when the emperor goes missing and his children try to deal with it: there is a lot of one of the quieter ones trying to juggle multiple balls of intrigue amongst all the others.

I loved, loved, loved, loved the worldbuilding. It was a marvellous marrying of a traditional academic-y magic education, like things from Dark Is Rising, or Earthsea, or Once and Future King, with an almost urban fantasy setting of these ridiculous people trying to juggle alliances and also get familiar with mainstream american society.

The first caveat (and content warning) is, their upbringing is very abusive, both emotionally and physically, both from their father and some of the other siblings, including some occasions of torture and sexual violence. This is very well written, and it doesn't linger on it gratuitously, but it was still pretty heavy.

The second caveat is, I loved the worldbuilding and inter-sibling politics more than the overarching change-the-whole-world stuff. Some parts of that worked very well (when the emperor's rule overlaps with mundane politics, for instance). Others were ok, but just felt like they were too much for the book to carry.

So, if you like the magical library and people training in specialities with animals and learned other powers, this is a book you might REALLY REALLY REALLY like, or you might not.

Good Omens

Jul. 8th, 2019 10:14 pm
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So, yes, that was ever so well done! I don't have much more to say, really. I mean, gosh, what a difficult adaption, but they did it very well.

Some people pointed out they had rather more voiceover than you might expect, which I think is true, but it didn't seem unreasonably much -- I can see you might have adapted it more, but since the adaption they did do I thought worked ever so well, I'm not sure I want to second guess what could have been different.

Crowly and Aziraphale were so so lovely.

I'm really glad I watched it with people too, I think that helped the experience.
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I've watched about a third of the way through the first series, so my thoughts are a bit premature.

Grim remakes

I quite like the trend of grim remakes. I think there's two main things I like. One is the same thing as fanfiction, of putting the same characters into a new setting often brings out new stuff out of the same premises, which is really interesting. The other is, making it "grim" or "adult", often means engaging with the premises more deeply: plumbing for implications the original shied away from; taking characters emotions seriously when the original had them more as a joke; etc.

And like fanfiction, it still benefits from all the character building in the original, people watching it often already have sympathy for the characters, and know how they'd react, so the new version doesn't have to re-establish all that.

Read more... )
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I finally read the new novel by Shamus Young (who did the DM of the Rings screencap webcomic).

The previous one was the Witch Watch, a 19th century adventure when the protagonist an introspective unfilfilled soldier is killed in a scuffle and is resurrected by mistake by minions of a necromancer.

This one is a cyberpunk mystery reminiscent of Caves of Steel.

The Good

The setting is great. A fictional tropical city, exploited by colonial-ish powers not by direct conquest per se, but by economic leverage, now a densely populated but not the most technologically advanced world city. Increasing penetration of robots into the workforce, not completely realistically, but from a very 2020 perspective not a 1950 one.

An introspective, meticulous but idiosyncratic crook, specialising in rewarding low-violence crimes sucked into a robot who-dunnit mystery, while being pursued by various mobsters and corrupt police. A very sympathetic robot character with a lot to say about how it feels to be built around a drive to serve humans and to protect humans.

A lot of delving into the philosophy of being a robot, how robots learn, how they have drives, the practicalities of what robots are manufactured, which brains are duplicated, etc, etc.

A lot of goon-banter, a minor genre of scene where the protagonist and the goons chat while waiting for the boss.

The Niggles

Two things niggled at me, both hard to describe. The first is going to be a bit difficult to try to talk about. Shamus Young is probably neurodivergent of some sort: he's talked about not being officially diagnosed, but seeming different to most people. It doesn't come up much, but in his memoir blog posts (https://www.shamusyoung.com/twentysidedtale/?p=12687) he talks a lot about how other people just seem weird to him.

It's especially weird for me because a lot of the things he says really resonate with me, but I don't think I'm coming from the same place. My theory is that the "understanding people" bit of my brain is ok, but the "if you failed once you probably learned something and it's worth trying again, not hiding from it forever" bit of my brain was really wonky for some reason, but that's obviously just a metaphor I use somehow, I can't really see what's going on in my head.

The protagonist of Another Kind of Life isn't definitively neurodiverse, but enough things about his experience make me read him as someone who finds people weird but has learned how to interact well with them (possibly as Shamus is, I don't know). But what I'm about to talk about seems to apply to almost all the characters in both books.

But anyway, a few things in both books really jump out into my notice when I don't know if other people would notice them in the same way. Something like, characters having a running narrative in their head of why someone else is reacting a certain way, when I would really, really have expected that to be sufficiently common for soldiers or crooks (or just most people) that the character would be used to it, either just subconsciously interpreting the behaviour, or annoyed that people KEEP doing that even though it makes no sense, but not "oh, he's obviously doing this because he thinks that" when it's something I'd expect to happen all the time. But I don't know if my expectation is more right than his is, maybe people do have mental narratives like that and it just sticks out to me more.

The other thing is also hard to describe, the book had the sort of arc of solving the murder and other professional and personal problems of protagonist that I'd expect, but somehow it didn't feel satisfying and tense the way I felt it should. I can't say what's wrong, but it felt like he just worked through everything and worked it all out, even though he definitely did run into a lot of sticky situations along the way. So I was left with a feeling of "that was nice, but it felt like it was lacking something, but I can't really point to what" which is annoying to try to describe (sorry), despite really liking most of the book.
jack: (Default)
For the first time for, um, a very very long time I returned to a book I was interested in but didn't finish the first time.

And oh boy. This book is so *interesting*. The gender stuff, the prisoner stuff, the family-structure stuff, the political-group stuff, the utopian other worlds projects, the policing, the transport system. Even before mentioning the miracles-exist-what-are-you-going-to-do-about-that stuff. Almost everything that happened and everything about how the world was sparked another tangent of introspection.

But almost all of them also aggravated me into fits of ranting about them as well.

Being that interesting is clearly a good thing, I think it deserved the attention it got. But I am still aggravated about the things I'm upset about, some of which I think are a real problem with the book, others of which I think are moments of weakness that are not a big deal in theory but really rubbed me up the wrong way.

Having a protagonist who's a terrible person, on the plus side, gives my brain a good workout: you can't just accept what happens, you always have to be considering "is this accurate" and "is this ethical"? But on the bad side is unpleasant to read about and makes it a lot harder to understand aspects of the book you can't trust his description of.

It reminds me of Humbert Humbert from Lolita or Rick from Rick and Morty: it's interesting to understand someone who's a terrible person, but you bear responsibility for the fact that however horrible, readers may sympathise with them and treat them as role models :(

The prison system

There's this idea of convicts guilty of serious offences "serving time" by serving society. Indeed, wandering around in public, forbidden from holding jobs or possessions, surviving on charity, but doing odd jobs (or weirdly important jobs) for people.

The book is clearly not saying this is OK, it raises it as a thought provoking way of dealing with serious crime, but shows how dystopian it can be, so it's hard for me to say that it *shouldn't* have been part of the book.

But as I've grown up, I've got increasingly less patience with clever philosophical experiments about society. I've always *loved* thought experiments of all sorts, I think they often do serve very well to show what we think is important in various circumstances. But I also think, they often gloss over how much of ACTUAL real life problems are problems that depend on the specifics and logistics of the real world problems, and one clever abstract decision does almost nothing to actually help resolve them.

Like, I don't want *every* book to be a morality tale about the problems of contemporary society. That's a good thing, but it's not the *only* good thing. But if you wrote a book about how criminals are stripped of their civil rights and forced to work as slaves... you didn't think to compare that to the way that happens right now AT ALL?

That's a kind of striking omission, isn't it?

Or maybe it's me that's missing the point. Maybe it IS intended as a "this is wrong" polemic.

But if so, it seems strange that it omits the LARGEST question about the situation which the real-life parallel immediately raises. You've described the fate of criminals who (a) have committed crimes sufficiently horrible, mostly murder, that their sentence effectively lasts the rest of their life but (b) are sufficiently harmless they can wander around society without being significantly guarded.

Surely that's a TINY MINORITY of people who commit crimes. So what about everyone else? Are these the ONLY sorts of criminal in this society? If so, how come? Is everyone else humanely rehabilitated? Or not driven to crime because there's a universal good education system and minimum income? Or incarcerated somewhere unmentioned? Or what?

Like, if you took our society, and premeditated murderers were treated worse, but all other crimes everyone just never committed in the first place... that doesn't make it ok, but it probably means life is overwhelmingly better for almost everyone. Shouldn't that have been more prominently mentioned in this system? Or is the system just as bad as our one, but especially bad murderers have special less-humane punishments? That's what America does, and it's awful, but I think those disproportionate punishments don't exist in isolation, they're a part of how the system is inhumane to almost everyone subjected to it.

Was all this deliberately left out?

Or does just "throwing interesting ideas at the wall" lead to this sort of hole where you don't have room to follow through all the implications?

Apparently we have a normal-ish police force? And people committing casual street thuggery are almost inevitably caught immediately? But do it anyway? What?

Gender stuff

Similar questions arise with the gender stuff. The book postulates, as far as I can tell, a society where people are referred to with gender neutral words and pronouns, but people still have some similar tendencies and prejudices in what's likely to be true about people who would be AMAB or AFAB in our society.

This is massively obscured by the protagonist who observes that people are potentially being hypocritical about this, and responds by being incredibly gender-essentialist and judgemental about everything.

This did raise several interesting questions in my mind and as I struggled to put into words his attitude. Eventually I settled on, he has an unexamined belief/assumption that people divide into two boxes, one labelled male, one labelled female, that accord with various personality traits and body types. Which makes *no sense* because it's *not* how the world works, but obviously, he proceeds as if he's correct. For instance, he assigns people pronouns according to how he sees their personality, even though often finding an excuse to mention that he thinks they look like they have a different biological sex. But the fact that he has to do this all the fucking time doesn't clue him in to the idea that maybe his dichotomy doesn't actually work like that.

So, although that was *unpleasant*, it was also certainly *interesting*.

I think (?) that this is deliberately intended to show a society which has weird taboos which are a bit different to ours, to throw light on both our taboos, and the underlying concepts of gender.

But what it says that that's the society they ended up with seems to have a lot of unpleasant implications. Like, they've spent hundreds of years avoiding *saying* there are two binary genders, even if people think that. But my current best guess is that some people strongly identify with a gender and some people don't. If everyone is "they" I would expect a lot of people who today let themselves get sorted into a box corresponding to the sex people see them as, instead thinking of themselves as the equivalent of non-binary. And we *definitely* have plenty of people who don't fit into one of two binary categories personality-wise, even the protagonist admits as much.

But we don't seem to have a society where 40% of people don't really identify with a binary gender. The protagonist makes a big deal about not knowing the right binary box for *one* character. And how the more tabloid-ish sort of newspaper makes a big deal about wanting to know that celebrity's biological sex. That suggests he thinks he can tell in all *other* cases. If everyone dresses gender neutral and lots of people don't choose to grow breasts, I don't think that would be true. I mean, even if he doesn't AGREE, surely he would notice that in order to denounce it?

So where does that leave us? Is this deliberate? Are we supposed to assume the protagonist is lying to himself about this and actually there IS a big nonbinary majority and the protagonist just hides it from us? That would be consistent with the plot, but... if there's no indication that happens, if the book builds up no trust with the reader that the real situation reflects something different to what's shown, are we supposed to know that? Or is it disagreeing, is it saying that most societies DO stream people into binary identities, and that even after hundreds of years of avoiding that we will inevitably still have them just as strongly?

This isn't especially personal to me but I could barely read the book because of it, and writing a book partly about nonbinary gender politics without thinking about whether it would be hurtful to actual real life trans people seems like a really bad idea. But OTOH, I know trans people who had the opposite reaction, that they disliked reading "everything will be fine" futures and almost preferred reading about societies which were fucked up in different ways.

And the economics

So, everyone works a 20 hour week at most, with the exception of people with a strong vocation? We think? Although we only really deal with political leaders and senior scientists and engineers, and prisoners, we don't see anyone in a typical economic situation.

I gather that's supposed to be an actual 20 hour week, not a zero-hour-contract-you-can-barely-live-but-the-economic-figures-look-good week?

But also, everyone is really worried about their rents going up? And land/building ownership is concentrated in one particular political group?

How do these things go together? How many people are living in politics? Many? Few?

As I commented about the prison system, we have a lot of interesting concepts, but seem to miss the most important questions. We have a lot of worry about economics. But like, do most people have enough to eat and shelter and so on? Or not? If so, the system is working *quite well*, even with all the bad things going on. Or is this theoretical utopian work life actually only apply to a small proportion of people and most people, especially people who are discriminated against, get utterly screwed but aren't "counted" when estimating how much people need to work? I can't tell.

Sometimes not telling us stuff is interesting, letting us ponder the question, but when too many important things are left out, it undermines our connection to the world and characters.
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Doctor Who, Ep i

I love everything it's doing, featuring northern england, featuring a little group of different people who are not all white, #13's manic energy, spending some time making do without a tardis.

I am really sad that one of the best characters didn't become a regular :(

I've found that first episodes of new doctors usually drag somewhat for me, that the pacing feels off, and the new doctor is still settling into making the role feel natural, so I'm very positive about this series so far, but didn't actually enjoy ep i as much as I might have thought I would.

Sol: Last days of a dying star

This game is INCREDIBLY beautiful. The game board is the dying sun, with two levels of orbit around it and three levels of orbit within it, and it drips flavour off the page.

Each player has a mothership which automatically rotates one space round the sun, and everything else they do needs to be launched from the mothership, so the geography changes as you have to make use of different players structures at different points in the turn.

The gameplay is quite interesting. Your mothership launches little construction ships called sundivers, which can assemble themselves into energy collecting buildings, sundiver manufacturing foundries, and beam-power-into-space-for-victory-points towers, and activate those buildings. The general outline is of building a collect-energy-beam-energy engine, and then use up everything you can at the end in a big burst of energy.

Variety comes from instability cards -- when you build or activate buildings in the three layers in the sun, you draw a number of cards, which both give you some one-off ability, and when you draw solar flares hasten the end of the game. So the game accelerates quite a lot, because the end approaches quite slowly if you're still operating in the higher orbits, but once you build stuff near the core of the sun you go through cards very rapidly. Each game has three or four effects drawn randomly at the start of the game, which determine which abilities the cards grant, so part of the game is recognising how to make most efficient use of them -- how to build your infrastructure differently if you have the opportunity to move buildings, or if you can move sundivers into the sun more cheaply, etc.

There's a few things mostly just about the flavour that I wish were a bit clearer. You're propelling an ark away from the dying star, but the flavour would work better if the player with the most energy got "ark gets to target planet first" not "ark escapes dying supernova", because running faster/slower than the other players doesn't affect whether you die in a supernova. I wish the rules explained things in a slightly different order. I wish the name "sundiver" could be one that reminded people that the sundivers *turn into* buildings. To activate a building you need to fly a sundiver to it, and then that sundiver is not destroyed but teleports back to the mothership, but I wish there was a clearer representation of how that happened.

The designers have clearly thought about these questions and put some effort into the flavour, and in clearing up rules edge cases, but we were bugged by some of them anyway. (If you're reading, thank you so much!)

Librarians

This series is so ridiculous, it's awesome. Last episode, they fought an evil company that was sacrificing interns to the minotaur in the labyrinth. Next episode they rescued the spirit of father christmas.

Seveneves

Sep. 20th, 2018 02:30 pm
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So. Neal Stephenson's recent-ish doorstop about the moon blowing up and the earth becoming uninhabitable, and humanity jump-starting a space settlement to continue the race until the earth's surface recovers. He did write short books once, but not for decades now IIRC :)

The near-future space stuff is all interesting. Sometimes it feels a bit on-the-nose, "I learned about this interesting thing, now I'll force it into my book", but as a look at what humanity could potentially build if countries threw ALL their resources at it, and what an ongoing settlement in space might realistically look like, it's very interesting.

The politics references are a bit tedious. Both the "oh look, geeks resent politics, yes, politics even of a few hundred people is a giant sewer" is probably... plausible, but feels over-done. And the references to earth politics, we get another big dump of libertarians-aren't-exactly-right-but-don't-we-empathise-with-them-lots, which I sympathise with a little bit, but am also massively critical of. And the female US president is an interesting character, and god knows I don't expect us presidents to automatically be nice people, but her naked ambition and cynical manipulation feel like they came out as criticism of a female president *at all*.

He does successfully introduce many female characters -- I haven't counted, but the titular Seven Eves are seven of the most major characters, who all happen to be female.

The post-timeskip "what space settlements look like after 5000 years" was interesting, but felt much less likely. And a bunch of other stuff that happened felt MUCH less likely.

Can you really produce a closed underground system recycling oxygen and carbon dioxide, growing plants under electric lights, all powered solely by geothermal power?

I think epigenetics means "magic ways experiences an organism has as an adult can affect what their children inherit, i.e. basically all hereditary biology that's additional to DNA". But Neal Stephenson seems to think it means "magic ways an organism can suddenly change as an adult and become a significantly different organism". Is that right??

I'm annoyed by, AFTER the seven eves, we revert to current-stereotypical-gender-roles at least somewhat. I do suspect there are SOME inbuilt reasons for that. But after that cultural bottleneck, you didn't think it might be interesting if we DIDN'T have those assumptions?

And I'm annoyed by "oh no, the last seven members of the human race disagree what children to engineer -- lets all just do our own thing and create seven eternally distinct tribes." They couldn't find ANY more compromise than that? Stuck in a small habitat, all the different offspring didn't immediately interbreed?
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Worth the Candle is another loooong webfic, adjacent to several rationalist stories, but much less in-your-face about it.

It chronicles the main character, a teenage GM whose best friend has just died, thrust into a secondary world that seems inspired by a giant mash-up of all his different roleplaying campaigns.

It covers the basic ground of levelling up and dealing with immediate quests in a fun way, but I love the way the various characters grow and become much more complicated.

It wins the Anton Macgyver award for the "most surprisingly beneficial potential use of an apparently useless special power" :)

And the as-yet-unnamed award for portraying a realistic, relevant therapy session, not just someone shouting at the protagonist what's obvious they're fucking up but it was glossed over, but verbalising the realistic and difficult details of the relationship between the main character and the character he's dating, which should have been obvious but weren't, and don't immediately go to "fixed" or "fixed, backsliding, fixed, backsliding", but are clear they're things they can work on, but it will be difficult.

Thanks to DRM for making me aware of it.
jack: (Default)
Azul

Liv knew she wanted this game for ages, and I wasn't sure but immediately fell in love with it. It's based on Portuguese Islamic-derived ceramic tilings. All the parts are absolutely gorgeous, the tiles are fairly simple design on simple plastic, but they feel sooo tactile and are sooo beautiful.

The gameplay is collecting tiles to fill out a grid, and blocking the opponent from doing so, but the rules are really quite simple, and the strategy really quite complicated.

Trail of Lightning

By an urban fantasy by Rebecca Roanhorse, who won the Campbell Award and Best Short Story Hugo this year. Set after global warming causes catastrophic ocean rises and political cohesion in America dissolves, in the newly evolving and ironically-drought-ridden Diné nation from what had been the Diné (Navajo) reservation.

The protagonist is a monster hunter. It's interesting to read a story with some of the immortal figures like Coyote who've shown up in other fantasy novels I've read, but by an author who presumably knows the original stories better.

City of Brass

By S. A. Chakraboty. An early 19th century Egyptian con-woman discovers she has Djinn heritage and is immediately sucked into complicated multi-sided supernatural politics between factions of Djinn, and other more powerful immortals, and not-exactly-Djinn, etc.

If, like me, you like supernatural politics, history of Djinn through Islamic dominance, to before to their capture by Solomon, all the way back to the early world, this might be the book you've been waiting for.

I can't vouch for the accuracy of the real-world cultures depicted and drawn from, but it felt very much like characters actually being there, a wide variety of people.
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Oh gosh, this book is hard to describe. It started as a web serial, and was eventually published. By David Wong, who, if I got this right, is executive editor at Cracked.com. David Wong is a pen name he adopted for his online writing, and also wrote into these stories as the main character.

It's a riotous embracing of style over coherency. The main character and his friend, John, are two flaky drop-outs who've stumbled into a position as trouble-shooters of various sorts of occult problems.

I hear the film adaption stops there, with a "random slackers save the world" plot, with them blundering from one crisis to another endlessly well-meaning but endlessly screwed up.

The book does more although it's hard to describe what. The underlying reality isn't especially more coherent, there's various sorts of occult happenings that don't seem completely consistent with each other. But there's a lot more going on with the characters. As someone points out, you start by pegging David as the responsible one and John as the screw up. But in fact, David is better at holding a job, but John is better in almost every other way, nicer to people, better to his friends, less bitter, etc.

It's often funny. It's occasionally terrifying.

For a book called "John dies at the end", it kept me guessing all the way through whether, well, John would die at the end, which is a pretty impressive achievement.

I'd lost track, apparently I did read his unrelated novel Futuristic Violence and Men in Fancy Suits before, which likewise had a so-so plot but really great characters and intermittent but great humour.
jack: (Default)
I'd been meaning to read this for ages, and it was really awesome.

The main character is the daughter of a minister, a famous archaeologist, shortly after Darwin published the Origin of the Species. He is taking his family to an island, I think a fictional one, but situated near the real channel islands, to help in some newly uncovered archaeological find.

She is fascinated by her father's work, and educates herself a lot, whilst resenting that she's judged against the standards of a dutiful, conforming daughter instead.

It was complete coincidence I was reading when I was on the channel islands.

The minister is an important character, but equally important is the main character's mother, tasked with running everything about the household, from one angle seeming remote and bossy, from another angle, excelling at the tasks life set to her. And the servants, native to the island, with varying degrees of unease at this new strange family they're supposed to be living with. And her uncle, easy-going, but jealous of his brother-in-law's success. And the various other people associated with the dig, the gentlemen officially sponsoring it, and the women who have one reason for another for being involved, all with their own weaknesses and own problems.

And the premise, which is spelled out on the back cover, that via her father's work she finds a tree reputed to feed off lies, and begins experimenting with it.

I really enjoyed it, mostly the pure people aspects, but also the potentially fantastic aspects. If anything, the one problem I had is that the potentially fantastic elements stand in contrast to the main characters' scientific dedication.
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Pentapolis

Pericles set sail again, and there was a massive storm. Pericles was shipwrecked, but fortuitously his armour washed soooo close to shore it could be caught in a fishing net (spoilers), although all the sailors who didn't appear in the play presumably drowned.

He washes up, literally, in Pentapolis in North Africa (in modern Libya) in the SW of the relevant section of the Mediterranean.

A fishing crew find him.

HIM: *strong emotions about being shipwrecked and narrowly saved*
THEM: Hi!
HIM: Hi! I'm important.
THEM: That's convenient. The local king is having a tourney to dispose his daughter's hand in marriage.
HIM: Well, that doesn't ring any alarm bells. I'm in!
HIM: Hey, can you lend me that armour you just dredged up? It's mine, honest.
HIM: And can you lend me, um, a bunch of posh clothes too?
HIM: I will totally pay you back when I win the princess' hand in marriage.
THEM: That sounds like a solid, reliable plan with few risks.
THEM: But we're still not really prepared to just send you off with this stuff.
HIM: Oh, go on then.
THEM: Oh, ok.

Then we have the tourney. The king absolutely steals the show. I'm not even sure how. He doesn't have much of a role, but he MASSIVELY plays it up. He describes the tourney a bit like a sports announcer, and teases and chides his daughter and Pericles like a cross between a dad, a rap DJ, and someone doing the robot (I think I recognise the performance as something more specific but can't describe it).

It makes the whole thing hilarious, and the bits where he toys with the putative couple, pretending to be angry and then encouraging their union, which could easily seem out of place, fit his persona really seamlessly.

The tourney was probably the funniest bit. The king quizzes the daughter on the knights' heraldry, and she describes them, but as each is mentioned, they pop up from behind a hedge with a hobby-horse and a big whinny, then pop down again.

Then they couldn't easily actually STAGE a tourney (would the original play have had something there?) so the narrator walks across the stage with a chalkboard saying "A tourney..." and then walks back with it flipped to the other side, which says "30 minutes later..."

Then the characters are expositing what happened. Pericles won! And he and the daughter fortunately are super into each other. There's a big of a dancing scene, he's unexpectedly shy, the king acts all reluctant, and then admits he's super pleased with the match and they should get to the sexy bit immediately.

They marry, and then head back to Tyre.

At sea

Surprise! There's ANOTHER big storm. Pericles is surprisingly patient with the gods about this. There's a bunch of bad news.

Narrator: *big infodump*
Narrator: OK, the next bit is going to be acted out (yes, the narrator really says that)
Nurse: Good news! You have a daughter.
Pericles: I don't like where this is going.
Nurse: I'm really sorry, your wife is dead.
Sailor: And we must immediately throw her overboard.
Pericles: Er, what?
Sailor: Superstition.
Pericles: Oh, very well then.

Is it plausible she dies in childbirth of something which actually (spoiler) she recovers from?

ALSO, SEE, THIS IS WHY YOU SHOULDN'T THROW PEOPLE OVERBOARD DURING A STORM, I FEEL LIKE I SHOULDN'T HAVE TO EXPLAIN THIS.

Tarsus (again)

Pericles: the child won't survive the whole journey
Pericles: we must put ashore in Tarsus, where I'm friends with the governor because I saved them from a famine
Pericles: Is nine months enough time to be not-a-famine any more? I guess so.
Pericles: Anyway, we should give my daughter to them to raise
Pericles: Where I'm sure they're good people
Pericles: Although all I know about them is that they're depressed when they're starving and grateful when they're saved, so not a SUPER DETAILED recommendation.
Pericles: And I'm 100% sure they'll raise her as a proper high-born lady
Pericles: And 98% sure they won't get jealous of how she's more beautiful than their own daughter and have her assassinated.

Me: SEE THIS IS WHY YOU SHOULDN'T ABANDON YOUR BABY DAUGHTER IN THE MIDDLE OF A FAMINE TO PEOPLE YOU BARELY KNOW.
Me: But I suppose, that was the style at the time.

Ephesus

Fortunately, his wife's casket is well-sealed, and washes ashore in Ephesus next to a learned physician who revives her.

Everyone: Witchcraft!
Physician: No, it's mostly just common sense.
Everyone: Witchcraft!
Physician: If I'm a witch, how come you're still non-newt-shaped when you talk to me like that?
Everyone: *mutter* *grumble*
Thaisa: You have saved me!
Thaisa: But my husband and daughter presumably drowned, seeing as how I ended up in the sea.
Thaisa: Although in a sealed casket, that is a bit odd...
Thaisa: Anyway, what should I do now?
Physician: My niece is a priest at the temple of Diana. I can hook you up.
Physician: Why don't you serve there for, oh, about 18 years?
Thaisa: OK.

AFTER A GIANT TIME SKIP

Daughter grows up, is perfect lady, her guardians try to kill her, employing an assassin played by the same actor as the other assassin (I think?) but fortunately/unfortunately, she's kidnapped by pirates right at the crucial moment.

The pirates sell her to a brothel in Mytilene, whose owners' are just lamenting they don't have enough workers. Their doorman (?) inducts her. He's played in a camp way which is kind of awesome, but also pretty problematic. The whole brothel thing is rather problematic, unsurprisingly, as are a couple of other bits, which I haven't recapped in detail.

Fortunately, she's SOOOO good looking and SOOOO cultured, she talks all the men she's set up with into re-dedicating themselves to virtue after all, up to and eventually including the governor, and finally pitches the brothel owners on "hey, look, you just want money, right, well, hire me out as a music/drawing/dancing/ladylikeness tutor instead"

Then, Pericles drifts into port, sulking at the centre of his ship(s?), utterly dejected when, after not seeing her for 18 years, his daughter abruptly died in a poorly-specified fashion.

The governor brings this woman he knows who's good as music to cheer him up, they compare sob stories, and suddenly realise, they're father and daughter! She marries the governor and he comes with them.

Diana appears in a vision and, finally after 18 years of delay, gives him a surprisingly detailed vision of how to go to her temple in Ephesus and recount the whole story, and they do, and they're all reunited and happily married, the end.

Then the narrator appears and gives a big spiel about how you've met various sorts of villains, the incestuous king (he was abruptly struck by lightning earlier, but I forgot to mention it until now, that's when Pericles felt safe going home), and the betraying foster-parents (apparently their populace found out and mobbed them to death), and various sorts of virtue, including the loyal lieutenant who I keep leaving out but has been acting as Pericles' representative during his depression, and all the other characters.

Peracles!

Aug. 6th, 2018 05:18 pm
jack: (Default)
Liv and I wanted to see one of the Cambridge Shakespeare plays this summer. The selection didn't have many we really wanted to see, so we ended up seeing Peracles, and I'm really glad we did.

Cambridge Shakespeare have often made some of the lesser-known, honestly less good plays really fun, and that's what they did here. Pericles is described as "at least partly by Shakespeare": I think roughly the "Pericles sails around having adventures" is by someone else, and "everyone is lost at sea and thinks each other dead, then, surprise, they're reunited without knowing who each other are" is by Shakespeare :)

Antioch

It starts off with Pericles, prince of Tyre (eastern Mediterranean), visiting nearly Antioch (just to the North). The king has a beautiful, accomplished, and widely admired daughter, but is violently protective of her, and has decreed that no-one may court her unless they answer his (secret) riddle, but if they guess wrong, they will be executed.

Pericles rocks up, says, "that sounds like a good deal", and then SURPRISE, it turns out NOT to be a good idea.

(Content Warning: incest mentioned in next paragraph)

The riddle turns out to be, basically, "incest, but in verse form". Pericles explains at length to the audience that answering the riddle will cause the king to have him executed out of hand just as much as failing to answer. Instead, he *hints* that he knows, but asks for more time to think about it.

For some reason, the king, ashamed of his sin, and equally willing to execute suitors for guessing, or not guessing, the riddle, is too embarrassed to have him executed for *maybe* guessing the riddle, and agrees to the delay.

Pericles wasting no time, as soon as he's outside the palace, immediately flies back to Tyre.

The king is outraged by this deception, and -- belatedly -- sends an assassin after him.

Tyre

The narrator was amazing. She was dressed up like a cross between a headmistress and a clown, lecturing the audience about all the things they were supposed to know. The back of the stage had a chalk-board divided into six sectors with all the relevant places on (including "the sea" with waves) and a little pointer which span round. Whenever the narrator announced a place, she turned the pointer, and whenever the scene changed without narration, she came on stage to turn it, or crept up from behind, just to keep everyone oriented with where they were.

Pericles immediately sort counsel with his Loyal Underling Ruling In Pericles' Absence Whose Name I Forget. LURIPAWNIF said, running away had been a smart move, well done, but maybe having announced yourself as "Pericles of Tyre" don't just sit around in Tyre waiting for assassins, but make like Sir Robin and split.

I was positively convinced this guy was going to stab him in the back or something, but no, he was genuinely committed to ruling Tyre fairly, but letting Pericles have all the glory and handing everything back to him whenever he turned up again. Later on, we have a brief scene in Tyre where various nobles call on him to have the crown, and he says, no, wait five years before we give up on the Big P.

Pericles takes the advice and takes some ships and men and sails off for adventure.

And by "adventure" we apparently mean "loading up with grain and sailing somewhere with a famine".

TBC.
jack: (Default)
Lots of the things I wished were possible turned out to actually be possible but it just hadn't immediately been obvious what the interface was.

I got a bit frustrated with sending science ships to research research projects before I realised that if you selected the science ship, you could right-click the orange box to order the ship to do the research (or shift-right-click to queue the research to do as soon as the ship completes its current order).

Probably at least one of the following are also already possible and I just don't know how.

I wish, if you'd previously visited a system, information like "number of potentially habitable planets and climate" or "number of celestial bodies" or "roughly what was on a settled planet" were available as "what you last saw" even if not in real time.

I wish the map showed you not just total resources, but showed the largest clump so you can prioritise building mining stations that gain 3 or more resources.

There's an alert that says when pirates settle in a system, can I please have a list of where that's happened? Usually it's obvious because I have eyes on a giant fleet coming towards me, but sometimes I want to make sure I know where all the original nests were and that I've got them all.

In fact, just a list of all the pop-ups and alerts I've dismissed would be good.

I wish it was easier to edit the action queue for a ship. (I was pleased to discover if you give a ship a new order, it cancels the pending actions but not the current action. IIRC "stop" cancels everything, and "shift-click" adds a new action at the end of a queue.)

It'd also be nice to be able to tell a ship "go here, wait till I have enough minerals, then build", but I understand why that's not as easy.

I wish it was easier to build a ship and designate it for a particular fleet. You can use the fleet "reinforce" option, but then I don't think you don't get to specify which ship is built or where.

These are all annoying but fairly small, since they're still developing, I think it's likely they will fix these eventually. I just felt better for writing it out :)
jack: (Default)
"Thuurgla Disseminute", "Gleggrot Disseminute", the names of these Fungus' navy fleets are very very them. As are some of the others. Including the pirates! :)

Pets

I found some alien pets! Alas they were on one of the fungus' core worlds, and for whatever reason the fungus' concentrated more on building warships than petting pets. I only found them when I flew through their home system in the post-war truce and conducted a little informal surveillance.

Liv immediately asked me to save them, but I had to admit, I was already trying as hard as I could to rescue the normal funguses from their own government, but it wasn't possible to speed up the processes without another war and maybe even planetary bombardment.

AI personalities

The characteristics of an empire (and I think, their ruler, and maybe a couple of other things) determine in their 'personality' according to a complex algorithm. Like, empires who are spiritualist and also militaristic usually get the "honourable warriors" personality. Many empires get the "hegemonic militaristic" which just means they want to conquer things. Etc.

Some are fairly specific, like the "assimilate everyone in the galaxy" and the "eat everyone in the galaxy" empires.

I think the personality is deterministically determined by those values. And the effects of the personality are mostly or completely determined by various modifiers like "chance of declaring war" and "positive/negative modifier to their opinion if you have a border with them" etc.

So it's a bit fiddly, but I quite like the concept, that you can (hopefully) just play by understanding that you can probably trade with the "spiritual seekers" especially if you're spiritualist yourself, you may or may not be able to form pacts with the hegemonic militarists depending on their political situation, and you might as well give up on some of the xenophobic personalities who mostly hate everyone.

But that because it's all run by an algorithm, it's all exposed to modders who can tweak it in various ways. And "never" is expressed as "modifier by -1000" so if there's some overwhelming pressure the other way, that might still happen.

Opinion, Trust, etc

It took me a while to get an idea how this works and I'm still not sure. There's a few relevant values, opinion, trust, and attitude, and I think a couple more under the hood.

Trust represents a relationship built up over time. Any ongoing diplomacy (trade deals, guaranteeing their independence, non-aggression pact, defensive pact, alliance, federation, etc) provides both a small monthly increase in trust, and a maximum value of trust, higher for more significant relationships. If you don't have an ongoing relationship it slowly decays to 0 again.

Opinion represents an instantaneous snapshot, which comprises (a) trust (b) various relevant modifiers, like sharing politics and philosophy gives a boost, xenophiles/xenophobes have a flat bonus/penalty to their opinion of everyone, etc. And (c) various short term effects, like breaking a treaty or making a favourable trade deal gives an instantaneous bonus/penalty to trust which slowly expires over some number of months.

So the general process of diplomacy where possible is, find empires who have at least somewhat positive base opinion of you. Build up trust by making a trade deal of guaranteeing their independence. Then combine increased trust and if necessary a temporary boost to opinion (say, a one-sided trade deal to just give them a temporary bribe), enough for them to accept a more significant diplomatic overture, which will hopefully have a higher trust cap etc.

This can see-saw back and forth based on various things -- if you're far away, diplomacy is more difficult, if your mutual border is too long, there's a penalty for needing to police it, if there's another empire mutually threatening, that's a positive to various pacts, etc.

There's also an "attitude": "wary", "cordial", "friendly", etc. This is partly due to opinion (and trust?) and partly due to relative empire strengths and to AI personality (?). I'm not sure if that's mostly just due to opinion and trust and obvious overall modifiers, or if there's a extra determinants behind the scenes.

Lots of diplomatic options have a default "no", so it can be a bit of a hurdle to get anyone to agree. You need to max out trust, but then you're left with some negatives if your empires are incompatible. And some empires will just never like you unless you're overwhelming in military force because you're naturally incompatible.

And as people helpfully clarified on the previous post, once you've got a bad diplomatic situation with someone, i.e. their opinion of you spiralled downward and they declared you a rival (or declared war or proclaimed a claim to some of your systems), it is nigh impossible to increase their opinion again because those all provide an ongoing negative modifier. You just have to hope an extra-dimensional threat spawns nearby :)
jack: (Default)
The latest (and penultimate?) big game in the game crate was one Rachel and I had both separately been somewhat interested in, Photosynthesis.

It is so gorgeous, it's positively dripping with luscious flavour. There is a hexagonal board, a sun that travels between the six vertices, and players plant seeds and trees in the hexes.

Trees collect sun points. Players spend sun points to buy new seeds and trees.

There are three sizes of tree. You spend more to grow a big tree, but trees directly behind other trees are shaded and collect no sun, and bigger trees shadow more hexes behind them, but are not themselves shaded by smaller trees.

The largest-size trees can be harvested to produce victory points, you get more if the tree is closer to the middle of the board (but those can more easily end up shaded on all sides and not producing as much sun).

Ideally you spend a round and a half planting more trees to get more sun, and then a round and a half slowly growing big trees and harvesting them. But I'm not sure of the specifics, where it's best to plant, when it's best to try for more small trees and when it's best to play for big trees, etc.

Aside on rules clarity

It's amazing how hard it is to produce unambiguous rules. Again and again I find a clarification I or someone else makes seems to actually muddle an existing understanding, for instance the "they spelled it out in this case, does that mean it doesn't apply in other situations?" effect.

In this case, the intended rule is that you can have multiple actions in a turn, but "growing a tree", "harvesting a tree", "planting a seed from a tree", or "planting a seed in a hex" can only be done once in each hex.

But the way this was explained put big emphasis on planting a seed activating the tree it was planted from, and not being able to grow a tree twice, and not being able to activate the same tree twice, but didn't explicitly say what the designers found obvious, that planting a seed 'activated' the hex it was planted into AS WELL, not instead, as the tree it was planted from.

That's certainly how I expected it to work, but the fact that the rules stated in bolt print that it activated the tree it was planted by, made me think it didn't activate the hex it was planted into, but apparently that wasn't the implication, just that they wanted people to remember the other half of the rule.

FWIW, the "activating a hex" terminology is what I got from reading a discussion on board game geek, the original rules described it a bit differently.

I think it's partly, however well you understand something, it's really hard to explain so someone else 'gets it'. And partly, likely, translation issues. And partly, squelching one misinterpretation can produce more unless you review the changes as a whole.

I remember recently reading an impassioned essay by a Spiel des Jahres judge saying there was quite a lot of games they loved, but they were firm in only accepting games where the rules were written to a certain standard, because they wanted games that anyone could enjoy, not only people who were adept as inferring what the rules should be.

Aside to aside

I possibly should trust myself more at inferring what the rules probably *meant*, even when it looks clear what they *say*.
jack: (Default)
So now I'm less talking about every new experience I have and more talking about the SECOND dragged out war against the fungus people, this is less entertaining :)

War

My God, this isn't good from my planets' populations point of view though. First war, they declared war out of idealism, and I screwed up the economy and got food shortages, and pirates ravaged most of the outer systems, including a pre-spaceflight world in my territory. Second war, the funguses saw I hadn't rebuilt fast enough out of the first war, made claims on a few of my border systems -- and then instead flew a giant fleet straight to my home worlds and bombarded them from orbit.

Even the Centauri baulked at that!

They occupied my homeworld for about ten years. Imagine that in a novel. Earth has multiple successful colonies -- but earth itself is occupied by an alien race.

But fortunately they suck at tactics. If they'd used their two giant fleets smartly they could have easily brought a lot more armies through to actually occupy my planets. But actually they just flew them there in a straight line, and as long as I attacked them -- even if they were in the middle of a convoy -- they couldn't take any planets.

If they'd used their fleet more proactively to protect their supply lines I'd have been screwed.

And they dramatically occupied my homeworld -- but never actually staked a political claim to it, so after the war, it just reverted to me. Whereas I claimed the systems from the rear of their empire I actually managed to take over, while their massive fleets were busy elsewhere.

Indeed, when I took the territory from their rear, they reversed one of their big fleets to fly all the way home to deal with it, so I could have snuck in to liberate my homeworld then if I'd wanted to.

Which teaches me some things about tactics I should have been more on top of. Decide whether to concentrate your force enough it's worth attacking an enemy fleet head on. If so, do. If not, avoid them. Defeat their ships in smaller packets if you can. Conquer territory you want, ideally while their ships are elsewhere.

But I'm still pretty vague about military stuff -- probably I should be tooling my ships with rock-guns to counter their scissor-beams or similar, but I haven't got that worked out.

Science

My scientists asked me to collect seven or eight specimens of particular species -- usually dangerous ones -- from planets all across the galaxy. Fortuitously, once I got my ships past the fungus mass, enough empires had open borders I was able to fly one science ship all round the galaxy, collecting the angry dangerous macguffins and cataloguing various other space creatures like crystalline entities at the same time. I mean, the fauna ate some of the science crew, but too few to have a mechanical effect.

Even some of the conquer-everyone empires were sufficiently friendly to me to have open borders, so I'm wary of them, but grateful for their cooperation.

I also found a "make all the planets glow orange and you can't see where to turn it off again" button :) I figured it out eventually.

Diplomacy

As my fleet builds up, or gets lost in space, the other empires' military strength bobs up and down between "equivalent" and "superior". Once one non-fallen empire was "overwhelming" and almost everyone was superior which was dispiriting. But apparently the Racist Space Parrots got such a kicking in the last war they're back down to equivalent, when they were almost always superior before. I should pick a fight with them quick to endear me to their neighbours while I still can.

The Reavers, who I was worried about because they looked super-expansionist, have actually lost ground, and maybe some territory to neighbouring empires. The names are cool. I don't know how it works, but fleet names, planet names, etc usually sound vaguely appropriate to the different empires. Banthurian Reavers is their actual name they call themself, not my gloss :)

Alas, I built up diplomacy as much as I could, but didn't have the timing right, because several of the most friendly empires already made defensive pacts with other empires and aren't that interested in another one. And I can't grow their trust further without a more intimate deal of some sort. I'm not sure if there's a path to improve relations I'm missing, or if I need more of the diplomacy path to increase the max trust cap, or if I need to be closer to them, or all of the above.

I screwed up slightly with the Anteater Napoleons. I was guaranteeing their independence, partly to increase their opinion of me, partly so I could join in a war against the Racist Space Parrots if it happened. But during the other war, I wasn't sure if I could turn that off without penalty, and got confused, and ended up breaking it, and they closed borders against me. But I re-guaranteed, and then they liked me again.

Meta

I started playing ironman, partly because I wasn't sure if I'd care about achievements or not, partly because I wanted an excuse to keep playing, not to keep reverting until I do everything perfectly. But in the war, I was much more worried about screwing things up from not quite understanding how various mechanics worked, and I discovered I could copy the save file if I wanted to (at least in non-cloud mode). And I *think* I can replace the current version with those if I want to, although I haven't actually done it yet.

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