My Very Excellent Liz Just Brought Us Sixteen Pizzas

I hadn’t really talked about it yet, because I’ve been too busy… I don’t know… blogging about Marmite and beds and computers or something… but I had the most fabulous time at a New Year’s party hosted by Liz and Simon at their house in Macclesfield. There was drinking, and board games, and truly awful Troma films, and then at midnight we all counted down from 7, or 12, or something, and spontaneously broke out into a chorus of Auld Lang Syne. See: there’s a video and everything –


(can’t see the video? click here to watch on YouTube)

It seems that my mnemonic (as used in the title of this post) is broken, unless we reinstate Pluto as a planet and rename the fourth and eighth planets in the solar system to Lars and Septune, respectively. Which I think are better names, anyway.

It was a fantastic opportunity to catch up with folks I don’t see enough of, to talk about what had gone right (and wrong) about the year gone by, and what we were looking forward to in the year to come. Liz suggested that perhaps this should become a regular thing, a little like “fake Christmas” has begun to, and that seems like a good idea (and I’m pretty sure I heard Bryn volunteer to host it next year…).

By the way: do you remember how last year Paul, Ruth, JTA and I invented Argh! It Burns Night? We’re doing it again this year, and because so many of you expressed an interest in joining us, we’d like you to come too. It’ll be on the evening of Saturday 4th February (yes, we know this is a little late for a Burns Night, but the second part of Ruth & JTA’s honeymoon is going to get in the way otherwise): drop me an email if you want to come along for a night of haggis, whisky, and fanfiction.

Instead Of Blogging…

Things I’ve been doing instead of blogging, this last month, include:

  • Code Week: hacking Three Rings code in a converted hay loft of a Derbyshire farm, as mentioned on the Three Rings blog.
  • Hoghton Tower: as is traditional at this time of year (see blog posts from 2010, 2009, 2005, 2003, for example), went to Preston for the Hoghton Tower concert and fireworks display, accompanied by Ruth, and my sister’s 22nd birthday. My other sister has more to say about it.
  • Family Picnic: Joining Ruth and JTA at Ruth’s annual family picnic, among her billions of second-cousins and third-aunts.
  • New Earthwarming: Having a mini housewarming on New Earth, where I live with Ruth, JTA, and Paul. A surprising number of people came from surprisingly far away, and it was fascinating to see some really interesting networking being done by a mixture of local people (from our various different “circles” down here) and distant guests.
  • Bodleian Staff Summer Party: Yet another reason to love my new employer! The drinks and the hog roast (well, roast vegetable sandwiches and falafel wraps for me, but still delicious) would have won me over by themselves. The band was just a bonus. The ice cream van that turned up and started dispensing free 99s: that was all just icing on the already-fabulous cake.
  • TeachMeet: Giving a 2-minute nanopresentation at the first Oxford Libraries TeachMeet, entitled Your Password Sucks. A copy of my presentation (now with annotations to make up for the fact that you can’t hear me talking over it) has been uploaded to the website.
  • New Earth Games Night: Like Geek Night, but with folks local to us, here, some of whom might have been put off by being called “Geeks”, in that strange way that people sometimes do. Also, hanging out with the Oxford On Board folks, who do similar things on Monday nights in the pub nearest my office.
  • Meeting Oxford Nightline: Oxford University’s Nightline is just about the only Nightline in the British Isles to not be using Three Rings, and they’re right on my doorstep, so I’ve been meeting up with some of their folks in order to try to work out why. Maybe, some day, I’ll actually understand the answer to that question.
  • Alton Towers & Camping: Ruth and I decided to celebrate the 4th anniversary of us getting together with a trip to Alton Towers, where their new ride, Thirteen, is really quite good (but don’t read up on it: it’s best enjoyed spoiler-free!), and a camping trip in the Lake District, with an exhausting but fulfilling trek to the summit of Glaramara.
Setting up camp at Stonethwaite.

That’s quite a lot of stuff, even aside from the usual work/volunteering/etc. stuff that goes on in my life, so it’s little wonder that I’ve neglected to blog about it all. Of course, there’s a guilt-inspired downside to this approach, and that’s that one feels compelled to not blog about anything else until finishing writing about the first neglected thing, and so the problem snowballs.

So this quick summary, above? That’s sort-of a declaration of blogger-bankruptcy on these topics, so I can finally stop thinking “Hmm, can’t blog about X until I’ve written about Code Week!”

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Spirit of the Century

A couple of weeks ago, the other Earthlings and I played our very first game of Spirit of the Century. Spirit of the Century is a tabletop roleplaying game based on the FATE system (which in turn draws elements from the FUDGE system, and in particular, the FUDGE dice). Are you following me so far?

Four sets of FUDGE/FATE dice. Each die is labelled with 2 “blank”, 2 “minus” and 2 “plus” sides, and all four are rolled to obtain a result between -4 and +4, on a probability bell-curve trending towards 0. Neat.

Spirit of the Century is set in the “pulp novel” era of the 1920s, in the optimistic period between the two world wars. The player characters play pulp-style heroes: the learned professor, the adventurous archaeologist, the daring pilot, all of those tropes of the era. Science, or – as it should be put – Science! is king, and there’s no telling what fantastic and terrifying secrets are about to be unleashed upon the world. Tell you what… let me just show you the cover for the sourcebook:

Yes; that’s a gorilla flying a biplane away from a stricken zeppelin, fighting a masked hero. Meanwhile, a female mechanic clambers under the fuselage and man wearing a jetpack pulls alongside, guns blazing.

Everything you need to know about the game is right in that picture, right there.

The character generation mechanism is different from most RPGs; even other fluffy, anti-min/max-ey ones. All player characters (for reasons relevant to the mythos) were born on 1st January 1901, so the first part of character creation is explaining what they did during their childhood. The second part is about explaining what they did during the Great War. During each of these (and every subsequent step), the character will gain two “aspects”, which they’ll later use for or against their feats in a way not-too-dissimilar from the PDQ System (which may be familiar to those of you who’ve played Ninja Burger 2nd Edition).

The third chapter of character generation involves telling your character’s own story – their first adventure – in the style of a pulp novel. The back of the character sheet will actually end up with a “blurb” on it, summarising the plot of their novel. Then things get complicated. In the fourth and fifth chapters, each character will co-star in the novels of randomly-selected other player characters. This can involve a little bit of re-writing, as stories are bent in order to fit around the ideas of the players, but it serves an important purpose: it gives groups of player characters a collaborative backstory. “Remember the time that we fought off Professor Mechk’s evil robot army?”

Johnny Sparks is a character of my creation.

That’s exactly what Johnny Sparks did in “Johnny Sparks and the Robot Army”. When Professor Mechk released his evil robot army on the streets of New York City, Johnny Sparks – government-sponsored whizkid – knew he had to act. With his old friend Jack Brewood (and Jack’s network of black market contacts), he acquired the parts to build a weapon powered by lightning itself. Then, alongside Mafia child and expert pugilist Michael Leone, he fought his way up the Empire State Building to Mechk’s control centre. While Michael duelled with Mechk, Johnny channeled the powers of the heavens into the gigantic robot brainwave transmitter at the top of the tower, sending it into overload. As the tower-top base melted down and exploded, Michael and Johnny abseiled rapidly down the side to safety.

And so they have a history, you see! And some “aspects” for it: Johnny got “Master of Storms” from his lightning-based research and “With thanks to Jack” for his friend’s support. Meanwhile Jack got “On Johnny’s wavelength” to represent the fact that he’s one of the few people who can follow Johnny’s strange and aspie-ish thought patterns.

Beer, crisps, and roleplaying. What more does an Earthling need?

In our first play session, Michael Leone (Paul), Jack Brewood (JTA), and Anna Midnight (Ruth) found themselves in a race to rescue aviator Charles Lindbergh from the evil Captain Hookshot and his blimp-riding pirates. Hookshot hoped to use the kidnap of Lindbergh as leverage to get his hands on some of Thomas Edison‘s secret research, which he hoped would allow him to gain a stranglehold on the world’s aluminium supply, which was only just beginning to be produced in meaningful quantities. So began an epic boat (and seaplane) chase across the Atlantic to mysterious Barnett Island, a fight through the pirates’ slave camp and bauxite mines, a Mexican-stand-off aboard a zeppelin full of explosives, and a high-speed escape from an erupting volcanic island.

Highlights included:

  • Jack’s afraid of flying, so while the others arrived for the first scenes of the adventure by seaplane, Jack trundled well behind in a cruiser. As a result, he completely missed the kidnapping.
  • When Hookshot was first kidnapping Edison, his attempt was foiled when Ana threw a cutlass at him, severing the grapple he had tied to the scientist.
  • Michael’s a badass at barehand combat. When he wasn’t flinging wild dogs into trees, he was generally found crushing the skulls of pirates into one another.
  • Spirit of the Century encourages a particular mechanism for “player-generated content”. This was exemplified wonderfully by Jack’s observation that he “read once that there was a tribal whaling camp on an island near here, called Ingleshtat.” He paid a FATE point and made an Academics roll, but because I wouldn’t tell him the target of the roll he only knew that he’d “done well”, and not that he’d “done well enough.” He and the other player characters weren’t sure that his knowledge was accurate until they reached the island (and thankfully found that he was right). Similarly, the motivation for the kidnapping wasn’t about aluminium until one of the players speculated that it might be.
  • Ana Midnight’s spectacularly failed attempt at stealth, as she crept via a creaky door into a building full of armed guards. Also, Jack’s fabulous rescue attempt, as he dived and rolled into the building, firing his pistol as he went, while Michael climbed up the zeppelin’s boarding tower, leading to…
  • The tense (and, surprisingly, combat-free… barely!) stand-off and negotiation aboard Hookshot’s zeppelin, towards the end of the story.

There’s a lot of potential for a lot of fun in this game, and we’ll be sure to play it again sometime soon.

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Apples To Alternative Vote

The other Earthlings, Statto, and I this week came up with a fun and topical variant of hit social board game Apples To Apples (which you might well have played with us at some point or another: if not, come over and we’ll show you). We call it AAV, or Apples To Alternative Vote, and it goes a little like this:

How'dya like them apples? An Applies to Apples (British Isles Edition) set and a sense of humour are all you need to play this game.
How’dya like them apples? An Applies to Apples (British Isles Edition) set and a sense of humour are all you need to play this game.
  1. Each player draws a hand of seven red cards, as usual. A deck of green cards is built to represent the voting populace. We used 9 green cards for 5 players, and I reckon that was too few: try doubling or tripling the number of players to get a green deck size. Round up to ensure you have an odd number.
  2. In turn, each player (or “candidate”) draws a green card from the constructed deck and explains: “Opinion polls show that voters in this constituency desire things which are…”, and then read out the card as normal. Play about with the language! “I represent the interests of voters who demand…”, etc.
  3. As usual, the other candidates play face-down red cards (policies) that will attract those voters, and the judge flips them over and chooses the one which best-reflects the interests of their constituents. The winning candidate wins their vote, and takes the green card as a prize.
  4. Play until one candidate holds the majority of the green cards. If you run out of green cards before this happens, eliminate the player(s) with the fewest votes (green cards): then they act as judge for these green cards among the remaining candidates. Continue eliminating and redistributing in this fashion until one candidate has a majority. This player is the winner.
  5. If this is all somehow too challenging for you, then declare that AV actually is too complicated, like the No-to-AV people say it is, and give up. Also: you should probably buy yourself some simpler board games, thicko.
An explanation of what all those complicated numbers mean for those too stupid to get their head around Alternative Vote.

We have in mind a possible variant in which different voting issue (green cards) represent different numbers of voters (perhaps using the “values” deck from For Sale), and the aim is to have a majority of voters, not issues, won over by your policies. “12,000 voters desire things which are… scary!” Give it a go, and let us know how you get on. And don’t forget to vote on Thursday!

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The Board Games Are Breeding

A a means to take a break from the code I was working on for half an hour (I’m doing some freelance work for SmartData in my spare time, since I left them to go and work for the Bodleian Library, in order to help wrap up a project that I was responsible for at the end of my time there), I decided to go downstairs and do some packing in anticipation of our upcoming house move.

The first four boxes full of board games.

I packed about four boxes worth of board games, and then stood back to take a look at the shelves… and damnit, they look just as full as they did before I started.

I swear that my board game collection must be breeding, somehow. “Perhaps that’s where expansion packs come from,” suggests Paul. Perhaps: but that wouldn’t manage to explain the optical illusion that makes it look like I’ve got four boxes full of games when in actual fact they’re all still on the shelves, unless they’re breeding as fast as I can pack them.

This might take a while.

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The Game Disbalancer

Coming to an Arkham Horror game near you… never.


Click for large-o-vision. You know, I think that having this guy on the team might just make the game winnable. Maybe.

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Offshore Oil Strike

The Metro have a fabulous article about this board game:

Yes, it’s a game about drilling for oil using offshore digs. With a remarkable picture on the front of a rig in distinctly stormy seas. And look – there’s BP‘s logo on it: yes, Offshore Oil Strike got their official endorsement when it was released in the 1970s, but it’s coming back to haunt them now as board game collectors dig out their old copies and give it one last go (apparently it never sold very well, not least because it’s a dull and uninspiring game).

I was particularly amused by the card which reads “Blow-out! Rig damaged. Oil slick clean-up costs. Pay $1 million.” – one of the worst cards to draw as a player. A whole million dollars?

That diversion aside, there’s more fun and games here on Earth:

  • The other night, we got the chance to try Fat Boyz Pizza, our second-nearest local pizza place (after the Pizza Hut Express just around the corner). I was reasonably impressed: good-sized pizza at a reasonable price, very tasty, and only slightly too greasy (we’re talking a little bit too much grease, not Hollywood Pizza – from whom whose menu we ordered for many, many years back in Aberystwyth – here).
  • We have a green woodpecker who visits our garden. I’ve never seen a woodpecker in an urban environment before, but this one certainly seems keen. We speculate that his appearance right after we overturned a couple of ants’ nests while digging the garden is not a coincidence, though, but rather a tasty treat.
  • We’ve started planting! Only herbs and flowers, so far – and we’re probably too late in the year to kick off many vegetables – but it’s a start. Our garden still has a long way to go.
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Nostalgia Isn’t What It Used To Be

It’s been a bit of a day for nostalgia. It started even before I woke up, when I was dreaming about an argument that could have marked the end of Claire and I’s relationship, if it weren’t for the fact that it didn’t even slighly represent the actual circumstances of our seperation (I’ll spare you all the details). I was woken by a phone call from a company with whom I used to deal. Later, I caught up with an old friend via instant messanger, in what was probably my only delibrate act of nostalgia of the day. Finally, while working this evening on a techy project that’s been part of my life for about the last eight years, the random number generator in my MP3 playing software decided all of its own accord that what I’d really like to listen to is the same music I was listening to when I first started on the project.

Did I not get the memo that this is National Nostalgia Day, or something? Is everything conspiring around me, or is this all a coincidence?

The thing I’ve learned about nostalgia is that it’s generally best left as it is: a collection of figments in your mind. Some are accurate, some mis-remembered, and all are seen through glasses tinted with the colour of hindsight. And that’s great: that’s exactly how your brain is supposed to experience times past. If you’re an optimist, like me, it’s easy to pick out your favourite memories and pretend that your life gone by was all as great as your happiest moments. If you’re a pessimist, well: you probably do the same thing, but compare those great memories to how awful things are right now (and you’re wrong, but I can’t just tell you that and give you a more rational worldview, just as your cynicism won’t “fix” me, either).

That’s inevitable, of course: think back to the moment in your life at which you felt the most content that you ever have – at least that comes right to your mind. Unless your time on the planet has been a continuous curve of improvement, with no ups-and-downs, then there’s something remarkable about that moment: it’s not right now. Well duh, of course it isn’t. The most elementary mathematics would indicate that of all of the experiences in your life, there has to be some kind of regression toward the mean going on: what you’re experiencing now should, on average, be representative of your life so far even before you factor in the Von Restoroff effect and other cognitive biases.

But I digress. My point was this: I would love to be able to finish what I’m working on and go play a game of Chez Geek in the Ship & Castle with folks like Bryn and Kit and Liz and Strokey Adam, just like I did over six and a half years ago. But that’s not my life nowadays. And while I can get all doe-eyed about how awesome the Ship & Castle used to be before they gutted it and made it look like a trendy wine bar (apologies to those of you for whom this is the news being broken of its demise), or I can pine for the days that those friends – now long-gone – used to all live a stone’s throw away from me, but that’s not the full story. I don’t miss being even poorer than I am now, I don’t miss having to juggle my academic life with holding down a job, and a certainly don’t miss being quite so arrogant as I was back then (for those of you who’ve only recently met me; think of me now, only more so).

Nostalgia is like alcohol: it’s great in moderation, but if you get too much of it, or you become dependent upon it, then you’re liable to get stuck and not be able to move on. And I think that’s the message I should be taking away from this morning’s dream.

(and now, in a somewhat ironic and roundabout way, I’d better stop writing so I can go and play board games with the current Aber crew, as part of a tradition that started with Chez Geek in the Ship & Castle, all those years ago…)

Jimmy, Start Your Engine

Here’s a photo I took this afternoon especially for Jimmy:

It’s a pity he won’t be around this weekend to make the most of this exciting new addition to our irregular weekly Power Grid face-off.

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Curious Bug

I was playing the Chess game in Clubhouse Games on the Nintendo DS last night, and I’ve discovered a bug that can occur in a very unusual situation. Normally, the game quite rightly allows you to only make legal moves. For example, when in check, the only legal moves are those moves which get you out of check, either by (a) capturing the attacking piece, (b) blocking the attack or (c) moving the king in such a way that he is no longer in check.

However, it looks like the programmers of Clubhouse Games, when writing support for the en passant rule, gave en passant moves more importance than they should have, making them always valid moves (even when they shouldn’t be). Consider the scenario below:

Chessboard showing how to break Clubhouse Games with an en passant move

Black moves his pawn two squares forward, putting white’s king in check through his bishop. At this point, the only valid moves for white should involve moving the king out of check. However, Clubhouse Games will also accept the white pawn capturing the black pawn en passant as valid.

Of course, being a bit of a geek, I felt compelled to do this (illegal) move, just to see how the game engine handled it. The result was that I was told that I had lost, and then the whole game crashed and locked up.

Sloppy coding there, guys, which could easily have been avoided by putting the valid move check after the special moves. I wonder if similar problems affect castling…

It’s All Fun And Games

Back to work after a great weekend. Troma Night was particularly successful this week – we watched a RiffTrax‘d copy of Eragon (“Get your ragons online at e-ragon!”), which was suitably hilarious; the classic bit of self-deprecating sci-fi that is Barbarella (“Hmm… camp bad guy number 104… how will Barbarella get past this one? Oh; using sex. What a surprise!”); and Human Traffic, which is what Trainspotting could have been if it wanted to appeal to the 24 Hour Party People demographic. Kinda.

That’s three mediocre-to-good films, plus a RiffTrax on one of them. That’s pretty good stamina for Troma Nights these days. After the last film had finished, everybody stood up and meandered towards the door, chatting as they went about the various recent events (floods, terrorism, blah blah) that had been going on. Then stopped walking. Then kept talking. “Well, I’m sitting down again,” I said, after awhile, and so did everybody else. And so, for the first time in years, a 3-film Troma Night ended with everybody sat around chatting for half an hour or more. Which is fab: Troma Night’s always supposed to have been about the people (not the films, the beer, or the pizza, which jointly come about second), and actually stopping to pass time at the end of a night was a fun and unusual reminder of what we’re all really here for.

Then on Sunday we had a low-key but “different” Geek Night. We only had Matt P, Claire and me, so we took the opportunity to learn and try out a handful of the games from the Playing With Pyramids book and Treehouse sets Claire had gotten from Looney Labs (creators of Chrononauts and Fluxx, amongst other things). Aside from Treehouse itself (which is an easy-to-learn and short game – with perhaps a little too much luck – that gets you used to playing with the pyramids), we played Icehouse, Homeworlds, and RAMbots.

Icehouse is the original Icehouse strategy game – a real-time (no, not simultaneous turn: actually real-time – players can all perform legal moves whenever they like) board game, which is somewhat unusual. Icehouse is fun, but I think it would work better with more players, more diplomacy, and more thoughtful strategy than we were executing.

Homeworlds is a stunningly-clever turn-based game of space strategy, diplomacy, exploration, and conquest. There’s a few things in it that make you have to think quite hard (such as the way that the hyperspace system works, the fact that the orientation, not the colour, of a piece implies it’s ownership, and the difference between free and sacrificial actions). Not to mention the secret alignments of the players. This game’s been running through my head ever since we played (I’ve just come up with a strategy that I should have done in the last three turns to lead me to a victory that would have been particularly brutal).

Finally, RAMbots – which I quite liked, but which I think could be ludicrously good fun with four players – is a simultaneous-turn based game of secret orders, which reminds me slightly of the ship-to-ship combat in Yo-Ho-Ho! Puzzle Pirates! or Space Fleet. Players each secretly “program” their robots using instructions from their “limited” code pool and execute them in a way that will seem instantly familiar to any computer scientists who play it (at least, those who are familiar with ideas like priority queues, program counters, and parallel processing), and shouldn’t be so hard for others to learn, too. These robots can drive around the board (actually a chessboard) trying to activate and ram “beacons” in an order chosen by the player to their right, but it’s also possible to ram, push, pull, tip up, and shoot at the other robots too… causing damage lets you “steal” from their instruction set, making it harder for them to write effective programs… and so it goes on.

We’ll be having another Geek Night on Friday, if you want to join in: we’ll be playing more of these four games (and perhaps some other bits of pyramid-related fun), and maybe even a game or Illuminati, if it’s not too late by the time it (and it’s carriers) arrive.