aprilmarch: A drawing in pixel art of me wearing a hat and making a thoughtful face. | Uma imagem minha em arte pixel usando um chapéu e com uma cara pensativa. (Default)
In which I continue to play Lichdom. (See the first post to learn more about the game.)

King of Hearts
The Archivist is awaken by the sound of his lair being bombed. His wards, ancient and formidable, hold on - but the assault is so powerful and relentless that even such wards will break after some time, especially now that his magical power is drained by his ill-fated attempt to bargain with Death.

Ichabod soon appears (in  somewhat ridiculous light blue silk pajamas) to inform that he knows who is responsible for the bombing - he can tell by the sound of the airplanes. It's a small but highly belicose country, which for the last few centuries has always been at odds with Ichabod's country. The Archivist isn't sure if Ichabod can be trusted, but this is simple to resolve: all it takes is the coordinates of the enemy country's capital.

Shortly afterwards, the Archivist and Ichabod appear out of thin air in front of a startled president and several startled generals, who had been up to then pouring over battle maps and pizza boxes. Ichabod's knowledge proved true: they were indeed responsible for the bombing. Apparently they had heard of the Archivist's sacrifice in the warzone, despite whatever provisions Ichabod had taken to mantain that secret, and they had deemed it unacceptable that a wizard would deal with the dark arts so openly. The president refused to call off the attack on the lair, even if the Archivist killed everyone in that room, for it would be a honorable martyr's death for him.

Ichabod laughed them off as zealots - he was clearly too trusting that the Archivist's power would stand with him. But the Archivist was open to negociation. He asked if there was anything, anything at all, that he could do to have the attack called off. The president had him swear not to open congress with demons. That was easily done; there were much more avenues to search. But, still reluctant, the president asked the Archivist to abandon whoever had brought him into sin.

It took a moment for the Archivist to connect the dots - he had been for too long too removed from human affairs. But he knew this country and Ichabod's were always at war. He realized that the president merely wanted Ichabod's secrets. He didn't know Ichabod was responsible, but it was a fairly solid guess. Or maybe he even knew - who can tell what his spies had seen that day in the warzone.

The Archivist was a bit reluctant to abandon who had been a useful ally, and took no joy on Ichabod's terrified expression as the guards carried them to who knows where. But when he returned to his lair, it was silent. The attacks had been on the cusp of breaking their wards, but they remained intact and he could attend to them in the morning easily.

Eight of Hearts
Once again alone in his lair, the Archivist took his time to lick his wounds. Without Ichabod, he needed something new to be his tether to the mundane world. He could no longer expect himself to be forgotten.

The religious fervor of the president inspired him. He knew that it was common that, whenever a religion took power, other smaller religions would grow in its shadow to oppose it. If the two countries had been at war for so long, then it was almost certain that Ichabod's compatriots would have developed such a belief.

His travels to investigate this suspicion were grueling, as he had no interest or ability in talking or spying. But they were fruitful. While Ichabod's country had a state religion that was actually the same as their enemy's, except for a few tenets of little importance, there were people who thought opposing an enemy state was more important than fitting in, who followed a religion based on devil worship and the gathering of power. And it turned out that, amongst this cult, his name was already whispered about, for his actions were known.

Finding out about this cult had been difficult, but becoming its leader had been as easy as dropping his disguise.

It took him only a few months to suss out which cult members had real magic power and then teaching them simple spells through which they could communicate. It was very simple, and the cult, despite being composed of many people, was nowhere as useful as Ichabod had been, but it was good enough for his needs.

aprilmarch: A drawing in pixel art of me wearing a hat and making a thoughtful face. | Uma imagem minha em arte pixel usando um chapéu e com uma cara pensativa. (Default)
I've began the last play of the solo game Lichdom. The first post is here.

Jack of Hearts
It's very rare for a mortal to ask for entry into the Archivist's collection, mostly because he keeps such a low profile that his existence has almost slipped into fable. Rare, but not nonexistent. As soon the Archivist's desires turn towards immortality, he is reminded of one such person who had asked him for such a boon. A small man, with wrinkled skin and but a few strands of silver hair, but clad in a beautiful suit. He arrived by helicopter - he was glad to explain that he had flown the machine himself, a skill he had acquired during "the war", whatever war it was so important that he believed it was the only one - who explained that he was a trusted advisor to the government of a country to the west, after the desert. Were the Archivist to grant him entry to his collection, the man would owe him a favour, and such a favour would be valuable indeed.

The Archivist denied him entry, of course - it would be too dangerous to risk someone sullying his materials. To the man's credit, he seemed neither angry nor disappointed at the denial, and he simply gave the Archivist a business card, should he change his mind.

He didn't think he would ever change her mind, especially before the man's life was gone, and the only reason he hadn't thrown away the business card is that it seemed anathema to his self-appointed position as Archivist. But his mind had changed. He had only to learn if the man still lived.

The name in the business card is Ichabod Orwell. The Archivist knows how to use the code imprinted, the "phone number", to connect to a device to speak directly to anyone.

Ichabod is indeed alive, and seems just as lively as during his first visit. "I knew you would change your mind." Is this an empty boast, or did he also foresee a change in the world? No matter - the Archivist will keep him around only as long as he is needed.

Five of Spades
Ichabod makes himself at home at the Archives. As per their agreement, he allows the Archivist to ask him any questions he desires about the current state of the world. Although knowing such things is important to him in his current endeavour, this knowledge is boring and unlikely to be helpful.

One day, the Archivist idly comments that he would need to cast a powerful spell to narrow his searches. "Does my liege require a sacrifice?" Ichabod asks, as if he had been waiting for such an occasion.

The Archivist nearly ignores him, before remembering that the situation had changed. If he is to become a lich, he should not see dealing with demons as a taboo. And he knows many demons who are knowledgeable but powerless before a powerful sorcerer. They would be pleased with a sacrifice.

Ichabod offers to fly the Archivist to a certain location, but such tricks are unnecessary; he needs only the coordinates of the place.

Soon the Archivist finds himself in a small army base. The sky is dark with smoke; the air is acrid with the smells of gunpowder and death. The soldiers seem alarmed by his presence; but by Ichabod's presence even more so. Ichabod talks to the soldiers like a beloved uncle and is soon talking to a high-ranking officer. He returns to ask the Archivist how many sacrifices are needed, and if they need to be taken in a certain way. The Archivist says he'll take as many as possible, and that for this ritual the manner of death is unimportant, he needs only to know when it will happen in advance.

The next morning, a gaggle of small demons within a conjuration circle are gorging on the souls of the men and women who lived in a small apartment complex nearby. Ichabod, usually so talkative, had neglected to inform why the bombing of this particular bulding was so important, so the Archivist didn't know whether it had been done to his benefit or whether he had just taken advantadge of an atrocity that was about to happen anyway. The matter is of little importance to him, as the thankful demons can barely stop to chatter about the many secrets they had been sword to keep.

The Archivist and Ichabod return to the Archives by that afternoon. The soldiers are told to keep the utmost secrecy about their presence in the battlefield, although news of their horrid deeds had already spread far by that time.

Nine of Clubs
With the information delivered to me by the demons, finding many new spells is a matter of time and attention. The Archivist brings Ichabod along for these runs; he seems to enjoy what he sees as adventures, and the Archivist doesn't trust him to stay alone in his lair, and isn't currently in the mind space to create new spells to mind his new guest.

It is not long before the Archivist, gathering scraps of information from many abandoned collections all over the world, does something he hadn't done for a long time: create a brand new spell. This one should allow him to talk to and bargain with Death itself, which he feels will be mighty useful for his endeavour.

How wrong is he! Death is not happy to be summoned, berates the mage, and threatens to break its own adherence to the natural laws of the world to drag him to the world of the dead immediately! Doing something else he hadn't done in a long time, the Archivist falls to his knees and begs forgiveness. Death mentions it might take the life of someone important in the Archivist's life in his instead, but, after a moment, simply says that the Archivist is forgiven, but not to attempt to bother it ever again.

The Archivist is certain that Death looked at the fate lines and, upon realizing that the only person whose life it could take to harm the Archivist was Ichabod - a companion at best, a minion at worst - Death took pity on him. Well, good enough! As soon as the lichdom rite is concluded, the Archivist will no longer be under Death's purview and they never need to meet.

aprilmarch: A drawing in pixel art of me wearing a hat and making a thoughtful face. | Uma imagem minha em arte pixel usando um chapéu e com uma cara pensativa. (Default)
I've not been around here for quite some time (this is quite the understatement), mostly because I've been around on Tumblr, where my shitposts of a very similar quality have the potential to reach, in optimal conditions, upwards of fourteen people (!). However, I've decided to bring anything more substantial that I create here, since I think a bloggier platform is better for this kind of thing, usually easier to read on and marginally less likely to nuke my archives in their entirety.

And the next thing I want to do is tear through the limits of morality in a quest for eternal life.

Yes, I'm going to play the solo RPG Lichdom.



Lichdom is a game in which you play as a powerful mage trying to become a lich. It uses a deck of cards in conjunction with dice rolls to generate a story. Some cards just generate prompts with no mechanical weight, but most of them set of crises that have a very solid chance of crushing my lil wizard to smithereens.

For the time being, I'm going to describe the world I've created for the game. Lichdom has very detailed tools for creating a world, and I'm not using them at all. (Already I'm being kind of a hypocrite, since I hate it when actual plays of an RPG ignore part of their rules, since I usually follow them when I'm curious about how the game works.) Partly this is because I came up with a world in my mind already while thinking about the game, and partly because I don't want my game to take place in the sword-and-sorcery style setting the game strongly alludes to. Although this is a lie: the prompts are generic enough that I could use them to create a world in any setting I want, and the prompts in the actual game are about as generic, so the only actual reason for not using them is that I don't wanna.

I wanted a world with high magic but modern technology, but the setting kind of needs to have a kind of attrition that we don't get in a world with a United Nations (although, well, *vague gesture towards everything*) so I'm playing in a kind of para-apocalyptic setting; the world feels the same as ours, but unbeknownst to most people an apocalyptic catastrophe has already begun and is unlikely to be stopped.

So here's what I came up with:

Thousands of years ago, it was the Age of Gods. Great powerful beings lived among the population - well, not really among them, more like above them - and mortals could beseech them for power and favours. Humankind gathered under the auspices of the good gods of civilization and knowledge, while evil gods of destruction prowled the edges of humankind's domain. This was all well and good for a few thousand years, until a group of great warriors killed a god of pain and suffering. While this event first brought joy to people due to the weakening of the dangerous evil gods, it also caused two important pieces of information to come to light. First, even though the god of pain and suffering was dead, both still existed in the world. Second, human beings can kill a god.

It took some time for people to figure out what it mean, but it soon led to a period known as the Godslayings, the twilight of the Age of Gods. Humanity first slayed all the evil gods, then all the neutral gods, then turned themselves to the good gods. Soon enough every god of the old world was either dead, enslaved or MIA. Humankind studied the scraps of their power that were left behind and learned to harness it for its own ends. Thus began the Age of Magic.

The Age of Magic was a prosperous time for most of humankind, with humans capable of harnessing the powers of the gods but unhindered by their dictates. Even for the lowliest peasants who could not study magic, this was a better world. A new kind of elite would soon appear in this world, though: the Great Wizards, those who were both specially talented at magic and specially driven to study it. In a world without gods, their power had no rival other than each other. Some of them waged wars so dreadful that the devastation left in their wake would cast the petty demands of the gods in a good light. But although the Great Wizards had no enemies other than themselves, that would prove to be enough; after a thousand years of fights, almost all of them had perished at the hands of another. Only those rare few that didn not seek power above all, for themselves or at the behest of a mudane patron, have survived to the end of this age.

For this age is about to end, although the people don't know it yet. Few Great Wizards remain; the other wizards have forgotten most of their craft and can bring very little power to bear; and modern technology arrives as a great equalizer to all realms. In a few years, a great war will erupt, nuclear bombs will be fired, and the Age of Magic will come to its end in fire and pain, sending humankind down the Age of Ruins. But even this will be of small concern to our character, The Archivist, one of the last surviving Great Wizards.

The Archivist, whose birth name is long, forgotten, appears almost like a shade, a human shape wrapped in a burial shroud. Only a close inspection can reveal that the burial shroud is actually a delicately weaved suit, in a very deep dark blue, inlaid with gold. His face appears cloaked in shadow - actually an enchanted face mask. His pronouns are he/him, though mostly out of tradition, since he barely seems himself as human any more. Under his shroud - which he only takes off to eat and sleep - he's a gnarled old husk of a person. He uses magic to float around because his legs barely respond to him any more.

Like all surviving Great Wizards, he had no interest in power by itself: he wanted to attain and study all spells. That was made difficult by the fact that other Great Wizards would not willingly part with their signature spells. That was fine with the Archivist: he would start by studying those spells that were readily available to him, and he would collect rarer tomes as it becamse possible. Since he was not involved in great wizarding wars and his spell-hogging peers were, he was actually able to grow his collection quite a bit simply by being the first in the scene, or the only Great Wizard in the scene.

He set up his lair - pardon, his Archives - in a location called The Blight's Eye. Once the capital of a great empire, they betrayed the Goddess of Fertility so that she could be killed, one of the last gods to fall during the Godslayings. As she bled to death, she called out a great curse: as far as her voice would carry, no living thing would grow. The city had to be abandoned, and the once lush forest that surrounded it would eventually turn into a barren land, worse than a desert, since even in a desert plants and animals grow. But this was a boon for the Archives: the curse would stop many of the things that could damage books and tomes. As for food, the Archivist simply casts a spell that faithfully reproduces an entire meal from nothing.

The Archivist lived as a hermit in his lair, leaving only once every few decades when news came to him that new tomes might be aquired - usually when a wizard had died, or a great wizarding school had gone under and was liquidating its stock. He cared little for the outside world other than these small incursions. But even someone as distracted and withdrawn as him was bound to eventually notice that the world had changed. Fewer and fewer Great Wizards remained; everywhere he went to, tensions were high and war was on the horizon, if it hadn't already erupted.

The decision to become a lich came easily. So few Great Wizards remained to challenge his notion. His great powers slowed his aging, and his lair in the Blight's Eye stopped any disease from taking hold, but he could still be slain by spell or bullet or even bad luck. An eternal body would solve these issues, remove the daily distractions of food and sleep, and make it much easier for him to avoid contaminating his archives. He was nothing if not pragmatic, and lichdom was, simply, the most attractive way forward. Sadly, it had always been such a taboo subject that even he had no idea of where a tome about the practice might lie. But time would be on his side.

Thus begins his quest.
aprilmarch: A drawing in pixel art of me wearing a hat and making a thoughtful face. | Uma imagem minha em arte pixel usando um chapéu e com uma cara pensativa. (Default)


An image showing the connection between Monica and Ryu. Each character is shown drawn on a black circle on a white background. The connections are made with black arrows and their names are also written in black. The connection goes: Monica through Monica no Castelo do Dragao to Meka Dragon through Wonder Boy in Monster land to Book through Monster Bou and the Cursed Kingdom to Wonder Boy through Wonder Boy to Tina through Adventure Island to Master Higgins through DreamMix TV World Fighters through Solid Snake through Super Smash Bros. Ultimate to Ryu.
Mônica, o famoso personagem dos quadrinhos brasileiros, tem um número de Ryu de 7.

Descobrir isso foi bem difícil, e os resultados são discutíveis.

Se você não sabe o que é um número de Ryu, você pode olhar no subreddit, no tumblr, ou no Twitter, sendo que as regras que eu estou usando vêm deste último. Mas basicamente: números de Ryu são um jogo/conceito/atividade/perda de tempo em que tenta-se conectar personagens de videogames através de participações especiais e cameos para o Ryu. O número é a quantidade de jogos que precisam ser citados até uma conexão com o Ryu. Um personagem que esteja no mesmo jogo tem um número de 1; um que esteja no mesmo jogo que um personagem que divida um jogo com o Ryu tem um número de 2, e assim por diante.

Eu adoro esta babaquice. É, ao mesmo tempo, adorável e revoltante. É adorável porque mostra como há conexões entre todas as coisas, e como a nossa cultura é uma sopa gigantesca de referências, e como companhias podem passar por cima de rivalidades e se aproximar para fazer algo divertido. É revoltante porque você logo percebe que você descobre que os grandes pilares da atividade são mostrosidades gigantescas do tipo da Disney que são o dono de tudo sobre o que seus terríveis olhos pousam. Eu ainda acho bem legal.

Uma coisa engraçada sobre os números de Ryu é que eles tendem a ser ou muito pequenos, ou infinitos. Provavelmente, a vasta maioria dos personagens de jogos não têm nenhum número de Ryu, simplesmente porque não têm nenhum cameo em seus jogos, ou pelo menos nenhum que os ligue ao universo maior de obras. (Um exemplo surpreendente disso é a Hat Kid, protagonista de A Hat in Time). Por outro lado, se existe uma conexão ao Ryu, ela provavelmente será muito pequena, pois normalmente ela passará por uma rede densa de ligações, que impede que haja muitas paradas no caminho mais rápido.

Todo mundo que procura números de Ryu está sempre procurando por uma conexão interessante, e eu não sou uma exceção. Como eu sou brasileiro, tentei achar personagens brasileiros que ligam ao Ruy, mas não tive frutos nessa empreitada. Eu não estou falando de pequenos fenômenos indie, estou procurando coisas grandes da cultura mainstream. Coisas tipo a Turma da Mônica.

Eu provavelmente não preciso explicar quem é a Turma da Mônica na versão em português deste texto, como eu fiz em inglês. E ela tem videogames: dois foram lançados para o Master System (pra quem é mais novo, é um console produzido pela SEGA nos anos oitenta, que fez muito sucesso por aqui, quando consoles estrangeiros como o Nintendinho não podiam ser lançados oficialmente) e alguns jogos multi-plataformas bem mais recentes. Mas, infelizmente, eles pareciam estar exatamente no padrão para personagens que não são nativos dos games: seus jogos tinham vários personagens, mas ninguém fora de sua própria propriedade intelectual, e nem tampouco eles apareciam em outros jogos. O copyright é um amo maligno. Parecia que minha busca não levaria a lugar nenhum.

Mas aí...

Bem. Existe uma regra no Twitter do número de Ryu que diz que os personagens precisam ser identificáveis, se não necessariamente pelo nome, pela aparência. Por exemplo, se um zumbi gigantesco com parafusos no pescoço se levantar de uma mesa ao ser atingido por relâmpagos, ele provavelmente contaria como uma ocorrência da Criatura de Frankenstein, o que seria uma ligação válida ao Ryu (uma criatura dessas aparece no Super Smash Bros. Ultimate.) (E sim, eu sei a a criatura no livro é completamente diferente; esse não é o ponto.)

O que isso tem a ver com a Mônica? Bom, isso está relacionado com a outra dúvida que você deve ter tido enquanto lia este artigo: como é que um personagem de uma HQ brasileira apareceu em um jogo de videogame no começo dos anos noventa, quando o mercado de computadores estava praticamente limitado no eixo Japão-EUA-Europa? A resposta é que ela... não apareceu. O jogo Mônica no Castelo do Dragão, lançado em 1991 para o Master System, não foi criado do nada: é uma localização do jogo Wonder Boy in Monster Land, lançado no Japão em 1987. Todo o diálogo foi modificado, e o herói for substituído por nossa criança de seis anos bizarramente forte favorita, mas literalmente todo o resto é igual.

E você sabe o que dizem: se uma coisa se parece o o chefe final do jogo Wonder Boy in Monster Land, Meka Dragon, e anda como o Meka Dragon, e joga bolas de fogo triplas como o Meka Dragon, é o Meka Dragon.

Temos uma conexão.

A comparison between the games Monica no Castelo do Dragao and Wonder Boy in Monster Land. Both screens show a character in a metallic blue chamber, being attacked by a metallic dragon. The image in the left, from Wonder Boy, shows an armored knight holding a sword, while the image in the right shows Monica in a blue dress holding her stuffed bunny

Essa descoberta me encheu de esperança. A franquia Wonder Boy é bem grande, e teve inúmeras entradas. Eu tinha certeza de que encontraria uma conexão entre seus muitos protagonistas e o mundo dos jogos em geral.

Não encontrei.

Sim, há muitos jogos na franquia Wonder Boy, mas eles não eram muito diferentes da Turma da Mônica, tendo referências somente a seus próprios personagens e nunca tendo tido uma participação em outra séria. Apesar da minha esperteza, parecia que tinha sido tempo perdido. Eu pude conectar a Mônica a uma série pouco conhecida de jogos de plataforma japoneses, mas a linha acabava lá. Eu não tinha mais para onde prosseguir. Um relâmpago não cai duas vezes no mesmo lugar.

Você sabia que isso é mentira? Tem lugares em que relâmpagos caem dúzias de vezes por ano. E um desenvolvedor que licenciou um jogo para criar uma localização completamente diferente não fez isso só uma vez.

Em 1986, a desenvolvedora japonesa Hudson decidiu fazer um port do primeiro jogo da franquia Wonder Boy (que se chama só Wonder Boy) para o Famicon, o Nintendinho japonês original. Entretanto, em algum momento do desenvolvimento, eles mudaram de ideia e transformaram o jogo em uma outra franquia própria deles, Adventure Island. Na minha cabeça isso aconteceu quando eles perceberam que o jogo que eles tinham pego tinha um power-up que era um skate, completo com capacete e joelheiras, e não era a fantasia medieval que prometia ser. Seja qual for a razão, o jogo Adventure Island era uma versão de Wonder Boy na mesma linha que Mônica no Castelo do Dragão: o personagem principal foi mudado, mas os níveis não. O que significa que podemos usar a mesma manobra de antes e conectar os jogos usando um dos inimigos, certo?

Infelizmente, não. Ao contrário do jogo da Mônica, que era uma simples localização, Adventure Island é um port para um console diferente, com capacidades gráficas diferentes. Apesar dos níveis dos dois jogos serem os mesmos, eles não são nem de longe tão idênticos quanto o jogo da Mônica é ao original. Para deixar o caso mais difícil ainda, todos os chefes de fase dos jogos são um só inimigo, usando máscaras diferentes que lhe dão poderes diferentes. Esse inimigo se chama King no Wonder Boy e Evil Witch Doctor no Adventure Island, e enquanto eu acho que não é impossível que uma mesma pessoa tenha esses dois títulos (e, na verdade, ser rei deve facilitar muito sua carreira como bruxão malvado) seria muito forçado dizer que eles são o mesmo personagem. Compare as telas abaixo: as duas são da mesma seção, mas o inimigo nem parece estar usando a mesma máscara.


A comparison between the games Wonder Boy and Adventure Island. Both screens show a small man jumping in a brick castle, standing next to a tall man in a toga, wearing a mask and bracelets on his wrists and ankles. The tall man in the first screenshot is wearing a black bird magic, while the man in the second screenshot us wearing a rhino mask, and the protagonist wears a white cap. The images are different enough that one can tell they are for different consoles with different graphical capabilities.

Então, quer dizer que perdemos? Descobrimos uma conexão, só para ter que descartá-la? Não. Há uma saída - causa por um erro dos desenvolvedores. Nas duas versões do jogo, o protagonista tem que salvar uma donzela das garras do vilão, como era o costume da época. Wonder Boy quer resgatar sua namorada Tina, enquanto que Master Higgins, o protagonista de Adventure Island, quer resgatar a Princesa Leilani. Só que a Princesa Leilani só é mencionada com esse nome no manual; no jogo em si, o nome dela ainda aparece como Tina.

Se parece uma Tina, foi sequestrada como uma Tina, e é chamada de Tina pelo jogo, é o mesmo personagem, Tina é a conexão entre os dois jogos.

(Neste momento, tive que procurar uma conexão dentro da própria série Wonder Boy, já que o Boy titular só é o protagonista do jogo que tem o seu nome, e a série que gerou os jogos da Mônica têm um protagonista diferente: Book, que presumivelmente gostava tanto de livros que mudou o próprio nome. Por sorte, eu fui salvo de ter que mergulhar na lore de Wonder Boy caçando personagens ancilares por um revival da série que recebeu financiamento coletivo em 2018, o jogo Monster Boy in the Cursed Kingdom, no qual os dois protagonistas aparecem brevemente. Não é de amar um financiamento coletivo? Eu amo tanto que vou colocar um link para o Catarse da revista em que eu sou um editor, que publica contos de fantasia e ficção científica em inglês e português! E se você ganha em dólar tem um Patreon também! Uau!)

Bom, agora estou esperançoso. A desenvolvedora de Adventure Island, Hudson, é moderadamente importante na indústria japonesa de games atual; inclusive, são os criadores da série Smash Bros., que já forneceu muitas conexões para os números de Ryu. Eu tinha certeza de que acharia uma conexão através deles.

E eu achei, através do jogo DreamMix TV World Fighters. Tipo, já teve dois plot twists nesse artigo, você estava seriamente esperando um terceiro? Apesar de que o DreamMix é o próprio plot twist - é um jogo de luta de plataforma criado para celebrar a união de três empresas, Hudson, Konami, e Tanaka, este último sendo um fabricante de brinquedos que permitiu a inclusão do Megatron e de um carinha da série Beyblade. Quando eu achei essa conexão pela primeira vez achei esse jogo estranho, mas no presente existe um jogo de luta que inclui a Mulher Maravilha, o Salsicha do Scooby Doo, Finn & Jake da Hora de Aventura e Arya do Game of Thrones. Se você parar pra pensar, esse jogo foi um precursor, isso sim. A presença dos personagens da Konami me permite até escolher qual personagem do Smash Bros. eu vou usar para fazer a conexão final, já que Simon Belmont e Solid Snake estão ambos no DreamMix; escolhi o último para variar os gêneros um pouquinho.

E é assim que a Mônica tem um número de Ryu de 7.
aprilmarch: A drawing in pixel art of me wearing a hat and making a thoughtful face. | Uma imagem minha em arte pixel usando um chapéu e com uma cara pensativa. (Default)


An image showing the connection between Monica and Ryu. Each character is shown drawn on a black circle on a white background. The connections are made with black arrows and their names are also written in black. The connection goes: Monica through Monica no Castelo do Dragao to Meka Dragon through Wonder Boy in Monster land to Book through Monster Bou and the Cursed Kingdom to Wonder Boy through Wonder Boy to Tina through Adventure Island to Master Higgins through DreamMix TV World Fighters through Solid Snake through Super Smash Bros. Ultimate to Ryu.
Mônica, famous comic book character from Brazil, has a Ryu number of 7.

Coming to that conclusion was very difficult, and the results are probably debatable.

If you don't know what Ryu numbers are, you can take a look at the Ryu number subreddit, at the tumblr, or at the Twitter account, the latter being the one that offered the ruleset I'm using. But basically: Ryu numbers are a game/concept/activity/pointless waste of time in which one attempts to connect video game characters, through special appearances and cameos, to Ryu. The number is the amount of games that need to be cited in order to connect to Ryu. A character that's in the same game as Ryu has a number of 1. A character that's in the same game as another character that shares a game with Ryu has a number of 2, and so on.

I love this stupid crap. It's at once heartwarming and hate-inducing. It's heartwarming because it shows how there are connections between everything, and how our culture is a big giant soup of references, and how different companies can overcome their alledged rivalry to come together and do something fun. It's hate-inducing because you soon realize how many of the main pillars of the industry come down to Disney-like gigantic monstrosities that own everything their wretched eyes lay upon. I still find a lot of fun.

A funny thing you notice about Ryu numbers is that they tend to be either very small or infinite. It's likely that the vast majority of game characters don't have Ryu numbers, simply by virtue of never having a cameo in their games, or at least a cameo that connects to the larger universe. (Hat Kid from A Hat in Time is a suprirsing example of this.) However, if a character does have a connection to Ryu, it's likely to lead directly into a dense web of connection, meaning there aren't many nodes in the fastest path.

Everyone who makes Ryu numbers is always on the lookout for an interesting connection, and I'm no exception. Since I'm Brazilian, I've tried to find Brazilian characters that link to Ryu, but that's been a mostly fruitless endeavor. This is not to say there aren't any, but I'm not looking for small indie darlings, I'm looking for the big cultural stuff. Stuff like Turma da Mônica.

Turma da Mônica is a Brazilian comic about a bunch of children that has been running for over fifty years, and it's probably the largest Brazilian cultural presence for children. And they do have videogames: a couple of games for the Master System (a SEGA-built console, contemporary to the NES, that was quite succesful in Brazil) and a more recent, multi-platform game. But, sadly, they seemed to be fit the mold for most non-game characters: their games had several characters, but no one outside of their own IP, and no one appeared as cameos in other games either. Intellectual property is a harsh mistress. It seemed that my search was likely to lead nowhere.

Except...

Well. There's a rule in the Ryu number twitter that says that characters need to be identifiable, if not by name, then by appearance. For instance, if a large lumbering zombie with screws on its neck were to raise from an electrified table, it would probably count as an appearance of Frankenstein's Creature, and provide a valid connection to Ryu (such a creature appears on Super Smash Bros. Ultimate). (And yes, I know the creature in the book is completely different, but that's not the point here.)

What does this have to do with Mônica? Well, that's probably related to the other question you've had while reading this article: how did a character from a Brazilian comic get a game made about her all the way back in the eighties, when programming was a rare skillset, specially outside of the Japan-US-Europe axis? Well, the answer is that... she didn't. The 1991 Master System game Mônica no Castelo do Dragão wasn't created from scratch; it's just a localization of the 1987 Japanese title Wonder Boy in Monster Land. All the dialogue is changed, and our hero is replaced with the plucky, freakishly strong six-year-old, but literally everything else is the same.

And you know what they say. If it looks like Wonder Boy in Monster Land's final boss Meka Dragon, walks like Meka Dragon, and throws triple fireballs like Meka Dragon, it is Meka Dragon.

We have a connection.

A comparison between the games Monica no Castelo do Dragao and Wonder Boy in Monster Land. Both screens show a character in a metallic blue chamber, being attacked by a metallic dragon. The image in the left, from Wonder Boy, shows an armored knight holding a sword, while the image in the right shows Monica in a blue dress holding her stuffed bunny

I was hopeful when I found this. The Wonder Boy franchise is quite large, and has had numerous entries. I was certain that I would find a connection between its many protagonists and the gaming world at large.

I didn't.

Although the Wonder Boy series includes numerous games, they were much like Mônica's gang in that they only refercence their own characters and they never had a cameo on another game series. Despite my cleverness, it seemed to have been all for naught. I could connect Mônica to a little-known Japanese platformer, but the trail ended there. There was nothing more to go on. Lightning didn't strike twice in the same place.

Except that's not true at all. Lightning strikes some places dozen of times a year. And it turns out that a developer that had licenced a game to create a completely different localization would not do this only once.

In 1986, software developer Hudson decided to port the first game in the Wonder Boy franchise (named only Wonder Boy) to the Famicon. However, at some point in development, they changed plans and instead released it as a new franchise of their own, Adventure Island. I like to think this happened because they saw Wonder Boy pick up a skateboard complete with helmet and kneepads and realized that the game they were porting was probably not as medieval as they had thought. Whatever the reason, the game was a port of Wonder Boy in much the same way Mônica no Castelo do Dragão is; the main character is changed, but the levels are not. Which means we can pull the same manouver as before and connect the games using a similar enemy, correct?

Sadly, no. Unlike Mônica's game, which was a simple localization, Adventure Island is a port to a different console, with different graphical capabilities. Even though the locations in the two games are the same, they are nowhere as identical as Mônica and its original. Confusing the matter further, the games have a single boss enemy, who fights the hero repeatedly throughout the game, wearing different masks with different powers. This enemy is called King in Wonder Boy and Evil Witch Doctor in Adventure Island, and while those are titles that can certainly be held consecutively (in fact, I'd assume the first will make the second much easier to perform),it's an obvious stretch to claim that these two are the same character. Notice in the screenshot below that, even though these two images come from the same boss fight, they don't even seem to be wearing the same mask.

A comparison between the games Wonder Boy and Adventure Island. Both screens show a small man jumping in a brick castle, standing next to a tall man in a toga, wearing a mask and bracelets on his wrists and ankles. The tall man in the first screenshot is wearing a black bird magic, while the man in the second screenshot us wearing a rhino mask, and the protagonist wears a white cap. The images are different enough that one can tell they are for different consoles with different graphical capabilities.

So, are we at a loss? Have we discovered a connection, only to have to discard it? No. There was a way out - brought about by dev error. See, in both versions of the game, the hero has to save a girl from the villain, as was the custom at the time. Wonder Boy wants to rescue his girlfriend Tina, while Master Higgins, the protagonist of Adventure Island, wants to rescue Princess Leilani. Except that Princess Leilani is only mentioned by that name in the manual; in the game itself, she's still called Tina.

If it looks like a Tina, it's been kidnapped like a Tina, and is called Tina by the game, it's the same character. Tina is a connection between the two games.

(At this point, a new connection had to be made within the Wonder Boy series itself, as the titular Wonder Boy is the protagonist of the single game to bear his name, and the series that begat Mônica's games have a different protagonist, Book, who presumably liked books so much he changed his name to it. Fortunately, I was spared from having to dive deep into Wonder Boy's lore to find out if there are any ancillary characters that could connect the games by a crowdfunded revival of the series, the 2018 game Monster Boy in Cursed Kingdom, in which both protagonists appear briefly. Boy, don't you love crowdfunding? I love it so much that I'm dropping here a link to the crowdfunding campaign of a magazine I'm an editor at! It publishes fantasy and science fiction stories from Brazilian authors in English! If you're reading this article, you're at least 60% certain to enjoy it! We have a Patreon too!)

Now I'm feeling hopeful. Adventure Island was made by Hudson. They are moderately important in the modern Japanese game industry, and in fact they are the creators of the Smash Bros. series, which has provided many connections for Ryu numbers. I was confident that I'd find a connection to Ryu through it.

If hope you're not holding your breath for a THIRD plot twist, because there isn't one. The connection is through a game called DreamMix TV World Fighters - a bizarre platform fighter created to celebrate a merger between Hudson, Konami and toy manufacturer Tanaka (the later also allows the inclusion of Megatron and someone from Beyblade). Yeah, sometimes stuff in the real world just happens satisfactorily. I have to say I found this a pretty weird game when I made this connection, but given that in the present day there's a fighting game that includes Wonder Woman, Shaggy from Scooby Doo, Finn & Jake from Adventure Time, and Arya from Game of Thrones, I now consider that game to be a precursor. In fact, I even had a choice of character, since both Simon Belmont and Solid Snake appear in both DreamMix and in Super Smash Bros. Ultimate with Ryu; I chose the latter to branch out genres a little.

And that's how Mônica ended up having a Ryu number of 7.

Shamans

Jun. 21st, 2022 11:12 pm
aprilmarch: A drawing in pixel art of me wearing a hat and making a thoughtful face. | Uma imagem minha em arte pixel usando um chapéu e com uma cara pensativa. (Default)
The people of the woods know that shamans are powerful people who are always surrounded by birds. Once a year, they journey to the depths of the earth to battle the evil forces of those who skulk in darkness.

The people of the caves know that shamans are powerful people who are always surrounded by spiders. Once a year, they journey into the sunlight to battle the evil force of the surface-dwellers.

The shamans say that they are all the same kind of people, regardless of whether they attract birds or spiders, and that they meet twice a year to talk about the natural cycles of the world. Of course they do. They're tricksters, always pushing against what society considers to be normal, so they have to dress up their epic battles as boring conferences. Everyone knows that even if those bastards from the other realm had the wits to talk to one of ours, someone as respected and powerful as our shaman wouldn't give them the time of day!

The Shaman's Need

Shamans feel a powerful need to connect with nature. No, more powerful than that. That's not something that you can solve by getting a potted plant or a hamster. A shaman needs several living creatures to be in direct contact with their skin at all times.

If the shaman lives in the woods, these creatures will likely be birds, and they will be seem as majestic.

If the shaman lives in the caves, these creatures will likely be spiders, and they will be seen as menacing.

The shamans don't care how they look. They need this to feel well.

The creatures also feel a need to stay close to the shaman, and they estabilsh a low-level mental connection, so the shaman can sleep without worrying they'll turn around and crush their nature friends to death. They'll still be constantly covered in poop though.

If you feel the desire to connect to nature and you ignore it, that's fine. Hold out for a few weeks, two months at most, and you'll stop being a shaman. The secrets of nature will again be closed to you and you will not spend the rest of your life covered in poop.

A shaman that's not covered in the animals that chose them will feel unfocused and bad, but it's not deleterious to their health. If they're apt in the ways of shamanism, they won't lose their abilities. They might, however, become so low-key distressed that they'll be unable to access them.

While most shamans live in a settled area, those few that decide to travel (perhaps with a band with adventurers) always travel with a special tool for their animals to rest. Some of them use special bags with a slot prepared for it. A small dark hole for spiders takes up as much space as one item, a birdhouse takes up twice that space.

Shamans don't have any compulsion or oath not to attack animals, but most of them prefer not to anyway. Hunting for sustenance is considered an exception to this by many of them. Birds and spiders do that, after all.

The Shaman's Abilities

Here are some things a shaman can do as they become more powerful:

1. Understand the communication of their kindred species. Bird shamans can understand birdsong, and spider shamans can understand the weaving of webs (spiders use them to note down their thoughts). They can't translate them to sentient language, it's a bit subconscious, but a shaman will always know if a danger lurks in their area and where exactly it is, unless it's taking active steps to hide itself from animals.
2. Their body becomes accostumed the animal presence. They become immune to allergies and poisons from their kindred animal. (This ability is, of course, notably more useful for spider shamans.)
3. Even larger, aggressive species of their kindred animal will not be aggressive towards them unless they have good reason. They also stop seeing the shaman or their creatures as trespassing in their territory. These do not apply to the shaman's companions.
4. The shaman can sustain themself for weeks on end on their kindred animal's diet - seeds and little fruit for bird shamans, small insects for spider shamans. Volume is still a problem.
5. Shamans can finally communicate telepathically with their kindred animal. They won't do what the shaman asks willy-nilly, but they're usually helpful. They'll never do anything they understand will bring them mortal danger, which is fine because most shamans wouldn't ask that anyway.
6. The shaman becomes immune to allergies, venoms and poisons from any animal source.
7. No animal will willingly attack the shaman without reason. Training can overcome this, but even then the animal will be hesitant. Some animals of magical origin will not be affected, nor will sentient creatures. Crows, octopuses, dolphins and some species of monkey are sentient.
8. The shaman's kindred animal will perform a ritual to sacralize the shaman and have them devour whole a corpse of one of them. From then on, if the shaman dies, they will be reborn as one of their kindred animal, who will sprout out of their mouth. (This will not happen if the manner of death is grievous enough, but as long as the corpse's head is intact it will). The shaman does not become a sentient creature in an animal's body; their mind also becomes that of the animal, albeit they keep memories of their previous life. If the shaman has  important information to impart, it's likely only another shaman will be able to understand them. Most likely, they'll just enjoy their second life as a simple creature.
9. If the shaman becomes reincarnated as an animal, they may direct their kindred animals to construct a new body for them, out of pebbles, little bones, feathers and silk. This takes a few months and causes the shaman to return to life as a human. They'll reappear emaciated and likely unable to speak properly for a few days, but their memories and abilities will be intact. A shaman will refuse to do this unless something great is at stake.

The social life of shamans

It is said that shamans only constitute families with other shamans.

That's not true, but it's difficult to find non-shamans who will even consider a casual date with someone constantly covered in animals, let alone something longer-lasting.

While bird shamans and spider shamans consider each other brethren, they rarely date across these lines, simply because the birds tend to keep eating the spiders.

Mosaic Strict

This is not even necessarily an RPG guide, it may just be some weird fiction, but it's not mosaic strict unless I explicitly say it is, so I'm doing so right now.


aprilmarch: A drawing in pixel art of me wearing a hat and making a thoughtful face. | Uma imagem minha em arte pixel usando um chapéu e com uma cara pensativa. (Default)
You may have noticed that there was no October Link Roundup. That's because I forgor 💀

I'm also considering getting these out of my blag and into my newsletter, since they're most in English anyway. This might be the last one.


Mystery Flesh Pit National Park
This think hits so many notes so well for me. For starters, the story is fantastic weird. One day, some prospectors were digging around in Texas and found a living creature, so gigantic that they literally couldn't find the end of it. A company decides to 'mine' its effluvia, and in order to make the operation more profitable, turns it into a tourist attraction. That's later made into a US National Park. That's wild.
Now, just to make me like things even more, the story is told entirely through ephemera. Leaflets, park signage, articles, government reports; the story is not told as much as it is inferred. (Okay, there's a novel underway, but that really feels like a sideshow. The tumblr is the main dish.)
Either of those would make me fall in love with the idea, but both of those together just make me want to marry it and have its children. They'd be very large.

Why So Few Violent Games?
I saw on Twitter that this month (...or maybe last month?) is the tenth anniversary of this watershed article on gaming. We've always assumed that so many games are based on violence (or, broadly, on physical phenomena, which also includes platformers, piloting, sports, etc) is because those are things that are easily simulated through data. Is it really, though? Or is it that we are more used to violence, and therefore are more ready to abstract it, in a way that conversation doesn't? (It's funny to see that even in the alternate world conjured up by that article, Doom still exists. If only you could talk to the monsters indeed.)

Feels Dumb Man: I Really, Really Hated The Pepe The Frog Documentary
I haven't seen the documentary 'reviewed' in this piece, but it's brilliant in its analysis of the Pepe memes and its sociocultural significance, as well as bringing to light (to me, at least) unsavory facts about Pepe's creator Matt Furie. However, the ending of the article (which discusses the ending of the documentary) has such a hard twist that, while I want to talk about it, I somehow don't want to spoil a nonfiction piece. Read it to the end.

Peanut Diplomacy
We know crows are smart. We know crows can hold grudges. If you are wise, you want to make friends with crows, but you don't want to be responsible for the entire wellbeing of crows, nor be dragged into the petty politics of crows. This is a person that knows how to deal with crows, and these secrets are now in the open.

Something You Have to Explain
I don't know who needs to read a fan comic shipping Aunt May and Doctor Olivia Octavius from Spiderverse, but I'm sure someone does.


Music this month is Zeal and Ardor's Come on Down.
As a bonus for my absentee month, have also the clip for Jynkx's Cartoons and Vodka.

aprilmarch: A drawing in pixel art of me wearing a hat and making a thoughtful face. | Uma imagem minha em arte pixel usando um chapéu e com uma cara pensativa. (Default)
This month on my newsletter, I take a long look at Paradise Killer, one of my favourite games, and a mystery game that doesn't hold the player's hand and needs to be solved the old way. Fortunately, the community found the correct answer very quickly... at least, that's what we think.

Sign up here to receive my newsletter monthly to your inbox.

Comments? Send them here.
aprilmarch: A drawing in pixel art of me wearing a hat and making a thoughtful face. | Uma imagem minha em arte pixel usando um chapéu e com uma cara pensativa. (Default)
Outro dia, conversando com um amigo (à distância, porque pandemia) ele me perguntou o que eu achava de um baralho de arquétipos. Segue a nossa conversa:

Eu: Gostei bastante. É legal pra narrativa, é legal pra coisinha mística.
Ele: Narrativa que me interessa. Eu não sou muito mistiker, sou mais cétiquer
Eu: é tudo a mesma coisa ✨
Ele: É isso que um mistiker diria!!!!!!!

OK, você pode me achar meio louco, mas o Alan Moore também acha que magia e arte são mais ou menos literalmente a mesma coisa, então você não pode discordar a menos que você também tenha tido uma obra prima adaptada para um filme medíocre. Mais especificamente, divinação e construção de narrativas são disciplinas bem próximas. O ser humano é um animal narrativo; a divinação nada mais é do que tentar descobrir o que acontece a seguir na história da vida real através da análise de texto. (Infelizmente, a vida real tem padrões muito baixos.) Mesmo que você também seja um cétiquer, o fato é que a maioria das formas de divinação são baseadas em construir narrativas, então são ferramentas muito úteis se é isso que você está tentando fazer.

Mas que tipo de oráculo você pode usar? Existem muitas técnicas divinatórias antigas e bastante utilizadas, como o tarô, mapas astrais, o I-Ching e resenhas do Yelp!, mas se você tivesse interesse em alguma delas não estaria lendo o Dreamwidth, né? Vou dividir aqui algumas ferramentas que eu uso que são bem estranhas e fora do normal, e vão fazer você ser o vidente mais legal da casa de Marte (que é que nem a casa do caralho, só que um pouquinho mais educada). Você também pode usar ela para quando chegar a um empasse nas suas histórias e parar de reclamar de uraiterbloque.

B.AKKA - BIBLIOTECA DE ARQUÉTIPOS

Uma imagem promocional do baralho B.akka de arquétipos. A imagem mostra várias cartas, rosas, azuis, verdes e roxas, com um desenho vibrante de uma pessoa em cada uma, e bastante texto escrito em branco embaixo.

Era disso que eu estava falando com o meu amigo cetiquer quando ocorreu a conversa acima. Este é um baralho focado em arquétipos, o que significa que ele é mais adequado para criar personagens, apesar de que você pode usar pra criar qualquer coisa, já que tudo é um personagem de alguma forma. Não se assuste com o preço: esse é o objeto mais caro dessa lista, mas por esse valor você ganha um deck super bonitão com umas ilustrações super da hora, e instruções para uso que eu nem olhei direito porque se você sabe o que é um arquétipo você já tem uma bela ideia de como usar.

O maior problema desse baralho, além do preço, é que ele também é desenhado para usar como inspiração para marketing, então volta e meia você encontra um resquício de buzzword no meio das explicações. Mas isso não é problema, porque você sempre pode agilizar a sinergia entre os sistemas quânticos para aplicar uma AAAAAAAAAAAAAAAH

MONKEY FORTUNETELL (em inglês)

Uma tela do jogo/programa/método de gnose Monkey Fortunetell. Um barril marrom pixelado está em primeiro plano; um pequeno balão azul com letras brancas sai dele dizendo Shake It! Atrás dele, a frase Shake The Barrel aparece em letras rosa-choque garrafais. O fundo é preto. Há pequenos glitches em toda a tela.
Descrever Monkey Fortunetell como búzios para millenials seria afobado, simplista, ofensivo para ambas as partes, e absolutamente correto.

Desenvolvido por Nathalie Lawhead, esse programinha tem o jeitinho dela de glitchware frenético e piscante (er, melhor não usar se você for epilético). Mas, no fundo, por baixo da estética porra-louca, temos um sistema divinatório simples e preciso. Você joga macacos em um tabuleiro circular. Você joga seis macacos de três cores diferentes, representando o passado, presente e o futuro. O tabuleiro é dividido em 16 setores, cada um representando uma parte da vida (marcada por um caractere de Wingdings). Um macaco de cabeça pra cima é um bom sinal, um macaco de cabeça para baixo é um mau sinal. Combine o significado dos macacos com o significado dos segmentos do tabuleiro e descubra o que as entidades superiores têm para dizer para você. Se as entidades superiores em que você acredita se recusarem a mandar mensagens através de um software estranho que tem a aparência de um site do Geocities sendo eletrocutado, arranje entidades melhores.

Infelizmente, a versão original do Fortunetell era em flash, e não pode mais ser executado pelo browser, mas ainda existe uma versão disponível para Adobe Air. Sacuda seus macacos hoje mesmo!

ASK THE STARS (em inglês)
Nada como seguir um conceito frenético e incansável com algo tão sedado e contemplativo que eu nem tenho uma imagem para colocar nessa entrada.

Ask the Stars não é um sistema divinatório: é um sistema de RPG... baseado em sistemas divinatórios. O que significa que ele é um sistema divinatório, só que não para você, para pessoas fictícias. Mas, bem, você vem acompanhando as notícias ultimamente? O que é que as pessoas fictícias têm que nós não temos?

Esse sistema usa dados de doze lados para gerar uma combinação de uma constelação e uma posição. Cada constelação significa algum aspecto, e cada posição modifica esse aspecto. No melhor estilo RPG narrativo, cada combinação é descrita com uma frase curta e uma pergunta carregada. Além disso, um dado também pode responder uma pergunta 'sim' ou 'não', mas ele a responde de uma forma não-binária. Um 5 é um Não, mas um 1 é um ABSOLUTAMENTE NÃO.

As combinações funcionam de forma primorosa, principalmente para um sistema que parece ser baseado na forma que alguém que não sabe muito de astrologia pensa que astrologia funciona. Por exemplo, A Criança, Ascendente pode trazer crescimento descontrolado, mas A Criança, Enterrada representa um erro antigo e esquecido. O Ancião, Encurvado representa uma transição de poder pacífica para uma nova geração, mas O Ancião, Colidindo representa um abuso egrégio de autoridade. São 144 combinações e elas são fenomenais.

Esse sistema funciona muito bem para criação de mundos, mas também serve para qualquer coisa. O link que eu postei vai para o post que explica o sistema, mas clique na tag para ver explicações sobre cada uma das combinações.

DIVINATION WITH POLIHEDRAL DICE (em inglês)

Uma imagem de dados computadorizados. Os dados são brancos sobre uma superfície de madeira. Há dados de vários lados. Os dados têm símbolos em suas faces em vez de números. Texto branco no canto superior direito diz Result: String, Fool, Spider, Vanishing, Mirror.
OK, este é meio que uma mistura das duas últimas. Como Ask the Stars, ele é baseado em usar dados de RPG para divinação. Como Monkey Fortunetell, é a obra de uma designer que eu acho genial com uma identidade marginalizada. (Sério, o jogo Dangerous Duels, também da Sophie Houlden, é uma das coisas mais divertidas que um grupo pode fazer em uma sala fechada sem tirar a roupa, e talvez mesmo assim. É super divertido mesmo quando ninguém sabe o que está fazendo, ao contrário de outras coisas que você faria depois de tirar a roupa.)

Divination é bastante simples. Cada dado representa um aspecto da pergunta, e cada número representa algum tipo de resultado. Eles podem representar intensidade, duração, natureza, e muitas outras coisas. Faça uma pergunta e role os dados que você achar relevante, depois interprete a resposta. Os resultados vão te chocar.

Ah, e sim, como a imagem dá a entender, Sophie Houlden também criou um gerador de rolagens de dados, que já vem com o sistema divinatório dela. É isso o tal de Big Dados?

BARALHO CIGANO
OK, vou confessar uma coisa para vocês: eu não sei quase nada sobre o baralho cigano. O pouco que sei... ou pelo menos acho que sei... é que ele é uma variação sobre o baralho de tarô, mas tem apenas 36 cartas, e não tem números nem naipes - é um pouco como se todas as cartas fossem arcanos maiores. Para mim, essa pequena quantidade de cartas tem muitas vantagens.

Primeiro, com menos cartas é mais fácil aprender o significado delas. Claro, o tarô é feito de um jeito que você pode deduzir o significado de um arcano menor sabendo o significado do número e do naipe, mas mesmo se você contar 23 arcanos maiores + 14 números + 4 naipes provavelmente não chega em 36 (estou com preguiça de fazer a conta.)

Segundo, enquanto tiradas no estilo do tarô são possíveis e comuns, quando tiraram para mim usaram TODAS as cartas, e eu achei extraordinário. Não sei pica nenhuma sobre como ler esse tipo de tirada, mas percebi que o importante não era apenas as posições das cartas mas também a relação entre elas. É como ter um pequeno mapa astral.

Terceiro, como todas as cartas são no estilo "arcanos maiores", elas são simplesmente mais divertidas. Quando alguém que não sabe muito de tarô pensa em uma tirada, pensa em tirar algo como A MORTE ou O DEMONHO, mas é bem mais provável (estatiscamente) que você tire, tipo, o seis de copas. O seis de copas tem um significado, claro, mas é tão chato! O baralho cigano não tem um seis de copas (ou, tipo, tem, mas não chamamos ele por esse nome). Você tira O JARDIM ou A MONTANHA ou A CARTA (é tipo uma correspondência, infelizmente não tem uma metacarta no baralho que diz "você vai ver seu futuro no baralho cigano"). É tão mais dramático!

E, sabe, o pessoal faz baralho de tarô baseado em tudo. Tem baralho de tarô de Twin Peaks. E, tipo, todos esses baralhos têm que pensar e dizer "como eu represento o seis de copas dentro do universo Twin Peaks?" Seria muito mais fácil usando o baralho cigano, em que todas as cartas têm um significado simples e preciso. Você poderia fazer um baralho cigano gamer só fazendo as figurinhas em pixel art. E são só 36 cartas, então você teria bem menos trabalho! Mas agora que você leu este parágrafo você vai ter que me pagar royalties se fizer isso.

LITERALMENTE QUALQUER BARALHO QUE TENHA ALGUMA ILUSTRAÇÃO
A grande pegada das técnicas divinatórias é que o baralho, os dados, os búzios, as varetinhas de I-ching ou seja lá o que for são só um guia: o verdadeiro poder divinatório são os amigos que nós fizemos estavam dentro de você o tempo todo. Você pode ler o futuro em cartas de Magic ou em placas de trânsito. Life of a Spell Scroll, um dos jogos da coletânea Hibernation Games (em inglês), usa cartas de tarô para montar a história de um pergaminho mágico senciente, mas as regras sugerem que você use as ilustrações das cartas se não souber o significado delas, e que você pode usar qualquer baralho ilustrado se não tiver um baralho de tarô dando sopa. Isso não serve só para jogos independentes estranhos, serve para todos os momentos em que você precisa de uma pequena inspiração!

Aquele baralho com os lugares turísticos da Espanha que seu pai te trouxe por algum motivo? Um baralho de Super Trunfo? Aquele baralho erótico que você disse que ia jogar fora? Sim, você pode usar qualquer um deles para divinação, basta um pouco de imaginação. (Se você usar o baralho erótico, por favor me conte como foi.)

Se você tiver dinheiro para gastar com besteira, primeiramente uau, no Brasil de 2021? Parabéns! Segundamente eu recomendo um dos baralhos do Projeto 54 do El Cabritón. São lindamente ilustrados, cada ilustração tem uma vibe diferente, e é um baralho normal, então se a divinação não dá certo você pode jogar um truco.

Algumas cartas do baralho do Projeto 54 colocadas em uma superfície. As cartas têm ilustrações coloridas e vibrantes com vários estilos diferentes entre si.

Fique feliz por eu não ter escrito esse artigo numa rede social mais famosa, senão pode apostar que eu iria encerrar com "prevejo que você vai curtir e assinar!"

aprilmarch: A drawing in pixel art of me wearing a hat and making a thoughtful face. | Uma imagem minha em arte pixel usando um chapéu e com uma cara pensativa. (Default)
Rick is my most hated enemy. Rick doesn't know I exist. Rick is a videogame character. Rick is a human being.

All of these sentences are true, in a game that angles the lines of technology and relationship: Forza Horizon 3.

Read the entralling story behind Rick on my newsletter's archive, or sign up to receive it on your inbox here.

Comments? Write them below, friend.

aprilmarch: A drawing in pixel art of me wearing a hat and making a thoughtful face. | Uma imagem minha em arte pixel usando um chapéu e com uma cara pensativa. (Default)
The roundup is likely to be shorter again this month, and not for a reason I'm proud of: I neglected to save articles I liked in a timely manner, and forgot them 😳

Here are the articles I read this month and remembered.

Brazilian TRPG designer calls attention to the relative invisibility of games from the Global South
Because I am a weird, I found about these tweets from a compatriot of mine through a Malay game desinger on Twitter. But the sentiment is very powerful. Kickstarter allows project creators from a mere 25 countries, and if you're not in one of them, you lose a major (potential) source of revenue. This is, of course, without mentioning the extra work you need to translate your work into English (then redo the layout, which is double the work). Unless, of course, you decide to work only in English - foregoing your own home audience. There are no easy solutions, other than more crowdfunding services springing up with similar reach to Kickstarter.

Horsehistory stufy and the discovery of new areas of thought
As someone who is just interested enough in lingustics to have given up actually studying it, I loved this concept: coming up with new fields of thought by having computers randomly create new words, then trying to figure out what they mean. The piece's example of 'horsehistory', defined as the study of umconfortable history, conjures a briliant future for this idea. Sadly, I don't think this will hold. It's more likely for words to stick to concepts we do have but lack words for than for the opposite to happen; the modern history is full of perfect terms for things that were invented by visionaries about ten years before they would become useful, only to be forgotten and replaced by a blogger's turn of phrase. Or that a concept is hijacked by something close enough that's more needed - look up the history of the term 'emotional labour'. We will not study horsehistory now that we're aware it exists - we'll only look for a name for it when we develop the concept itself. Still, worth reading.

How 9/11 Became Fanfiction Canon
The massive tragedy that was the fall of the WTC towers in 2001 also exposes a peculiar part of the psyche of the US-born: they actually do believe their country is all that exists. It's all fun and games to make fun of the fact that they call their national baseball (?) championship The World Series, but 9/11 shows that they consider this tragedy to be sacrossant, beyond the scope of satire and oblivion. Of course, many people also work through their grief via the medium of fanfiction, so we must ask, what would Sam and Dean from Supernatural think about 9/11?

Into the Zone: Four Days Inside Chernobyl's Secretive 'Stalker' Culture
Speaking of massive tragedies that defined the country they took place in... get out of here, stalker. This piece takes a look at "stalkers", people who offer unlicenced tours of the Chernobyl Exclusion Zone. Why do they do it? It's just for money, isn't it? That seems unlikely - I doubt there's a lot of money in taking people to become sterile and/or get cancer, and they'd likely make a comparable sum by being a guide with the boring, approved tours - guides that apparently have a close enough relationship with 'stalkers' to make dead drops for them. There's more to it than it looks. There's a matter of taking a national tragedy and turning it into national pride.

No music this week. Go play Unsighted instead.

aprilmarch: A drawing in pixel art of me wearing a hat and making a thoughtful face. | Uma imagem minha em arte pixel usando um chapéu e com uma cara pensativa. (Default)
I have done the unthinkable: I now have a monthly newsletter. On the first Sunday of every month, I'll be sending you an email about my dumb ideas about videogames, and you have no room to complain because you have asked for it.

Click here to join in on the so-called fun
, then come back here to comment publicly.

aprilmarch: A drawing in pixel art of me wearing a hat and making a thoughtful face. | Uma imagem minha em arte pixel usando um chapéu e com uma cara pensativa. (Default)
OK, so here's something I thought about some time ago.

Humans are the only mammals that have monophasic sleep - that is to say, they do all their sleeping in a single phase, eight hours long. Most mammals sleep in two or more phases. (That's why cats 'nap' during the day and often wake up during the wee hours of the morning; they're not built to sleep eight hours at a time.)

However, a theory says that monophasic sleep is actually a social construct  and humans are naturally biphasic - they sleep in two phases. This theory posits that humans originally would go to sleep at sundown, sleep for four hours, wake up in the dead of night, hang out a bit (one to two hours), then go back to four more hours of sleep. There are quite a few references to 'first sleep' in ancient text. This natural flow would have been disrupted by the Industrial revolution, when the advent of electricity, along with new societal roles, caused humans to remain awake during the early evening, after which they had only eight hours to sleep in one go.

That's the science. Now for the fantasy.

A very common trope in the fantastic is the preponderance of thresholds, borders, spaces between. Anything that's not clearly one thing or other is a place where the veil of reality is thinner. Pacts with the supernatural are made at crossroads because they are such spaces: part of two streets but of neither. Midnight is the witching hour, the hour when monsters come to roost, because it is the temporal space between two days, after one has ended but before the next has begun. Anything that comes along during a threshold is innately more magical.

Well, what's more of a threshold than the idle hours between the days, when so many people happened to be awake? If that portal opens itself for a moment during midnight, then during these hours it would stay open for as long as someone was awake, and the magical world beyond could not only peek through but linger and stay. The entire world was magical for a few hours.

And if someone happened to be conceived during these hours - which must have been absurdly common - they they'd be touched, born of a different world, full of magic in their mundane bodies, and the fantastical would come to them that much more naturally.

Many stories of magic talk about a withering, a vanishing of magic. Some stories have it start during the Renaissance, some during the late Victorian times, but always around the time of the Industrial Revolution, give or take a few centuries. Why is it that magic seems to have gone away, just as the Victorians were suddenly interested in it?

Well, maybe there just weren't as many people who were good at it.

Funny joke

Aug. 30th, 2021 09:52 pm
aprilmarch: A drawing in pixel art of me wearing a hat and making a thoughtful face. | Uma imagem minha em arte pixel usando um chapéu e com uma cara pensativa. (Default)
Man goes to doctor. Says he's depressed. Says life seems harsh and cruel. Says he feels all alone in a threatening world where what lies ahead is vague and uncertain.
Doctor says, "Treatment is simple. Great clown Pagliacci is in town tonight. Go and see him. That should pick you up."
Patient responds, "I tell you I think I'm falling into depression, and you tell me I should go watch a funny show? What sort of therapist are you? Are you even licenced?"
"Of course I am", doctor responds, sweating. He knows he will lose his licence if anyone discovers he is Pagliacci.
aprilmarch: A drawing in pixel art of me wearing a hat and making a thoughtful face. | Uma imagem minha em arte pixel usando um chapéu e com uma cara pensativa. (Default)
Primeiro: eu não gostaria que esse fosse o primeiro post em português do meu blague, mas o universo ri de nossos planos.

Segundo: a história a seguir é real. Eu sei que parece um frame borgesiano para amplificar um texto, e garanto a todos vocês que eu absolutamente faria algo assim, mas, nesse caso específico, é real.

Ultimamente, vários dos meus amigos decidiram lançar newsletters. Eu tinha tido uma ideia de lançar uma também, faz muito tempo, mas nunca tinha escrito nada... ou pelo menos era isso que eu pensava. Quando eu entrei na minha conta antiga da newsletter, descobri que tinha um tremendo artigo sobre conlangs (sabe, línguas artificiais, que nem o esperanto e o klingon), escrito e jamais lançado.

O motivo dele nunca ter sido lançado é simples: ele era apenas um preâmbulo para uma piada em que eu julgava as frases que você usaria para apresentar a sua conlang. Você usaria o Pai Nosso? Um trecho da Declaração Universal dos Direitos Humanos? A própria visão de mundo que você busca com a sua conlang? A frase "eu posso comer vidro, não me machuca"? Eu iria julgar cada uma dessas opções com piadas magníficas e notável fantasia, mas, helás! Esqueci-me completamente da piada que iria fazer, e fiquei só com o preâmbulo. Felizmente (ou não), sou prolixo o suficiente para que o preâmbulo talvez satisfaça.

Deixo vocês, daqui em diante, com o André do passado. O nome deste rascunho incompleto, salvo na minha newsletter, era Julho 2019 - Conlangs & Caminhões. Não faço ideia de onde os caminhões entrariam. Pela entrada de carga, geralmente.

***

Como Fazer Sua Própria Língua
Neste mês eu li In The Land of Invented Languages, da Arika Okrent. Sempre fui um pouco fascinado por línguas artificiais - normalmente conhecidas por conlangs, uma abreviação para constructed languages, linguagens construídas. Imagino que a maior parte das pessoas que estão lendo esta newsletter são nerds enormes e portanto sabem que O Senhor dos Anéis foi criado apenas para que Tolkien tivesse um mundo para uma língua que ele tinha inventado por hobby, o Quenya (mais conhecido como Élfico), já que ele era um linguista e abominava uma linguagem que existisse em um vácuo. Se Tolkien não fosse tão nerd, não teria escrito O Senhor dos Anéis, o que significaria que a maior influência moderna na fantasia medieval deixaria de existir. Como seria esse mundo? Talvez a fantasia medieval, tendo como maiores influências as histórias de Fafhrd e Gray Mouser, de Fritz Liber, e o Conan, do Robert E. Howard (que, OK, não são medievais), tivesse tido menos a ideia do bem contra o mal e fosse considerada menos simplista. Ou talvez tivesse deixado de existir. Outra influência, maior ainda: sem O Senhor dos Anéis, garanto que não exisitiria Dungeons & Dragons. Sem ele, talvez não tivéssemos o RPG de mesa... ou talvez sem este beemote ocupando a sala teríamos sistemas mais variados e mais conhecidos. Quem sabe?

Mencionei em um grupo que eu tinha comprado esse livro, e alguém mencionou um outro livro sobre criação de línguas artificiais. Naquele livro eu não tenho interesse. Existem pessoas que pagam linguistas para criar línguas novas para suas histórias de fantasia e ficção científica, e, bem, isso me parece um enorme desperdício. Existem mais de mil línguas artificiais no mundo, algumas com comunidades pequenas de falantes que adoram sua cria. Pra que criar outra? Pague alguns desses hobbistas para traduzirem o seu texto pra língua deles. Eles vão ficar com estrelinhas nos olhos e trabalhar por alegria. Eu já tinha essa ideia faz tempo, e quando descobri que a 'língua lunar' usada na excelente HQ Saga era, na verdade, o esperanto, soube que estava certo. Você vai brigar com o Brian K. Vaughan, vagabundo?

(Mas o maior problema de criar uma língua artificial, na minha opinião, é o vocabulário. De onde você vai tirar as palavras? Se você usar uma outra língua como base, sua língua fica enviesada, e fica mais parecida com um dialeto do que com uma língua. Mas de onde mais você pode tirar um vocabulário? A 'língua lógica' Loglan e sua prima open source Lojban (longa história, brevemente discutida no livro da Okrent) utilizou análise do vocabulário de todas as línguas conhecidas para tentar isolar as maneiras mais comuns de falar cada conceito, tentando assim criar uma língua que é igualmente familiar para qualquer falante do mundo. Mas inventar uma língua já é coisa de doido; fazer uma análise dessa é uma coisa de doido embrulhada numa coisa de doido maior.)

Mas na verdade eu estava pensando em outra coisa. No fim do livro, Okrent cita dezenas de línguas, com uma frase para exemplo. Se você tivesse inventado sua língua, que frase você usaria?
Era sobre isso que eu queria escrever. [Nota do André do presente: Mas não escrevi.]

Que frase usar para dar um exemplo da sua conlang?

Ideia 1: Pai Nosso, que estais no céu, santificado seja o vosso nome
Vantagens:
Essa é uma frase muito antiga, e extremamente comum na civilização ocidental, que inclui metade do planeta (é isso que 'ocidental' significa). Isso significa que a maior parte as pessoas vai saber o que isso significa, além de talvez até saber essa frase em outras línguas. Além disso, a maior parte das línguas inventadas mais antigas usam essa frase como exemplo, então você vai estar fazendo parte de uma grande tradição. Uma das línguas

[o texto termina abruptamente neste ponto]

aprilmarch: A drawing in pixel art of me wearing a hat and making a thoughtful face. | Uma imagem minha em arte pixel usando um chapéu e com uma cara pensativa. (Default)
This month's Link Roundup is likely to be shorter again, as I'm slush reading for Eita! Magazine, an online magazine that publishes fantasy and science fiction works by Brazilian writers in English (and, as of the next issue, will be bilingual). Our upcoming issue will be about food, so if you're Brazilian and you have a story that fits, send it directly to me! Submissions are open until the 16th of August.

AI Weirdness: My Favourite Non-Existent Painter
Since I'm no longer posting articles from 50 Text Games, I should move on to the other newsletter I follow: AI Weirdness, in which Actual Expert Janelle Shane does horrible things to robots, such as asking them to name 90's bands. The content is hilarious, but also a sobering yardstick to how quickly AI-generated text and images are moving forward. Reading through the archives we can witness the world's most advanced AIs forgetting ingredients midway through their recipees and asking people to sautée eternally, to modern neural networks that, while still not perfect, can not only create something that feels human but also have enough memory to be able to go on a tangent, then return to the main point. Shane herself is brilliant at showing both the advances and the limitations of this form, not flinching from its direst consequences while also able to keep it light and tease AI with giraffes.

But the article I brought today is about image generation, which is even weirder, even as it's obviously further from being able to create a work that passes for human-made (or, like, a photograph) unless you are working under very strict parameters, in which case holy shit. However, once you give the AI permission to come across as more abstract, things get interesting - especially as Shane starts to invent artists and finds out the AI gives them recognizeable styles.

Since you're here anyway and this month's roundup is likely to be shorter, have a short story by Shane as well, and don't forget the tool she used to generate the paints in the article is on a publically available Google notebook.

A Tour of the Sacred Library
Still on the subject of AI - using the same tool I linked above, and prompting the AI with the name of painter James Gurney, an entire world was created. The author of the piece fears we're nearing a point in which AI will be better than humans at creating paintings, much as it has on the fields of chess and Go. I think it's still far from that point, and it's much closer to a RPG sourcebook, capable of producing things that we need to expend effort to make sense of, effectively making us the artists. They may be close to producing art that's good enough for corporate needs, though - which just might be a death knell for illustrators to be a viable career.

Meditations on Moloch
A deep and heavy piece on, well, everything, but mostly civilization and humankind. It's a very sobering look at how we create societal machinery that fails to work so often, and how those failures are easily explained by looking at the incentives the machinery gives people. I don't agree with the piece's final advice, that (if I read it right) might be that we need a benevolent, very tightly programmed dictator AI to save us from ourselves; but whatever we might want to build in the future, this might be a good place to look at first.

Felicia Helps Out
And now for something completely different: Felicia, the ferret that helped clean a particle accelerator.


This month's music is The Correspondent's Fear and Delight. A great song and a great video in the same package.

aprilmarch: A drawing in pixel art of me wearing a hat and making a thoughtful face. | Uma imagem minha em arte pixel usando um chapéu e com uma cara pensativa. (Default)
The DEATH RACE has very few rules concerning what vehicles are legal. They are so:
  • A vehicle must be able to transport itself plus its driver from the starting line to the finishing line without outside assistance.
  • A vehicle must not be able to cause a driver to become airborne without outside assistance.
That's it. That's all there is to it.

I mean, there are a few more. One section is about how 'outside assistance' dos not qualify if it's a vehicle's power source. It started when someone pointed out that the rules as written technically forbade solar-powered vehicles, since they needed outside assistance (solar rays) to function. The Organizers agreed and added a rule exemption for solar-powered vehicles. Someone else made fun of this ruling by saying that to be fair they should also allow vehicles powered by wind and geothermal energy, since they were drawing power from the environment just like solar-powered vehicles. Sure, you could not create a viable racing car using those energy sources, but wasn't fairness paramount? The Organizers thought this argument was hilarious and ammended the exemption to allow for any sort of energy generation that drew power from the environment, specifically including wind and geothermal power. This allowed for the rise of Dread Pirate Bobberts, the only crowd-favourite racer to have never placed better than DNF.

Honestly, most rules were created because someone complained or tried to abuse the original rules. The airborne rule happened because people entered literal airplanes in the first few races. It originally just stopped the car from becoming airborne, but then someone won a race by using a car that ejected its driver's seat as a hang-glider. They actually moved to ban any vehicle parts from becoming airborne, but someone pointed out this would ban missiles, which are in the Death Race's logo and consist of a surprising amount of its merchandising sales. (Most of those sales are plushies and keychains, not live missiles, but those are expensive and so do weigh heavily on the profit margins.) Since the current rules tie the position to the driver, that's the best way to guarantee the DEATH RACE remains a land race.

Jumping cars and ejecting seats are therefore banned, but are allowed in the down-low as long as they don't give you an undue advantage. Your vehicle can even glide, as long as it can't take off on its own. If it does, they'll probably not let you have an ejecting seat.

Can you make the entire vehicle go airborne except the driver? This question was actually asked by the driver of the Kite Car, a car that could become a jet airplane but kept tethered to the driver's cabin, which consisted of a sphere weighted to remain upright, magnetically linked to a second sphere. The Organizers decided it wasn't legal because the Kite Car could lift its driver, it's just that the driver didn't intend to; but gave it a special permission to drive anyway just to see what happened. The driver died.

Another rule says that the driver cannot directly provide motion for the vehicle; that's counted as an outside force. No bicycles, roller skates, or scooters, unless they have some sort of engine. The 'direct' part is important, because otherwise someone could claim it was against the rules to load coal into a boiler, or to switch on the engine, or to steer the cart in the right direction.

Oh, so you can't ride a bicycle, but what if you had a bicycle which instead of the pedals moving the wheels directly, they wound up a coil, and it was that coil that moved the wheel? Would that be allowed? The Organizers found that hilarious and said yes, it would, could you ride this weird windup bike on the next race?

Animals fit all the criteria for the vehicle, can I just ride a horse? Actually, yes. The Organizers find this hilarious. It's a good way to get fans against you, though - they hate that you're putting animals at risk. Humans OK - they probably know what they're getting into, unless they're poor and/or dumb, in which case they're poor and/or dumb and no one cares.

Humans are animals, can I just ride piggyback on another person? You could until very recently, and that person would count as your vehicle, but recent changes to the rules mean that every person on a vehicle counts as a driver, so that's 'outside assistance' and no longer allowed.


aprilmarch: A drawing in pixel art of me wearing a hat and making a thoughtful face. | Uma imagem minha em arte pixel usando um chapéu e com uma cara pensativa. (Default)
INFODUMP
It was the four hundreth anniversary of the founding of Bilartha, and the city was preparing a party; their joy, however, was muted, for it was only last year that the Goularb had annexed them in the war, and their oppressive rule was still felt.

"AS YOU KNOW, BOB"
'As you know, Bob" said the professor, "today is the four hundreth anniversary of the founding of our great city Bilartha. I fear, however, that our joy will be muted, for it's only been a year that the Goularb annexed us in the war, and we still feel their oppresive rule."
"You are right, professor" responded Bob, "I do know that."

SPRINKLES OF INFORMATION.
Bob walked the streets of Bilartha towards the college. Decorations were already being placed for the four hundreth anniversary of the city's founding. The sight of the city's banner filled him with pride, but this was cut short as he spotted a Goularb patrol marching down the street. It had been less than a year since they had annexed the city, and their oppresive rule was still felt.

IT'S OKAY BECAUSE I'M DOING IT IRONICALLY
'As you know, Bob" said the professor, "today is the four hundreth anniversary of the founding of our great city Bilartha. I fear, however, that our joy will be muted, for it's only been a year that the Goularb annexed us in the war, and we still feel their oppresive rule."
"Geeze, professor, we all know that!" responded Bob. "Sometimes you sound like a character from a bad novel, telling us stuff we already know!"

AS YOU KNOW, WIKI
"The four hundreth anniversary of the founding of Bilartha was primed to be a muted celebreation, for it had been only a year since they had been annexed by the Goularb in the war. To many citizens, their oppressive rule was still felt."
- The Complete History of the Cities, Tome VIII

KEEP UP, FUCK YOU
Bob walked down the street towards the college, watching banners depicting the coat of arms of the city of Bilartha being hung from poles. It filled him with pride, but the sight of a passing Goularb patrol cut this feeling short.

AS YOU KNOW, AUDIENCE SURROGATE
"Gee willickers, professor! I saw so many banners on the way here!"
"Indeed, Bob, those are our the coat of arms of our great city, Bilartha! Today is the four hundreth anniversary of our founding!"
"That's so swell! But you don't seem very happy, what's going on?"
"Well, Bob, don't go around saying that, but spirits are quite low. There's been a war recently, and our proud city was annexed by the Goularbs. For many, their oppressive rule is still felt."
"Oh, good to know! I had no way to know any of this stuff because I just arrived from a different world."
"Well, I'm always happy to explain anything to you!"

WELCOME TO TOWN
PROFESSOR
Welcome to Bilartha! Today is the four hundreth anniversary of our founding. We're going to have a great party!

PROFESSOR
It might be a little muted... It's been only a year since the Goularb annexed our city in the war. Many of us still feel their oppresive urge.

PROFESSOR
Gulp! Don't tell them I told you that!

THE BEATNIK MANOUVER
Bob walked down the street to the college, where the professor would be waiting, her stern face always watching, he knew she was friendly, probably the only person her age Bob could call a friend, although maybe it was his fault, maybe it was him who only cared about the young students, the parties, the activism, and the professor had reached out to him, and he had reached back, maybe there would be more people reaching back if he only tried, but he could not, not in this situation, not when he saw the banners of Bilartha being hung and felt the pride and the joy of the city even as he knew the many fuckups that happened in the city, behind closed doors and right in the open for everyone to see, but they were his fuckups, the four hundred anniversary meant four hundred years of fuckups that were theirs to own, or three hundred and ninety-nine now, since the occupation last year, now the Goularb are here and they've taken control of the fuckups, they are their fuckups now, and as if on cue a patrol marches down the street, cutting down whatever pride and joy Bob had squeezed from the sight of the banner [continue in likewise manner for eight pages]

BOB'S DOUBLE MOBIUS META-TECHNIQUE
"Infodump is a term used in fiction when too much information is given without context to the reader", the professor said. "A common way to avoid infodump is to place that information in the mouth of a character; however, one must take care to assure it would be expected for the characer to give out that information. Imagine that I turn to Bob now and say: As you know, Bob, today is the four hundreth anniversary of the founding of our great city Bilartha. I fear, however, that our joy will be muted, for it's only been a year that the Goularb annexed us in the war, and we still feel their oppresive rule."
"I do know that, professor!" responded Bob.
"I know you do!" laughed the professor. "This is why this is widely considered to be a bad strategy."

DEATH RACE

Jul. 19th, 2021 11:56 pm
aprilmarch: A drawing in pixel art of me wearing a hat and making a thoughtful face. | Uma imagem minha em arte pixel usando um chapéu e com uma cara pensativa. (Default)
First, determine your starting spot in the DEATH RACE by rolling 3d4. The sum of the highest and lowest dice make up the tens of the starting position; the dice that remains is the ones. For instance, if you roll 1, 2 and 4, you add 4+1=5 and get 52 as your starting position.

The first ten racers are always incredibly rich bigshots who are somehow related to the Sponsors. Most of them actually are good drivers; those who are not can make up for it through technology. You are not one of these.

The next ten racers are a mix of people who are wealthy but not enough to be sponsors, some random thrillseekers, and 'elevated' regular racers who got someone to be their (lowercase) sponsor. All of these are excellent racers. In fact, other than raw talent in the back ranks, these are probably the best pilots in the race. You are not one of these either, which is why your starting position cannot be lower than 21.

ONE CAR, MANY RACERS
It used to be that, in order to get a position in the DEATH RACE, you had to drive through the starting line and the finish line in roughly the same vehicle. 'Roughly' is key; if your car exploded, you could bring a sufficiently large piece and still claim the prize. This rule was meant to encourage more violent interaction during the finish line, since if you blew up you'd lose a lot of places but would still be able to claim a relatively high spot if you were in the lead.

It was common for ambulances to also pick up a car piece and drive through the finish life, to give downed races a placement (sometimes posthumous).

However, a corollary to this rule was that, if you picked a piece of your car and hopped aboard another car, that car would effectively count for two. This was a minor issue until the BoomBus.

The BoomBus was a junked city bus with a massive jet engine nailed to it, driven by a skinny bearded fella named Ol' Mac. Mac stopped to give a ride to every driver ze saw stranded on the track. That year's race had been particularly heated, so by the time ze was gunning for the finish time ze had twelve racers in the bus, not even counting zirself. And ze hadn't even used the jet.

Then ze used it.

The bus blew past the people nearing the finish line before they even knew what was going on. This created some very interesting results. The last racer to be overtaken by the bus was half a second behind it, but this caused their position to drop from 59th to 63rd. And this caused a lot of complaints. Why did the people on the back of the bus got a positon in front of the car that was keeping up with it? And what should be the order of the racers inside the bus? They had photos taken at the finish line, but the flash glared off the windows and the inside of the bus was not visible, so they had only memory and honour to account for their order. This did not go smoothly.

The present rules were added the next year. Now, in order to hold a position, you just to drive through the start line in a vehicle, then drive through the finish line in a vehicle. Doesn't even have to be the same one. Everyone in a vehicle gets the same position, regardless of whether they started together or not.

This has, of course, given space to numerous new strategies. The first one is that it's possible to carjack other racers, which the Organizers find hilarious. It's also possible to scoop more than one spot by having a car that contains or breaks into smaller cars, which the Organizers also find hilarious. The tamest strategy is that it's now possible to race as a team. Quite a few people now bring a mechanic, copilot or 'spare' driver, but this is widely considered to be lame, kind of like showing up to the Tour de France with training wheels on. However, it does allow larger vehicles that do require a multi-person crew to operate, which the Organizers, unsurprisingly, find hilarious.

Ambulances still drive downed racers through the finish line, which means they are technically the winning vehicle for that racer. There are very strict guidelines to stop people employed as paramedics by the Organizers from being even near the starting line, as to avoid shenanigans.

(It's important to notice the ambulance only covers about the first and last kilometers of the track, close enough to civilization that leaving people to die would be considered unsporting. For the remainder, well, it's not called the Somewhat Severe Wounds Race.)

SEX IN THE DEATH RACE
They say there's a rule that says you score a point every time you have sex during the DEATH RACE.

This is absolute bollocks. You don't even score points during the race. You have your position and that's it.

This concept probably came out of some in-joke that was misheard out of context. Maybe someone said something about 'scoring'.

Still, lots of people like to have sex during the DEATH RACE. It's kinda of its third, unofficial thing. You have death, you have racing, and you have sex. The Sponsors like it, it makes the whole thing looks exciting and forbidden.

Some people actually believe the whole sex = points thing, and while it's fun to make fun of these people, it's in good taste to let them know about the truth - which can be actually quite hard, since they tend to think you're lying to them to make them earn less points. This has caused some racers to try to replace this story with a new fake concept that you score for having sex during the DEATH RACE but only if both parties give enthusiastic consent. They've had moderate but suprisising success with this operation.

aprilmarch: A drawing in pixel art of me wearing a hat and making a thoughtful face. | Uma imagem minha em arte pixel usando um chapéu e com uma cara pensativa. (Default)
This month's link roundup is likely to be smaller, as I spent much of this month with severe neck pain that left me incapable of dawdling on the internet. So it goes.

I'll add links to this list until the end of the month, as usual.

Insider Insights With Meguey and Vincent Baker
I create this montly column for articles that someone might read when one is boring, so it is not my usual cup of tea to recommend a podcast that runs over two hours. This is an endorsement of how brilliant this episode was. Just back to back, brilliant stories about the Bakers. I'm a little bitch for Apocalypse World - someone in a RPG group once said I was like a Jehovah Witness, because I never shut up about the apocalypse - but even if I wasn't, this cute couple that has created one of the most influential games of indie RPGs while raising three children would be a story I'm endlessly interested in. Add to this: insights on how poverty and parenthood shaped their design, a charming meet-cute story involving a mutual friend who later turns out to be Legendary Game Designer Emily Care Boss, and the stark reveal that AW was invented after Baker designed the Brainer playbook ex nihilo, and it's a nonstop shower of brilliance.

IF50: Fifty Years of Text Games
"The earliest version of The Oregon Trail—made long before the green-tinged ports known by subsequent generations from their school computer labs—was first played by students in a Minnesota classroom on December 3, 1971." Aaron A. Reed takes this to mean this year, 2021, marks the 50th anniversary of the text-based game, and he takes us on a journey, spotlighting one influential text game per each year of their existence (minus a two-week pause, that took place last month). I've already posted two articles from this series on this roundup, which just happened to be the ones I'd run into, so now I gave up and I'm now reading the entire thing from the beginning, and if you have any interest on the cultural scene of games, you should to. Reed is an excellent guide to this journey, always taking the time to highlight the human, social and cultural element surrounding the games he's chosen; but he's also a True Nerd, and will sometimes talk at lenght about the source code of a certain game, but never to the point of geeky wankery, only as a reflection of the people that made them. It's a brilliant series and I find myself getting ready to buy the book it'll become at the end of the year, and people who know me know I'm usually too darn stingy to spend money on something I already read for free.
I'm reading from the beginning and taking my time, especially reading some of the other articles Reed suggests at the end of each spotlight. Of note so far has been this walkthrough for 1982's The Hobbit, which (much like his pice on Silverwolf, that I mentioned on my last roundup) feels like a guide for a fictitious game.
I'm not going to include any more of his articles on my roundup, since otherwise it'd be The Aaron Reed Appreciation Post, but I'd like to take a moment to point out this paragraph from 1973: Hunt the Wumpus:

Albrecht and a few other like-minded thinkers spun off the People’s Computer Company from Portola, launching both a newsletter and a community meeting space, the People’s Computer Center: in practice, both were known as just “the PCC.” The idea of the Center was simple: the PCC would convince big companies like DEC and HP to donate hardware, then set it up and make it accessible to members of the public, who could stop by to play computer games, “rap about computers,” or attend drop-in classes on BASIC (or folk guitar). Open computer time to do anything you liked was available for a few dollars an hour, or less: “the younger you are the less you pay.”
 
A bunch of nerds trying to get MORE people to use computers. Gatecrashing instead of gatekeeping. Can you imagine it?
 
The Uncanny Deck: Co-Authoring with GPT-2
This article by legendary interactive fiction writer Emily Short shows the intersection of two subjects very near to my heart: the use of tarot cards and AI-generated text as prompts for stories. AIs are capable of generating new text based on prompts, but their lack of understanding of where the boundaries for a given prompt should like can cause them to blunder into the uncanny or the marvellous, by, in this case, creating cards in nonexistant suits for a tarot set.

Deadgames and Alivegames
I am a huge fan of the Analgesic series, and Melos Han-Tani, one of its creators, is on-point here about the creation of media. I don't agree entirely with his points - while it's true that the more people work on a project, the less it can be a vessel for true expression, I don't think there's as much as a direct line as he believes. The key point, after all, is that capitalism exerts a pressure on creative works, which would not exist on a socialist utopia regardless of the amount of people working on a piece; but, at the same time, a single person working on a game can ground oneself down in order to maximize profits while even a group of people can take it easy and focus on artistic expression - think a big indie like John Blow vs. a cooperative like Sokpop. Still, I find that most of his concepts are right on track, and this article is well worth a read.

Spencer Yan's monthly updates for My Work is Not Yet Done
Yan's upcoming game of weird jungle exploration in the context of theocracy is looking better for each day that passes, and I'm glad to have backed it, but you don't need to have backed to look at his brilliant monthly reports, that give a suprisingly candid look at solo game development. Frankly, these alone would have been worth the money. Updates as of late had been more sparse as Yan focused on the nitty gritty of game making, but the earlier ones are meaty and interesting, and this month's has been particularly heavy.


Music this month is Drunk, by The Living Tombstone. A band better known for songs that are videogamey and slightly memey (or, on at least one occasion, VERY memey) but that for this song delivered a powerful piece on substance abuse - and one that is a jam to listen to.

Page generated Jul. 5th, 2025 06:37 am
Powered by Dreamwidth Studios