Rupesin kuntavaaliehdokkaaksi Espoossa, Vasemmistoliitossa.
During the summer I moved from second edition AD&D books to first edition. I think the one I used the least when playing AD&D – the Survival guides got a lot of use, and even the Manual of the Planes was somewhat useful.
This is also one of the two AD&D books for which I clearly remember when I saw them the first time. The other one is Monster Manual II, and I will write something about it later. The first time I saw Unearthed Arcana was at a friend of a friend. We had played a lot of roleplaying games for some years with one group, and one of my friend had this a bit older friend who was also a gamer.
The older guy ran some Top Secret for us – a fun game, though I think he was somewhat annoyed at us younger people not quite getting the tone of the game.
Anyway, he also had a collection of AD&D books. I think he had most AD&D books at that point, but I’m not sure if the second edition was already published. He had also this rare book in his library and he let us take a look at it. I was quite amazed by all the polearms in the book and decided that I would really like this book.
I didn’t get a copy until years later, and then I had gotten over the idea of having a humongous list of weapons, so I never really used the polearm list.
We used the book in one long AD&D campaign. It was a mix of first and second editions so we didn’t really use much of it – the new classes weren’t used and spells were mostly from the second edition.
The book itself is a collection of new, well, for a lack of better word, stuff, for Advanced Dungeons and Dragons. It has new classes, a new ability (Comeliness), new spells and magic items, new rules, and of course, the polearm list.
The new classes are mostly quite overpowered. I could see a campaign of only barbarians or only cavaliers, but they might not fit very well in a normal campaign as both are quite powerful compared to the “standard” classes. Perhaps this set the idea for later expansion books – usually it seems the things in new roleplaying books are more powerful than the older ones.
Some of the spells got taken into the second edition of AD&D. Some were just forgotten, which is as well – there are quite a lot of spells altogether.
We did use the Comeliness ability in the long AD&D campaign. The rules have charm like effects, but we ditched those and just used common sense. For that the ability was useful, and of course my bard character was quite handsome. Objectively I don’t see much point in the Comeliness, though – Charisma is much of the same thing, and players can define their characters’ looks themselves, too.
One rule we used was the ability score generation so that the most important ability was rolled by best three of eight dice, and then less dice until one was rolled with just three dice. This created quite high abilities, but my bard had strength 4, which is of course quite low, scale being 3-18.
The magic item list has useful stuff, like Hevard’s Handy Haversack, the improved portable hole. Now it seems to me that AD&D has just toomuchmagic items, so I’m not use the list was useful even when playing the first edition.
In conclusion, the book has some legendary value for me – it was a rare book and much talked about, but we didn’t really use it even when we had it. The usefulness of the book for playing even first edition AD&D nowadays is, in my opinion, very limited. It’s a nice artifact of its time, but it’s just not very good as a gaming supplement.
I read also the Dungeon Master’s Guide after reading the Player’s handbook. The Second Edition put most of the rules in the PHB, contrary to what the First Edition AD&D did, so this is a thinner book.
In addition to being thinner, the DMG has some duplicate information from the PHB. I have no idea why, as I think every Dungeon Master has also the PHB. I think the largest single section is the duplication of unarmed combat, which is quite strange, because I think nobody really used it.
In addition to special rules for situations, like more combat rules (flying, morale, and things like that), much of the book is dedicated to game mastering advice. There’s talk about alignments, classes, races and of course the dreaded class generation rules. They looked so bad even when I was thirteen that I didn’t really try them out ever. The gamemastering advice (or dungeonmastering advice, more properly) is okay, but not great. The alignments are of course an important thing, but there is one strange thing: the advice says that characters should never be sure of each others’ alignments. All fine, but the PHB has the second level wizard spell “Know Alignment”…
Of course forbidding the spell does much to the game – now I would run a game where alignments are not so obvious. Even then the advice is a bit strange.
There is some advice on how to run a game world, how time is measured and so on. This is also passable – I think I used at least the titles for some rulers and the NPC personality generator many times.
After the advice most of the book is taken by the treasure lists. There really are many different magical items and different kinds of treasure hoard types. Rolling them was fun twenty years ago, but now I’d again probably use some other method for assigning treasure to monsters. Also the Dragon magazine article about the sizes of cooins made me think of the dragon treasures: even ten thousand gold coins isn’t that big a pile.
All in all, not a very good book. It was the first English language roleplaying game I bought, so it had a lot of influence on my early gaming, but looking back now the advice could have been much better. This really isn’t even needed for running an AD&D game – most of the rules are in the PHB anyway, and making up treasures is fun even without a book.
There is a new science fiction roleplaying game called Stalker. It’s a licensed game, and the sources are the book Roadside Picnic and the movie Stalker.
I ran a short game a couple of years ago when the game was first published in Finnish, and I think the players liked it. It seems there are not so many adventures published for Stalker, so I wrote up what I did in the hope that it will give somebody at least some ideas how to run Stalker, if not the whole adventure.
This adventure is obviously a work of fiction. It doesn’t represent my opinions of anything, except on how I have gamemastered a good roleplaying campaign. Burger Games has given me permission to publish this, but this is all my creation, except for the things in the book (which are obviously by the writer of the game and other source material).
The adventure begins before character creation, so this is meant to be the beginning of a campaign. If you want to run this, please read the whole thing through. Also, if you use this somehow in your Stalker game, please comment here – I’d very much like to hear if this was of any use (or even if not). The whole adventure is of course a suggestion, so please modify it as much as you like.
The scenario is not meant to be played as-is. It is more of a suggestion on how to play, and it gets more vague at the middle. This happens mostly because so much depends on the characters – my gamemastering style is such that I try to react to things the players want to do, so I can’t do a lot of preplanning. I hope this scenario is of use to you even while it still needs work.
From here on the content is only for the game master, so if you’re about to play this, please stop now.
The Premise – Panda Station
The player characters belong to a group of Stalkers who work together at least occasionally. The group has been looking for a strange and useful item in the Zone, and has found it. However, after finding it, they mistakenly have turned on a large machine in the Zone. They wake up near the machine, and do not know what it really does, and most likely want to flee the Zone as soon as possible. The game starts when they wake up.
After getting back, they presumably sell the item they were paid to retrieve. Then they do whatever they want – they will have things to arrange and perhaps a new trip. At this point strange things begin to happen: it seems like the player character Stalkers have somehow been inflicted with the Zone and reality outside the Zone seems to be warping.
The player characters probably want to do something about this as it’s getting fatal very soon, if not for the Stalkers themselves, then for their associates or perhaps the whole city. They need to figure out that the strange machine in the Zone is the culprit and find a way to turn it off.
Running the game
This game is meant to be run in three or four sessions. The first session is first half roleplaying and the second half creating the characters. The second session is then introducing the problems of the adventure and then the third and fourth are about how the Stalkers cope with the problems and try to solve them.
As said the idea was to start character creation without the book and rules, by throwing the characters in the middle of things and then playing without using the rules, and then create the characters. Start the adventure without breaking out the book as you won’t need it, but keep the adventure notes handy.
When the characters have been created you can resort to normal Stalker gamemastering.
At the end of the article are the non player characters I used and a list of possible encounters in the Zone.
I ran the Zone pretty much from one encounter to another. The characters had a known route and they will have some idea what’s on the way, but Zone changes and the encounters might be different during different trips. Re-using them in some changed way was fun for me.
The beginning – Panda Station activated
The adventure begins at the Panda Station. The Panda Station is the size of a small one-floored building, dull brown in color, and it looks somewhat like a bunker. It has no doors or windows. There is a large structure on top of the Station. Inactive this looks like an upside down rotary whisk. While active the structure turns like a whisk, glows an unearthly blue and sends small bolts of lightning to the air.
The Station got its name from the stylized image on all its sides, which looks a bit like a panda.
One side of the Station has a hatch, which is normally closed. On the side with the hatch there are some low depressions set in the side of the Station. The depressions are about the size of a palm and might even be somewhat palm-shaped. They are arranged in a horizontal line about one and a half metres from the ground, spread on both sides on the hatch. They are set so far away from each other that it’s not possible for anybody reach more than one depression at a time.
There are as many depressions as there are characters. If all of the depressions are touched, the hatch opens and is kept open as long as they are touched. The insides of the Station are covered in the last part of the adventure.
When the adventure begins, the thing on the top of the Station is on. It’s making a horrible noise, and the light is casting sharp shadows over the landscape.
Start the adventure by describing the horrible noise and the light. All the characters are lying on the ground. They seem to wake up from unconsciousness by the racket all around them. In the air there is a strange smell, it’s a mix of air ionized by the electricity and something… organic. The organic part is probably the thin pink mist which is floating around the characters and is slowly settling down.
There is also one other Stalker nearby. He is obviously dead, having been cut into two at waist, with the lower part nowhere in sight. The probable cause for this is a Meatgrinder anomaly. He has a backpack which seems to contain a large, heavy object. He is called Crow, but the characters don’t remember it at first. See the NPC section below for his description.
When the players start asking about the situation, try to get them to roleplay. The characters don’t remember anything well, probably only that they are Stalkers, and that they are in the Zone. The machine making the noise and light seems to be dangerous and in any case it’s very much like a place where it’s not very smart to be very long. Make the players understand that this seems to be a mission failure and the smart thing would be to get away from the machine and probably from the Zone.
The point is to see what the characters do on the way out of the Zone. Then in the character creation process the actions and interactions with other player characters can be used as the basis for the character creation.
The items of the characters are spread over around the area. Most are broken, but enough can be scratched together that the trip out of the Zone can be tried. Be gentle or hard as you like, but the characters really should survive the journey back. (Even Traveller doesn’t kill player characters before character creation.) The players probably ask what’s there – ask them what they would like to find and then decide if they have it or not.
There is only one weapon: an automatic pistol and a couple of magazines. Food and drink is scarce, they can probably eat and drink for one day but that’s it.
Two things near Crow are special: he carries the backpack with the strange object, and he holds, or nearby is, a map of the Zone, showing the route taken to this place and perhaps identifying some of the problems on the way. The notes are cryptic and the Stalkers don’t have a clear idea what they mean. The map doesn’t show the whole zone but mainly the area from the border to their current location. The map has a couple of optional routes to the border.
Get the characters away from the hell-thing one way or other. Describe that they really think it’s a good idea to get away from the machine, if they don’t decide to do so soon. As they get away from the light, they realize that it’s getting dark. The Zone is not a good place to be during the night, but the trip back is about twenty-five kilometres and it’d be even more certain suicide to travel that by night.
The characters remember that a couple of kilometers from here is a suitable spot for spending the night, so they’ll probably head there.
Spending the night in the Zone and heading back to civilization
The night is uneventful, if restless. The Panda Station can still be heard and seen during the night, but at least it seems to keep the more mobile dangerous things away. The Stalkers probably have only one or two sleeping bags, so the night is not going to be fun nor will they get much sleep.
If the characters don’t take precautions, when they wake in the morning all the items that lied on the ground during the night have white fuzzy covering on their undersides, as if they had been melding with the ground. It takes some effort to rip the items loose.
In the morning they should head back on either route. The distance, as said, is a bit over 20 kilometers and they should be able to cover it during the day if nothing bad happens and they are careful. The distance is long enough that they can’t really stay there however, and their food supplies would be running out if they did stay.
The Stalkers are on the West side of the Zone, so the border crossing should be easy. There isforest and less guards on this side.
Both the routes go through an urban area. I ran the game so that the characters go from one encounter to another, covering large areas of the Zone in between. I planned first for three or four encounters but time managing I used only one on the way back.
You can use the encounters in the book or use the ones I have listed in this adventure. I used the split house with the large chameleon on the way back, but use whatever you like. As said it shouldn’t be too lethal, and I’d advise against using something that might make the characters fire the gun against it, just to emphasize that shooting is probably not the best option.
The memories should start coming back haltingly during the journey. At least the identity of Crow and that there was one other person during this trip should be remembered during the trip back. The characters also remember that somebody was supposed to pick them up outside the Zone, but they have no idea who that might be. The rendezvous point is marked on their map, however.
Getting over the border
The characters probably want to be careful, even though no guards are seen. If they don’t want to play it quiet, put some trigger-happy guards nearby, but again, let the characters survive to the rendezvous.
The meeting point is on a stretch of a road in the forest. Meeting the characters are Mohammed and Aziza in an old Land Cruiser. The characters probably don’t remember who these people are but have the feeling that they might be trusted. Memories might start coming back at this point.
Basically just get the characters in the back of the Land Rover. The rear seats are two benches facing each other in the back with no seat belts. This makes for a bumpy ride as Aziza drives like mad – she wants to get away from the Zone and guards as soon as possible.
Creating the characters
The game this far should have taken about half of the first session. I used about two hours for the beginning and the trip back, and stopped when Aziza stepped on the pedal on the way back.
The second half of the first session is now spent on creating the characters with the rules in the Stalker book. At this point players should have an idea about what kind of characters they want to play and it should be easier to tie the characters in a group.
In my game the first player who asked where her pistol was made the muscle character, and the other players made also their characters reflect on what happened on the way back and what their first reactions were.
In my game I made it so that the characters were part of a moderately successful Stalker group. The leader of this group is Crow, as this creates more problems for the characters. They have to deal with the disappearance of the known leader and figure out how to do stuff in the future.
The established group is meant to make the people call on each other even after the trip and to trust each other at least a little bit. If you can think of some other way to make the characters be at the same time in the same place, go ahead.
At this point, or even when creating the characters, the characters should now start remembering who Mohammed and Aziza are, and also who the one (late) member of the group was. The missing one is the one who was being sprayed on the characters in the beginning of the adventure – this might or might not be obvious to the characters. My players made characters who didn’t have a healer, so I decided that the missing person was the healer of the group, but you can probably use some other role if it’s missing from the characters.
Making at least some memories back makes it easier to create the characters. You might even do the character creation part of the drive back, so that the characters start wondering who they are and talking to each other. This would serve as the drama part of the character creation.
After the first session you should have the characters ready and in the back of the Land Cruiser on the way to Toulouse.
The second session and continuing
The second session is obviously more open-ended than the first one. There are some encounters which should happen in Toulouse, but the order isn’t that important nor the timescale. Let the characters wind down and try to deal with the death of Crow.
When I ran this scenario, I kept the timescale tight. I think the whole game took only three game-days, but you can stretch it longer if you wish. This might be good for a longer game.
The characters have been created, they still don’t know what’s going on, but at least they do have the item in the backpack taken from Crow. The item is a MacGuffin, and it doesn’t really matter what you make of it. Its purpose is to be something the Stalkers were paid to get from the Zone. My item was a complex cube with healing properties with a buyer. This was meant to be a possible continuation, but the item never entered the game after selling it. You can substitute your own MacGuffin if you have something better in mind. The scenario talks about “the cube”.
The first encounter is a suggestion where to start. It gives the characters immediately something to do after arriving and shows a bit how things are in Toulouse.
Arriving in Toulouse
The first encounter after getting back from the Zone is fencing the cube. Items taken from the Zone are very hot, and the Stalkers want to get rid of the cube as soon as possible. They do have a arranged meeting with the customer and Aziza drives them straight there. As the return time from the trip is not known, Mohammed can call from the car, and be astonished that the buyer wants to meet them right now.
Aziza drives the car to a decrepit apartment block. It’s where she and Mohammed live with their mother. The mother lives in a different apartment than the meeting place, as the houses are pretty empty.
When the car arrives in front of the apartment house, there are some skinhead-looking guys loitering about and eyeing the car suspiciously (or interestedly). They are from a Russian gang, and they have lately started to expand their area of influence. This time they are mostly surveying the area or just hanging about. Most people living have roots in the Northern Africa, so the Russians don’t dare to be too aggressive.
Mohammed gets out of the car when it stops, and goes to talk to the gang members. If nothing happens he talks to them for a couple of minutes and they leave peacefully, if slowly.
The meeting place is an empty apartment on the fourth floor. Mohammed and Aziza lead the characters there. There are some worn-out couches and chairs and a table. Lightning is provided by some naked bulbs. This is the usual place for business with Mohammed and Aziza.
The apartment is small, and business is conducted in the living room. There’s a kitchen and a closed door which leads to a small empty room, which was probably meant to be a bedroom.
The buyer’s people haven’t arrived yet. There is some time to talk about what happened in the Zone, and where Crow and the other missing member of the group are, if this wasn’t discussed in the car already. The characters can ask about the buyers, but Mohammed and Aziza don’t know much.
The buyers arrive soon. They are mister Laforet (see the NPC section), and his bodyguards, two large security professionals. One of the bodyguards stays just behind mister Laforet, the other stays near the doorway to the living room. There are some guys waiting in the parking lot, too, and perhaps somebody in the stairwell.
Mister Laforet speaks for himself and wants to see the Healing Cube immediately. He talks mostly to Mohammed unless the player characters take a more active role.
Mohammed asks the characters to give the Cube for presentation. It is placed on the table and opened. The bodyguard behind mister Laforet produces a white rabbit. He then makes a large cut in the rabbit with a knife, and places the rabbit on the opened Cube. Mechanical pieces catch the panicky rabbit and the Cube folds on it. There are mechanical and squishy sounds from inside the Cube.
In about five minutes the Cube opens again and the rabbit seems to be unharmed and healed. Mister Laforet is happy, but there is the matter of reward. At first he offers 10.000€ to each Stalker for the Cube, but he is willing to go to to 15.000€ after negotiations. Mohammed is included in this deal, and he negotiates as much money as the characters get.
After the deal has been completed, he thanks the Stalkers and leaves.
As said, you can substitute an another item for the Cube, if you have a better idea. I didn’t personally use the Cube and mister Laforet anymore, but they were there for additional things to happen if things would have been more static.
After the deal
From this point on the characters can do pretty much whatever. I’ll describe some encounters which should be used, but the order is not significant.
The main thing that happens is that the Stalkers seem to have brought anomalies from the Zone back with them. Strange things happen too often near them, and they start to be fatal.
The encounters are here in short form. They are meant to be inserted in regular scenes, or happen when appropriate.
The Stalkers will probably ask around. There is one old retired Stalker who they are being referred to if they are persistent enough. His name is Bernard and he can tell the players that the Panda station seems to be responsible for the effects, and they need to shut it down as soon as possible.
The Stalkers still don’t remember all they would like. The main thing they don’t remember or even know was who Raven really was. There are certain parties which come around asking about him and his demise.
At first only other Stalkers will want to know where the two missing people are. They will ask some questions, but as people do die in the Zone, they are not really persistent.
At some point a local police chief, Petrus Lardenoit, arranges a meeting with the Stalkers. This is probably in some unmarked car and the characters (or one character) is just grabbed (gently) from the street to the car to answer some questions. During this interview the police chief drops hints that he was somehow working with Raven and might need continuation for the business. He probably kept track of the Stalker underground through Raven.
The same thing happens with the local organized crime. A high-ranking boss calls one of the chararters and wants to meet. He (or she) wants to discuss the arrangements (s)he and Raven had. Mostly it seems to be about fencing very high value stuff.
The anomalies start to happen. Here are some suggestions, but be creative. At first don’t be (too) fatal, but if the Stalkers ignore the anomalies, up the ante and start hurting people near them.
- A Stalker opens a tap for some reason (washing hands, drinking water) but there is no water. Instead some Witch’s Jelly comes out of the tap. The character might notice before putting his hands in the stuff.
- A door transmutes into a rubbery thing which does not open and makes things hard. The transmutation spreads slowly from the door, but stops at some point
- A Mosquito Mange apperas somewhere nearby. The Stalkers notice it as trees crumble and birds fall.
- One of the Stalkers notices Silver Web somewhere nearby. Some people are just going to walk to it.
At some point the Stalkers get a visitor. The other companion (not Raven) returns from the Zone as a Replica inorganims. It probably just follows the Stalkers around, doing things in its nature – in my game the dead person was a medic, so the returned Replica healed some small creatures nearby. The replica is scary and doesn’t seem to understand talk, except when talking about going back to the Panda station. It seems to want to go there and leaves soon straight for the station if not prevented.
Mohammed will also ask for them to arrange a new trip. He is in the business of selling items from the Zone and wants the professional Stalkers to go and fetch more.
At some point sooner or later the characters have either deduced themselves or asked from Bernard that the Panda station is the culprit for the anomalies out of the Zone. They probably want to arrange a trip back to the station, because otherwise they either kill themselves (or the people around them) or somebody kills them, or takes them in as test subjects.
They can take the same route back or a different one. Even if the characters take the same route, you can change the encounters as the Zone is different each time. Use as many encounters as you think is wise.
If the characters take some reinforcements with them, all of them should perish on the way except one. If you want to play out more complicated stuff at the Panda station feel free to allow more people to come.
At the Panda station things are not same as when they left. The blue light seems to have scorched nearby surfaces and there are multiple fried mutants nearby. There are also many small dynamic anomalies nearby, but they can be avoided. This is mostly for setting the atmosphere as a scary one.
If the former partner, who returned as a replica, was sent (or let go) to the station, it is on the ground near the station in a fetal position. It can’t be roused. It makes whimpering sounds.
The hatch in the station is closed. It can be opened by touching all the depressions with an open hand at the same time. If only the player characters are there, the hatch stays open, otherwise they need all to be touched at the same time.
As there are no obvious other controls on the station, somebody needs to climb in. Behind the hatch is a tunnel which is large enough to crawl in. It goes on for about twenty meters, and not straight. Smart people might realize it should come out of the station, but it does not. The tunnel is round and its walls are shiny metal. There are odd bumps on the walls.
At the end of the tunnel is a wall. There is a large button on the wall. The button glows blue. When depressed, it turns the station off. At the same time the tunnel contracts and there are small meshes inserted along the way. This is of course the source of the pink mist in the beginning of the adventure.
The poor Stalker turning the thing off is obviously dead. He might return as a replica, but that might not be likely as the station was turned off.
There is a good possibility for roleplaying near the station. Somebody should go inside but deciding just who is a serious matter. Don’t drag this out but don’t cut it short either.
If the characters don’t seem to decide soon enough, increase the dynamic anomalies or let some mutants arrive at the scene.
After the station is turned off, everything seems very quiet and dark. Nearby mutants will come and investigate, and as it is evening (probably) it’s getting dark.
The trip back will be hard, either in the dark or after a night of fighting off the mutants.
After they get back the Stalkers can try to relax somewhat – and mourn a yet another lost comrade.
You can of course add more encounters. I didn’t use that many because I tried to keep the game short. Two encounters on the way out of the Zone and two on the way back were enough for my group.
Crow was the leader of the Stalker group. He seemed to have a lot of secret dealings and mostly everybody knew him.
His past comes back because the Stalkers get asked about continuing the businesses.
Mohammed and Aziza
They are a brother-sister pair. Their parents came from Somalia, but they seem to have lost hope of getting there. They are respected dealers, Mohammed handling the talking side and Aziza handling the weapons and cars.
Max Laforet is a twentysomething man. He is rich, and he mostly wants to help his sick sister, by buying the healing device.
Max’s sister. She is fatally ill, probably cancer. She is in a private villa in Alba, some 50 kilometers from Toulouse. She gets put into the Cube and spends weeks in it. She realizes the potential of the Cube and uses it to arrange her businesses while she is being healed.
Arlene Depardieau, “Iron Maiden”
She works in the Institute as a project leader. Her project is about items for healing from the Zone. She might get wind of the Cube and wants to get her hands on it. She and the Laforet siblings are here mainly to provide a way to go if the characters decide to work more with the Cube (and if there isn’t enough stuff to do).
Encounters in the Zone
- A sub-urban house is cut in half. The distance is about three meters, and the best route goes through the upper floor. In the cut there’s a lot of Witch’s Jelly. When the characters are going over the Jelly, a huge chameleon like monster appears.
- Mutant corpses around. There are a lot of dead mutants, they seem to be either burned or melted. Nothing useful is found, and no reason for the deaths is apparent
- Small worms on the ground seem to converge on the Stalkers. The worms cause hallucinations, and the cause is probably not immediately obvious.
- The way is blocked by a large dangerous looking yellow cloud. Scouting discovers a drain which goes under the cloud, but it’s cold, wet and dark.
The Healing Cube – The MacGuffin
The Cube is a metallic cube, about 30 centimeters a side. It’s not solid, but it seems to be a 3d puzzle. The puzzle can be dismantled, but the proper usage is to press the large metal buttons which are on two sides of the cube.
After pressing the buttons the cube opens so that a small animal can be put into it. It can also be unfolded to be a carpet-like structure which can accommodate even a human.
The maximum dimensions of the carpet are one meter by two meters, and then it’s two centimeters thick.
When using the cube the subject is either placed in the cube or on the mattress. For small subjects the cube closes on itself and works its magic, for larger ones (like humans) it just grows tendrils and spikes into the subject. The subject is seemingly sedated and the healing process begins.
The length of the process depends on the wounds and diseases of the subject. Simple wounds are healed in minutes, but curing cancer takes weeks. The best idea is probably to use speed of the plot, that is, the subject is healed when dramatically appropriate.
When the healing process is on the way, the subject is not unconscious. The consciousness of the user is projected like a ghost or an astral body. The astral body is invisible and it can go wherever the user wants it to. It can be used to spy because it can see and hear. The astral body can go through walls and it might even be able to materialize in a visible form, to scare off people.
The information from the Cube comes from some Stalkers who saw it work its magic on some Zone resident, but they couldn’t bring it back. The trip which began this adventure was an arranged trip to pick up the Cube.
English summary: I made an experiment to see if water prevents mobile phone networks from connecting to a phone, by putting the phone in a bucket full of water and trying to call it. The idea came because there was talk of putting mobile phones into metallic coffee cans to prevent unwanted connections to them. Conclusions are at the end.
Petteri teki kirjoitustaan varten paljon hyviä kokeita, ja ilmeisesti tosiaan tarpeeksi hyvin kääritty folio estää kännykän radioyhteyden tukiasemaan.
Aloin tästä kiinnostuneena miettiä opintoaikojani, ja sitä, että kenttäteorian kursseilla laskettiin sähkömagneettisen säteilyn tunkeutumista eri väliaineisiin, esimerkiksi veteen. Kotona etsin sitten Sihvolan ja Lindellin kirjan Sähkömagneettisen kenttäteoria 2. Dynaamiset kentät, ja sieltä löytyikin esimerkkejä aiheesta.
Kirjan mukaan suolaton vesi on huono eriste, ja merivesi on johde, tietenkin siihen liuenneiden suolojen vuoksi. Kirjassa lasketaan SM-säteilyn tunkeumiskerroin meriveteen, mutta mainitaan myös, että meriveden ominaisuudet riippuvat kovasti taajuudesta. Kirjassa lasketuilla luvuilla tunkeutumissyvyys on 12 millimetriä, eli tämän matkan kuljettuan SM-aallot olisivat vaimentuneet 63 prosenttia.
En kuitenkaan löytänyt helppoa tapaa laskea ominaisuuksia nykyisten kännykkäverkkojen taajuusalueilla. Edes internetistä en löytänyt juuri tähän sopivia kaavoja. Päättelin kuitenkin, että merivedessä kännykkä ei välttämättä kuuluisi vähänkään syvemmälle upotettuna. Järvivedestä oli paha sanoa mitään, paitsi että siellä se saattaisi kuuluakin, kun väliaine on eriste.
Koska asia jäi kaivamaan, illalla tätä piti kokeilla. Minulla on jossain olemassa kännyköille vartavasten tehty vedenpitävä pussi, mutta en löytänyt sitä, joten minigrip-pussi sai kelvata.
Koeastiana toimi ämpäri. Kännykkä piti tietenkin ripustaa noin keskelle vettä, että joka puolella olis tarpeeksi vettä eikä signaali pääsisi vuotamaan mistään. Rakensin jigin puukepistä ja pakettinarusta. Nekin olivat eristeitä, ettei signaalitietä syntyisi helposti.
Sitten olikin testin aika. Täytin ämpärin noin kymmenellä litralla vesijohtovettä ja upotin kännykän sinne.
Vaimo ystävällisesti auttoi soittamalla kännykkääni, ja veden alta kuuluikin soittoääni.
Vesijohtovesi ei siis ainakaan tässä määrin estä radioaaltojen etenemistä tukiasemalta kännykkään. Puhuminen saattaa olla hieman hankalaa, ja äänet olivat kyllä sen verran vaimentuneet, että vakoilu kännykän kautta kuuntelemalla ainakin hankaloituu tällä tavalla.
Vesijohtovesi vastaa kuitenkin aika hyvin tuota järvivettä, eli siinä ei ole kovin paljon suolaa, ja se toimii eristeenä, eli ei niinkään estä sähkömagneettisten aaltojen etenemistä.
Tähän löytyi keittiön kaapista ratkaisu. Ilmeisesti liian heikkojen magneettien takia epäonnistuneesta magnetohydrodynaamisen moottorin kokeesta oli jäänyt jäljelle paketti suolaa, jonka liuotin ämpärin veteen.
Suolan liuottua upotin kännykän takaisin sinne.
Nyt soitto meni vastaajaan, eli puhelu ei mennyt läpi. Kymmenen prosentin suolaliuos siis toimii.
Tuloksena oli siis se, että pelkästään upottamalla kännykkä ämpäriin ei yhteyksiä voida estää. Noin kymmenen sentin suolavesikerros kuitenkin estää ainakin noin kahden gigahertsin yhteydet matkapuhelinverkoissa, joten sitä voisi ehkä suositella käytettäväksi, jos alumiinifoliota ei ole tarpeeksi. Hatun voi tehdä helpommin alumiinifoliosta, joten sitä saattaa mennä muuhunkin kuin kännykän suojaamiseen.
Kymmenen litran vesiämpäri ei toisaalta ole kovin näppärä tavara mukana kuljetettavaksi. Kokouksissa se saattaa myös herättää hilpeyttä, toisaalta siitä saa myös hyvän puheenaiheen. Suolavettä myöskään tuskin kukaan juo vahingossa ainakaan niin paljon, että kännykkä ei mahtuisi sinne. En kuitenkaan suosittele tätä ainakaan pysyväksi ratkaisuksi.
Jatkokokeita voisi varmaan suorittaa kesällä upottamalla kännykän esimerkiksi järveen tai mereen. Itämeri on vähäsuolainen, joten siinäkin saattaa olla eroa kokeessa käytettyyn suolaliuokseen.
Ideaan saattoi vaikuttaa viime aikoina rakentamani kääpiolinnakkeet ja niissä usein hyviksi koetut ja hauskat ratkaisut. Onneksi kotona oli sekä tyhjä ämpäri että muita tarpeita. ‼Tiedettä‼ en kuitenkaan kyennyt tekemään, koska taloyhtiössämme ei valitettavasti ole magmahanaa, mutta luulen, että kännykkään ei saane yhteyttä jos se on upotettu magmaan.
English conclusion: The mobile phone can connect to the network when sunk into regular tap water. However, if the water is salt water, the connection is not possible. However, a bucket of salt water is not a very portable solution for proofing a mobile phone against unwanted intrusion.
I recently re-read (again) the Advanced Dungeons & Dragons Second Edition Player’s Handbook. I did it because I have played the Baldur’s Gate computer game, and also because I have been reading James Maliszewski’s blog Grognardia. The game uses a modified AD&D system, and James talks often about D&D style gaming.
The reading was very nostalgic. The second edition of AD&D is probably the roleplaying game I have played the most, and it was also one of the first English-language games I played. It was also markedly not a very simple game, and I think it’s a good thing we had played Dungeons and Dragons and RuneQuest in Finnish before tackling this monster.
I remember that we waited eagerly for the Player’s Handbook to be published. This was in 1989, I think, and most stores in Finland which carried roleplaying games had only the supplements, and not the basic books. I think that was mainly because the new version was coming out, and the RPG business wasn’t that large even then.
I got some of the supplements, which were obviously for the First Edition AD&D, before the Second Edition was published. The first book I got from the AD&D line was the Dungeoneer’s Survival Guide and I remember adding some of the stuff to our D&D games, too. We did play AD&D then on and off for years – the last long campaign I played in ended I think in 1996 when most of the players had their compulsory Army service, and I have played a couple of short games even after that.
Now I of course have a somewhat better grasp of the language, and the translations I scribbled make me laugh even now. It still amazes me how accurately we did play the game, even when we learned the language while playing. We did even use some of the optional rules, but the damage-dependent armor classes were tried once, and I don’t remember anybody ever using the unarmed combat rules.
I have long though that AD&D is basically unplayable. The Grognardia blog (and some other old-school publications, like Lamentations of the Flame Princess) has made me re-think that. I now think that AD&D could well be used to run a fun campaign, if one will just learn to play with it.
I also think that it might be better not to define the game world that much before the game. We usually played in the Forgotten Realms world when I GM’d, mainly because I had the box and a lot of region modules. It was an easy choice, and I did add a lot of my own stuff, and used a lot of modules written for different worlds. It was fun, and the world wasn’t that well defined. Many settlements had just a three-line description and no major NPCs defined, so it was mainly exploring an unknown continent.
While reading the book I also remembered that we never really got into the high-level play. The spell lists contain a lot of spells which I remember reading about but which were never used in the game. This means the iconic spells for me are the ones at or below fourth level or so. It was fun playing with these 4-8 level characters. They had power over regular people but even a single dragon was a tough challenge.
One thing I found amusing were the small problems in the book. There are some typos in the book: my copy didn’t have the broadsword listed, and we got it from the DM’s screen.
In the spells there are some strange things, too. Even when we played we noticed that the range of the priest spell Speak with dead had range of just ’3′, with no units. This didn’t come up in play, though, because I think we just winged it.
I also now read the priest spell Creeping doom more throughly. The spell summons a mass of from 500 to 1000 bugs, and it calls this a “swarm”. The swarm covers a 20 feet square, that is, a six-metre square. The spell never says anything that the bugs are gigantic, and I would assume they are just regular bugs, though they can be large ones.
The fun thing here is that if the spell summons the maximum of a thousand of bugs, the bugs either have to be very large or the swarm isn’t very imposing. The square root of one thousand is a bit over 31, which means that if the bugs are arranged neatly and regularily in a square, there are 31 by 31 bugs. This means that in the area affected, the distance between bugs is about 20 centimetres, so perhaps eight inches.
If the bugs are “normal-sized”, the “swarm” isn’t very imposing, in my opinion. If the bugs were the largest insects or spiders in the world, it would be more scary, but even then it wouldn’t be a “mass” like the spell says it would be.
I think this is just because the writers didn’t really go through the numbers. I think it would be better if the spell just summoned a large horde of insects six metres a side – it would be like a huge army ant swarm, and very, very scary.
The other priest spell problem I noticed is that the priestly version of Reincarnation really has no use, at least in a regular adventuring party. The priest version of the spell is the one that might reincarnate the target as a woodland animal, and it’s very obviously meant to be the Druidic version of the Resurrection spell. Resurrection is the spell for clerics, and it ‘just’ restores the target to life.
Also, in the first edition of AD&D, Reincarnation is in the druid spell list, and Resurrection is in the cleric spell list, so this is obviously where the second edition thinking comes from. In many ways the Reincarnation is the inferior of the two as it gives no control over what kind of creature the target reincarnates as, and the target needs to be more recently dead than with Resurrection.
This isn’t a problem. Having two different spells for raising dead is fine, and they are both seventh level spells, so they are both very powerful. The problem comes with the priestly spheres introduced in the second edition: both these spells belong just to the Necromantic sphere, very obviously because they bring dead people to life. The spheres are different for clerics (they get a lot of spells) and for the various specialty priests, of which the druid is the example given in the book.
Only the druids don’t get access to the Necromantic sphere. They are not healers, or at least not on the same level as clerics, so it’s obvious they don’t need the Resurrection spell. They just don’t get the Reincarnation, either, and so are a bit screwed, and the poor Reincarnation never gets used as written.
Of course the easy fix is just to change the sphere of Reincarnation to Animal or whatever druids get and clerics don’t. It just shows that there are a lot of small and easily missed errors in the book, and I can imagine that if we had noticed that we would have had arguments about what to do with the spells.
One other thing I’d fix if I’d play AD&D again is the damage of the crossbows. I remember only one instance of a player character using a crossbow in our games, and that was an assassin (we were using a mix of 1st and 2nd edition AD&D rules at that point) using hand crossbows. They didn’t do much good, I think he got off a couple of shots in his first fight and then the carrion crawlers paralyzed and ate the whole party.
It was a nice nostalgia trip reading the book. I remembered the fun games we had, and learning the game and the language at the same time. My vocabulary was (and is) very much influenced by this game, and I can still spell phylactery thanks to Gary Gygax.
I’ll perhaps run an AD&D game at some point, but not in the near future. There are too many games I feel are more fun for the gaming I want to do nowadays, but there is still a soft spot in my heart for AD&D.
I have been living with books and libraries all my life. My father used to be a librarian, we had a lot of books (and still do, both me and my parents) and of course read them a lot. I got my first library card when I was I think five years old. This means I have a lot of emotional attachment to books and libraries. I talked about books before, so now it’s turn for libraries.
Finland has been a world leader in library usage. We have had a good literacy rate and there have been many books published in Finnish, so people also read a lot. Interconnected with this reading is of course the Finnish municipal library system. We do have other libraries (like the National library in which my father used to work), but usually when talking about the library I mean the municipal libraries.
They have been used much in Finland in the past, though now the use is declining (only in Finnish, sorry). The fact that the libraries are very cheap or even free to use probably contributes to this. I’m not sure about most places, but at least here in the Helsinki metropolitan area the municipal library card (valid in the four cities here: Helsinki, Espoo, Vantaa and Kauniainen) is free and borrowing books (and other items, like cds or dvds, or console games) is free. There are small fees for reservations, but the excellent reservation system is so good that the 50 cents for reservation is a very good price.
The decline is not very well known. There are probably many reasons for that. It might be because the libraries are mainly a place for books and the books they buy are not that popular, or people might just read less.
One of the reasons will at least in the near future be the ebooks. Even though the libraries do have them even here for borrowing, there are problems with them and libraries. Not every publisher is happy with the library loans, and I’m not even sure how easy it is for a Finnish municipal library to negotiatie with a publisher based in, for example, Germany, not to mention the United States. The copying of books is an issue here. Every DRM scheme can be circumvented, and at least I’m not keen on even borrowing books which would have DRM on them.
Even with that, our local library has ebook readers and books for borrowing, so these are not unsurmountable problems. Also here in Finland people are allowed to make their own copies of music which they have gotten from legal sources, so for example cds borrowed from the library are perfectly okay for copying. The libraries pay more for this right, obviously, and nobody seems to think it’s a major issue, so I don’t think the ebooks are impossible.
Also the libraries are good repositories of books. I read a lot and buying all the books I read would be somewhat expensive and with physical books very difficult as we’d run out of bookshelves even faster than we do now. In addition to that, it’s very easy to go to the library and look for books either on a subject that I have thought of beforehand or just go and browse. Of course I can buy almost any book I can think of on the internet and even search for the books, but I haven’t yet found a web interface that’d be as good for browsing as the bookshelves of the library are.
Also borrowing books is good when you are not sure you want to own the book, either because you haven’t yet read the book or because you are sure you don’t want to own the book. I wouldn’t want this to go away even when the ebooks will dominate the market.
I have also bought books after reading them in the library and realizing that I want to own them.
Then there’s the searching for information. There’s of course search engines and forums on the net which either can automatically help searching or have users who might know where to find information, but when I’ve asked librarians about where to find some obscure piece of information, they’re unsurpassed. Also the libraries contain also old books – not everything is on the Internet, yet – so having a repository of information from thousands of years has its merits.
This also comes back to the piece I wrote on the permanence of items. If somebody makes a book, chances are the effort is big enough that not everything gets printed and somebody should have done some editing, so the books are an edited version of information. This doesn’t of course hold for all books, as there’s a lot of complete crap published, but it works for me.
So, librarians and having books from many years ago are good things. Even if the information itself would be out of date, there’s the metadata (heh) about the history: you can tell a lot about the time period and even how people thought by reading old books. I would want that to stay. Of course, it seems that having good skills in searching for information and deciding what to trust is important with the Internet, but having professionals for that for everybody is useful.
The libraries as repositories is of course not so much of a matter for municipal libraries, though they do their part there, but more of the aforementioned National library, and of course other, smaller and more dedicated libraries.
This far I have been talking about libraries as places to borrow books (and that other stuff) from and perhaps ask what to read. The libraries have other uses, too, and they are very useful for poor people.
One thing the libraries here do is subscribe to a lot of newspapers and magazines. One can of course debate how useful they are, but I did address that already. Subscribing to all magazines would be again expensive and it’s good to have them available. One option for not subscribing to a daily newspaper, especially with little money, is to go to the library and read the newspaper there. I have read a lot of magazines (for example Scientific American) in the library when I didn’t have the money to subscribe to that, and I did read a lot of Pienoismalli scale modeling magazines as a kid, but I really didn’t want to subscribe them.
This is a good thing from libraries: they provide subscriptions to magazines and newspapers for people who for various reasons don’t want to get them to their home.
Here the libraries also have other services. Every library seems to have at least a computer or two with an Internet connection and they’re very useful again for people who for some reason don’t have (or want) one at home. I think, with no reference, that they are very useful for many people, especially nowadays when more and more services are only on the Internet.
There are also more rare things which libraries are in an unique position to provide. Today I was in a story reading session for children, in a library. This session was special in that it was done in the Finnish sign language, taped and should’ve been broadcast on the Internet. Technical problems prevented the sending of the story, but old sessions have been made available already.
This is one thing libraries are a very good enabler for. They aren’t the only organization in this, but they did provide the room and technical and practical experience on doing story sessions. I think doing that would’ve been much more difficult without libraries.
There are probably other good reasons for libraries, even in the changing world where all books would be available on a personal mobile device for almost free, but this is getting long already. Please add reasons in the comments if you can think of them.
There’s also the fact that I seem to have a face which the local librarians notice easily. I don’t think I’ve lived anywhere where the librarians don’t remember me soon after moving there. The libraries are a very important part in my life, and I spend a lot of time in them, for reasons stated above and also because I just like them. For some years now we have visited the local library almost weekly with my daughter. She seems to be growing into it, too, and I hope her possible children would have libraries, too.
I finally managed to do some handiwork. My trusty bag had developed a hole, and because it is otherwise in perfect condition, I sewed the hole and then realized that I have some Traveller patches, which I got years ago.
I have had plans for the patches, mostly for putting them on some jacket, but all my jackets nowadays have these high tech coatings, so sewing is out of the question and gluing them on feels too permanent. I would like to re-use the patches some time, and getting rid of the glue is more difficult than cutting of thread.
I found out that my patch sewing skills are pretty rusty. There’s a student culture here that the students get these coveralls with their department color, in universities, and then different faculties and associations have patches which get sewn on the coveralls. They are then used in many student parties and things. I sewed a lot of patches to my coveralls, but that was over 15 years ago, so it took some effort to remember how to sew properly.
The patch symbol is from the role playing game Traveller. It’s the Imperial Sunburst of the Third Imperium, but I don’t know what branch of Imperial service it’s supposed to be. According to the MegaTraveller Imperial Encyclopedia, the branches have different colored sunbursts but it tells little about the background. The Imperial Interstellar Scout Service has a red sunburst and the Imperial Army a black one, but I’d rather be in the Scouts myself…
It might also be that I’m overthinking this.
I also continued knitting a shawl after a long break. I dropped a couple of loops in it over a year ago and was, as usual, very annoyed at this and just put the work away. Some weeks ago I finally put the thing back together and continued knitting it. It’s my first attempt at knitting lace and the pattern is nice for a beginner. It’s not too difficult but also not too boring.
Comparing these two projects, I like knitting more as the mistakes can be covered more easily. When sewing even small mistakes show up, but I think the shawl has already multiple mistakes and not even I can see them.
Yesterday I did some knitting in a social situation. I’m somewhat late to the curve, but finally I managed to organize some people to come over and play some Guitar Hero together. I haven’t played it a lot with people, mostly just by myself, and I was amazed how different the game is in different contexts.
While playing by myself I usually play the guitar and try to play for score, or at least stars. This means I try to play technically correctly and use the harder difficulty levels. When playing with friends, it’s more the fun in playing together. YesterdayI mostly played the drums as I haven’t played them that much by myself and it was very fun. Most of the others hadn’t played that much or the songs were unfamiliar so the fun was also in the failing.
There are some mainly children’s programs about which I just have to blog. The examples I have seen have been programmed in Finland and apparently sold as real commercial products.
The reason why I’m blogging about these certain programs is that they are very, very badly made and I can’t see the companies (or the single person making the program) really thinking about what they were doing.
The first example is a Moomin game which came on a cd. The game was published in I think 2002, and on the front was a claim that the game was compatible with both Windows and Mac. We bought the game in I think 2005 or 2006.
First I tried to install the game on my Windows XP. It did install but didn’t work properly, I don’t remember anymore what was wrong, but we still decided to try it out on my work Mac laptop. It didn’t work, and after checking the box and the system requirements, I realized that the program was meant for Mac OS 9, which had been discontinued years ago. I tried to use the OS 9 compability mode for the game but it still didn’t want to work, so we ditched the game.
But the program which made me write this was an educational software for kids, again made in Finland. The name of the software is “Matematiikan Linna” and it’s apparently published in 2004. This one says as its operating system requirements “Win 9x, Win2000, WinXP”, so it probably should work fine on my Windows 7, then.
It is apparently a math education program for preschoolers and school starters.
The first thing which caught my attention on and in the box is the apparent paranoia of the publisher: I see five different places where the copyright is stated, with either a simple “all rights reserved” or a longer text which tells that one can’t copy the program or apparently anything else as it is copyrighted. Always a good sign.
I then inserted the cd into my computer and looked at which installation script I should run. There was a batch file called ‘asenna.bat’, that is, install in Finnish, and one directory, apparently containing the program. I, being the paranoid I am, looked at what the batch file really did.
I laughed out loud, because the installation batch basically just copies everything on the disc, the install batch file and the directory, to the root of the c: drive. This might work well in earlier Windows but even XP should not be used in administrator mode, so this might fail for regular users.
This doesn’t of course address the fact that Windows has had proper places to install software since the beginning, and even I know that the root of the c: drive is not the place to install new programs. Granted, many programs need administrator rights to be installed but that is just ridiculous.
I then used some directory I had access to and which was meant for programs and copied the software there. I tried to run it next. Did it work?
Of course not. I could see the splash screen (which again told me not to copy the software, or else!) and got to the main menu, but after I tried to do some of the exercises, I only got an error for a missing DLL and a crashed program. I tried it a couple of times but after seeing the same thing again and again I just deleted the program.
I admit that I saw the DLL in question in the directory, and as I don’t know Windows that well, there probably is a way to get the program to see the DLL and use it properly. I just don’t want to spend my time to do it as the program makers should’ve made a proper installer to the software – I think in 2004 software developers could well assume that Win 9x is not used anymore and maybe, just maybe, they could assume that people want to install the programs to Program Files. Maybe.
I just don’t know how these did get published. If I got the math program as an exercise program in a university, I’d just grade it as a failure, because it just doesn’t do what it should and doesn’t display any knowledge of the platform conventions. At work that just wouldn’t do at all.
I think these companies are small, probably just one or two people and they don’t really know that much. What I don’t get is how they did manage to publish something, because that needs at least some capital. It might have been their own money because I really can’t see anybody putting any money in this.
Also the marketing angle is somehow lost on me. Moomin games of course sell easily, but for the math software there’s really nothing to recommend. It’s badly made, from what I could see and it even doesn’t work. I don’t want to boot up my XP to see if it works better there, but if it was done correctly it’d run in W7.
Of course I had enough energy to write this rant, but bad programs make me angry and that gives me energy.
Even though most of the media I consume nowadays is available in downloadable digital form, accessible through the internet, I still have some soft spot for some physical media.
I haven’t yet bought that much music online. I’m an annoying nitpicker and almost all the music I have bought in the last 25 years has already been digital, except the ten or so LPs I did buy because I got them cheap (I don’t have an LP player anymore). I still buy cds occasionally, but less than I used to, because after putting all my collection on a hard disk, I found out that I have more than enough music to listen to. So, there quite few new physical music items in the house. I do buy some records by small Finnish bands occasionally, though, and I do like the album art on some cds, but I rarely look at it, so I probably could do without buying physical music at all.
This week Jari, my friend, commented that I’m “one of them”. I asked what he meant and he said that I’m one of the few people who still subscribe to physical magazines. The one I had just mentioned I subscribe because my union provides a subscription two magazines out of eleven, and I thought this computer magazine, MikroPC, would be good. I also subscribe to Scientific American.
I like to subscribe to these two magazines. They both have interesting articles, and I probably could subscribe to them digitally and read most of the articles online, but for me having the physical magazine makes me read them more thoroughly. Even if I could subscribe to the magazines for a tablet (and if I had a tablet), I probably wouldn’t. I throw the magazines away after reading, though I do pass the Scienfic Americans to my father-in-law first. (He does the same thing for Tekniikan maailma for me.) This means I don’t collect them, like I used to do for some magazines earlier.
The physical magazine is somehow a collection of interesting articles and other pieces, which somebody has put some effort to compile. This makes it more enticing to read for me than the same articles on the internet, and they are a reminder at home for me that I do have some reading to do. It’s very easy for me to get distracted when I’m on a computer, so I don’t feel I concentrate on the reading that much.
So, for now I’ll subscribe to some magazines, just to get the editing done. I do miss the Mathematical Recreations columns in Scientific American, but there are other good columns in it. even now. When I get a tablet, I’ll probably subscribe to other publications, but on the desktop computer I don’t see the need, and even with a tablet I probably won’t read in the same way.
We also do own a lot of books. I have bought less and less books lately, but I haven’t yet bought a tablet or an ebook reader, for various reasons, mostly having to do with Yet Another Device syndrome and DRM. I will probably get a tablet at some point and hope it can double as a non-DRM ebook reader, which it presumably will, but the time hasn’t yet come. I do use the library a lot, and they loan out physical books still.
I have long venerated the physicality of books – I like them as objects in themselves, as my parents owned (and still own) a lot of books, and like the idea of having a filled bookshelf. I have also thought of physical books as being more permanent than ebooks, but John Scalzi wrote this week about the permanence of books, and that got me thinking. I already consider my “real” music to be on the disk, so why not books? I think I stated the reasons in the previous paragraph, though I still like books. I won’t get rid of all the physical books, but when the DRM problems get solved, and when somebody thinks of publish ebooks usably in Finnish, I’ll get a reader and not look back.
For some things having multiple physical books is a boon, though. I have planned many roleplaying sessions with 5-10 books open at relevant pages and even though an ebook device (or a computer) can of course have that many books open, the display is not as large as my kitchen table or living room floor. (I expect to have a working kitchen table touchscreen in the future, though. This will change things.) So, for that having the books just as ebooks would not be as useful as physical books. Also for some art references it’s good to have multiple books open.
Today I also noticed that I have too many physical media for computer games. I finally threw out the Space Quest collection I had. It didn’t work very well in the Windows XP I tried to run it in last, as the discs said that the game was optimized for MS-DOS and Windows 3.1. As these are not very current systems and I can get the game (rather, games) for current Windows at Good Old Games very cheaply, there’s no point in having the games on cds as badly working versions.
Usually I don’t like buying the same content twice in different formats, but getting old programs working is always a hassle. I also don’t play those old games that much, so I don’t have to buy them.
I should probably sometime soon go through the games I own and see which ones to throw away. Not the Ultima V box, as the map is very good, but other stuff could go.
It seems that mostly I don’t need most physical media, though there are some benefits to it, and also some nostalgy. The permanency issue is not clear-cut and I think I’ll return to it later as this is getting somewhat long already.