Trip's Brain-Sucking Web Site


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Trip's Life (Recent episodes)

5 Most Recent Comments
2016-05-19:  "Do too!" by Trip
2016-05-19:  "Do not!" by marithlizard
2016-05-08:  "Re: a modest suggestion" by Trip
2016-05-08:  "a modest suggestion" by The Fredrick
2016-04-29:  "Re: RP" by Trip

26 May 2016 - Thursday

[ . . . ]

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24 May 2016 - Tuesday

Finally, writing. I added some more weird stuff to chapter 3 of M&M, but haven't posted it to tumblr yet. I need to reread it and decide if it's excessively terrible, or just the regular terrible.

Blood Red Sands is a bona fide competitive RPG. It is also GMless, which means that when one PC is having an adventure, the other players are playing what would normally be NPC factions, but score goes with the player rather than the character, so it might be to a faction player's advantage to hose another faction rather than spending much time on the Hero. The adventures are assembled during play from randomly-selected components and the bloody imaginations of the players, and then the factions are claimed, so there is plenty of room for complex maneuvering that ensures I will never be able to play this game successfully. (Also, BRS is designed for a group of five, and it seems like it's supposed to be one adventure per session for a total of ten sessions, so I'm not sure where I'd find a group that could play it anyway.)

One explicit design goal was to use only mechanics that have appeared in other games, which is why the core mechanic for Clashes (the full-scale conflict rules for when another player cannot be persuaded to let you win) is so similar to Dogs in the Vineyard . The idea of ritual phrases from Polaris is also used, and extended to ritual body language: when you challenge someone's narration, you must stand up (or, if you really can't stand up, at least shake your fist furiously in the air)!

On the unequivocal downside, this game involves a lot of paperwork, so that it is always known who has what points.

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23 May 2016 - Monday

Wait, another work week already?! This calendar must be defective!

Talking instead of writing again.

The Strike the Blood light novels (Gakuto Mikuko, illustrated by Manyako) are, well, light novels. Judging by the first two, there will be twelve in the series, and the hapless main character's harem will eventually consist of twelve girls.

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22 May 2016 - Sunday

Lethargy, check. Indolence, check. Afternoon nap, check.

I spent all evening talking to Avalon and Marith, which was completely unlike writing.

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21 May 2016 - Saturday

Cleaners, check.

Rice bowls, check.

  • Natsume's Book of Friends 4.7: One area where youkai are like humans: ingratitude.
  • Brother, Dear Brother 27: I have to admit, she is the next one I would have picked for bridge-flinging.
  • Bakemonogatari 5: It's a good thing Araragi regenerates. Middle-schooler bites can be nasty.
  • Neon Genesis Evangelion 14: Recap episode!
  • Steven Universe 34: Those are some freaky watermelons.

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19 May 2016 - Thursday

Nothing has happened on tumblr. Probably this is because most people don't read walls of text, and the people who do, remember what their moms taught them to do when they don't have anything nice to say.

Also, I suck.

On the other hand, 13th Age! Using the ghost armor that the GM unwisely let us have at the beginning of the adventure, we got the Eye of the Stone Thief out of its setting, so we only had to fight off the mechanical guardians long enough to skedaddle. Of course, removing the Eye opened the gates of Hell (even though we didn't do much of anything to the clockworks), so now we know where the Red Wastes and the Abyss came from in the main timeline.

Next session: back to the main timeline and the Emperor's wedding.

In Silver on the Road (Laura Anne Gilman), a nameless, deal-making supernatural being has laid claim to a huge chunk of the middle of North America. Is he actually the Devil? Unclear, and not that important to the protagonist, who was raised in his house and has decided to become his left-hand agent in the territory as her grown-up job. Surely this cannot go wrong, even when she runs into what the perfidious Spaniards have been doing to rile up the magical creatures. Despite the young female protagonist having an older male mentor, there is pretty much no hint of romance.

The Dungeon Dozen is a collection of idea tables for the d12, covering sudden needs for such detail as "what's at the bottom of the pit?", "what crazy fashion are they wearing in the city this week?", "what moved in to the part of the dungeon we cleared out?", and "why does the Underdark even exist?". It sort of makes me want to do a real dungeon crawl (Eyes of the Stone Thief is more of a post-modern or subverted dungeon crawl).

Do not! by marithlizard (Mon May 23 13:05:19 2016)

Yes, walls of text, and other people with lives, but most especially, note the absence of mobs with pitchforks or even mild criticism!

It sucks, but sometimes you have to post into the void for a while before the void posts back. I usually think any new story I post on Ao3 is awful for the first week or two because it has no comments, and keep fretfully refreshing looking for them, and then realize that is Silly. And then slowly comments trickle in over the next months.

Do too! by Trip (Mon May 23 13:43:19 2016)

Walls of text are better with proper formatting.

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18 May 2016 - Wednesday

Today I posted some of my terrible writing on tumblr. Then I wrote some more terrible stuff.

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17 May 2016 - Tuesday

I had a disappointing company lunch (gnocchi and mozarella sticks don't travel well, or maybe they were just gross to begin with), but did a little work anyway.

Avalon-hugs! But I am probably still awful.

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15 May 2016 - Sunday

People's schedules suddenly freed up, so we had PAD&D5 after all!

The plan is implemented, and the rising waters annoy the two fire giants into coming to fight the PCs in the central room of the dungeon, which is currently divided by the wreckage of a flying saucer that someone crashed there. Fire giants with lightning swords are pretty nasty, but the PCs can weasel through the flying saucer and fill it with tentacles, so in the end the fire giants are disposed of (probably not infected with Titan wiring despite The Cyberfrederick's best efforts) and the remaining thralls are spirited away to the river caverns of refuge.

Many of the thralls are not present to be rescued because they have been dragged upstairs to a horrible fate. Apparently this fate involves having their souls cut apart and reassembled into ghosts that rampage around attacking people and ranting about becoming the Tallest. Ella deciphers this as an invitation to compete in the ritual competition to become Tallest, by which the Martian chief is reasserting his authority. Since apparently multiple thralls will be sacrificed every few hours until the ritual is complete, this cannot be be permitted to go on! However, it can't effectively be contested until people regain some spells.

An appropriate amount of time later, the PCs arrive at the field of battle. All the lesser giants they have beaten and turned against the chief have been re-beaten and are sitting around dejected, while the common giants mill around and accept their shortness. After a bit of flyting, battle commences! The chief has the favor of Ares, which makes him obnoxiously resistant to spells, and also has both a huge flaming sword and a huge freezing sword. Things initially look bad, but the favor of Athena manifests as team tactics, which cannot be taken away so easily, and eventually the giant is beaten down and none of the PCs are even slightly dead.

Surprisingly, Dain (who complains constantly about his ineffectiveness in combat) is the one who strikes the finishing blow, and becomes the new chieftain of the giants. The giants are ordered to pack up their green Martians and their rock lobsters in the pirate ship (granted to Karana as a gift) and get off Dain's planet.


Next weekend and the one after have been ruled out as gaming opportunities, so we have three weeks to decide what kind of adventure we want next (the other modules in the original series are not as good), and whether it would be more fun to have The Cyberfrederick taken over by Crispin instead of being restored.

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14 May 2016 - Saturday

There were too many children to permit synchronous viewing of Eurovision, but we gathered in the evening for almost real-time viewing, along with Swedish food and American booze. Six people (and one parasite) is enough for a party if they are silly enough.There may have been tipsiness-fueled snarking.

A lot of the acts were retro 70s or 80s, including a couple of very cyberpunk ones. I quite liked Australia's. Some of the performers were pretty cool, like Crotia. But in the end, it was mostly decided by politics ("Up yours, Russia" vs "Please don't hurt us, Russia").

Due to technical issues, we did not get started until late, and so we did not finish until superduper late.

Dungeon World supplements!

The Cold Ruins of Lastlife is by the same designer as The Last Days of Anglekite, and also about a world that has pretty much had it. In fact, Lastlife has died, and the PCs and everyone else are undead remnants haunting the ruins. The essential tension in the setting is between Memory (can you restore Lastlife to what it once was?) and Radiance (can you make Lastlife into something new?), implemented as parallel forms of XP with separate lists of moves. Of course, it is always possible the PCs will fail and Lastlife will be destroyed, or perhaps worse, remain the same.

The Green Law of Varkith, on the other hand, is about a relatively young world. Unlike stock Dungeon World, all action takes place in the huge island city of Varkith, where the law is that everyone must be part of something greater than themself because the age of narcissistic heroes was awful and no one wants that back. Rather than dangers and fronts and impending dooms, the setting's response to the PCs' actions or inactions is done with guild moves and NPC guilds. Since the PCs start at the minimum possible level of guild, this hack has more of a working-your-way-up feel than stock Dungeon World, and also inescapably has intrigue.

I'm not sure where I got Adventurers World, since I don't usually read any web forums (they're all just bad implementations of Usenet newsgroups anyway), but it's a partially-complete rework of Apocalypse World to cover the same territory as Dungeon World. It has fewer stats, but many more playbooks, including a wide variety of magic-users who do not use Vancian casting, and generally seems pretty well put together. Alas, it is not complete.

Terrors of the Ancient World has gods, demons, cultists, wizards, slug-centaurs, and dramatic satyrs. There is a definite tone to them that is not quite to my taste, but that probably just shows that I am doin it rong.

Star Wars World is what it says on the tin. It seems like it should work pretty well, but I am conflicted about Star Wars, so don't listen to me.

The main character of Lucky Penny (Ananth Hirsh, Yuko Ota) is an impoverished, single, early 20s doofus not unlike Scott Pilgrim, although the fantasy elements are clearly(?) only in Penny's fevered imagination. Even the art style is similar, although there are a lot of artists in that part of the space.

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13 May 2016 - Friday

I used to instinctively know that my best move in any situation was to not start talking, or if it was too late for that, to stop talking, but somewhere along the line I lost that habit.

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12 May 2016 - Thursday

Today has been a very fish-intensive day. For lunch I had saba and tuna, and then for gaming dinner Ken provided salmon. My brain should be well-nourished now, right?

This week we get both Mike and Grant for 13th Age! At the end of last week's session, Labyrinth was (for reasons that make complete sense to a fungus-based intellect) disguised as Percy, so when the real (or "real" — occultists, man) Percy joins the group, he becomes very confused and starts doing magical mathematics to figure out what happened to the time stream. Eventually his calculations lead him to say, "You aren't me! You're the famous clown Siddishau!", and the only reasonable response is to say, "Curses, you have seen through my clever disguise" and remove the Percy outfit to reveal the clown suit (complete with long floppy shoes and red rubber nose).

With that settled, the party goes to the ruined monastery to look for the stairway down to the demon clock. In the ruined garden and greenhouse, they find some useful magical herbs, and also a pack of carnivorous plants that try to eat them while pieces of the greenhouse fall on them. Siddishau is completely unable to use the Shadow Walk power to get double damage, but after getting almost taken out is healed back to full by his companions and after that does just fine. (The green d20 is provisionally my friend.) Victory! Also, stairs.

After creeping down the various stairways, ledges, rope bridges, and other paths clinging to the walls of the enormous shaft for some time, Siddishau notices something above them. He sneaks back up to check, and behind a veil of darkness finds a huge black dragon, which has probably noticed him. The only reasonable response is to put on a comedy juggling act, complete with nose-honking. (I deserve extra XP for breaking the GM.) The dragon is disconcerted enough to invite the party to his cave, where it is established that they are not adventurers, who Charnothrax is employed to devour, but harmless and unappetizing wandering performers who are glad to sing jest for their dinner and then show themselves out.

Finally, the Great Demon Clock! It has complex innnards behind a demon face made of glass or quartz, and huge sealed doors to hold back the forces of Hell. One eye of the faceplate is a huge glowing crystal, which may very well be the Eye of the Devourer that Labyrinth is looking for!

Next week, we will have to extract the eye while avoiding being dismantled by the mechanical clock-critters. Time travel and demons may be involved.

No writing. Only Zuul.

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11 May 2016 - Wednesday

I finally tried rewriting M&M, and found a category of horrible PoV errors in the early chapters that completely undermine one of the things. I feel ginormously stupid.

On the other hand, I did an ugly thing with sed | diff | sort that I will claim tells me how many words I changed, so I can count rewriting against my quota.

Into The Deep is a sourcebook of places and things Numenera characters might find if they go exploring on or under the ocean, along with ways to travel and survive underwater. Bonus points for the billion-year empire of the octopi!

Eclipse Phase's system is kind of clunky, so for people who get Fate, Transhumanity's Fate would be pretty swell. It's not super-crunchy even for Fate (no weapon or armor ratings, for example), but implementing gear and morph powers as stunts with the appropriate Refresh cost seems like it should work.

Speaking of Eclipse Phase, I have been reading adventures and stuff from the official resources page and Anders Sandberg's EP page. Clearly if I wanted to write Eclipse World for real, I would go back through those in detail and try to abstract all the rolls they mention into moves. (The non-Sandberg adventures seem to consist mostly of Investigate (via mesh or rep network) and Murderize, but maybe that's because PCs are so wacky the GM is just going to have to wing everything else. (Sandberg's adventures are more open-ended and also way more full of philosophical hazards.))

Unbound is sort of a cross between Microscope and Fate with maybe a little Tenra Bansho Zero thrown in. The setting is developed cooperatively as the first phase of play, and continuously fleshed out by all players during the four-to-six-session adventure that a set of characters is good for. If everyone still likes the setting, then it's time to make up another set of characters for another adventure, and so on.

The rules are card-based, and involve writing on the cards for experience and scars, which is a nice twist I hadn't thought of (although it does mean you need a new deck for every character). Most of the rules are for combat, with noncombat scenes using just open-ended skills and a first to X, but all characters are good at combat (so maybe add some Feng Shui to the DNA). Combat movement involves zones and connections, much like Fate, and taking damage means discarding cards from your personal deck.

Possibly the most notable feature is that everything is supposed to be reskinned. The campaign types, the character classes and powers, and the sample enemies are all specific (mostly fantasy), but are intended to be reskinnable for most any genre. I'm not sure how well this works in practice: some powers are pretty generic, but others seem like they wouldn't necessarily translate well. Also, powers are mostly usable once per scene and only recharge if you draw a sufficiently low card for something, which is definitely not appropriate to all genres.

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10 May 2016 - Tuesday

Lured to San Mateo by Thai food.

I think I need to keep better records of what comics I have bought.

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9 May 2016 - Monday

No Avalon again. What a terrible Monday.

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8 May 2016 - Sunday

Hurray, PAD&D5! Hurray 8th level!

The cloud giant's Wheel of Fire turns out to be powered by carefully-balanced elementals, controlled by sixteen slave brains in a hypercube configuration, and crewed by pint-sized mind flayers (with two full-sized ones as bridge crew). The illithid are dubious about Zach, because they cannot determine his astrological affinities for purposes of balancing the craft (which is apparently a characteristic of space pirates), but they let him board anyway. For reasons that surpass rational understanding by an even wider margin, The Frederick is chosen to be hooked up to the control crown to navigate to Azogaraz by the power of Love. Despite this, the Wheel makes it onto the Astral Plane with limited casualties, and all goes well until The Frederick gets distracted, notices the pirate ship, and tries to ram it.

The pirate ship has an actual ramming spike, so it gets the better of that collision, and half a dozen githyanki pirates burst onto the bridge where one of the mind flayers is trying to eat The Frederick's brain to alleviate the danger to the ship. The fire elemental's containment was damaged in the collision, so Captain Karana has to deal with that. Four-way battle, go!

In the end only one of the large mind flayers is ignited, but the other is swarmed by githyanki illithid-hunters, who are subsequently all thrashed. Then the higher-ranking pirates come in with psionic powers and The Frederick gets shoved into the brain cabinet so all the slave minds can try to crawl into his lobotomized skull to escape. Now unguided, the Wheel and attached pirate ship rematerialize in the same space as the Martian giant compound, with great devastation. There is no longer a flying saucer to fight over, so the PCs escape into the diggings beneath.

Since greater restoration is too high-level for Dain or Ella, the only way they can find to bring The Frederick back into service is to infect him with the same Titan machine-plague that made the frogs sapient. It works surprisingly well, and now he has +1d4 to skill rolls for bad ideas, but his answer to all problems is "infect them with Titan wiring".

Frinka and a swarm of wasps go reconnoitering, and find that the tensions so carefully fostered among the giants have finally led to a fracture, with the Martian chief and his wife (and their faction) holed up in the wrecked compound, while Karana, Angrboda, and the Huntmaster sulk in their tent and make various demands of the chief. About half the total invaders have been killed in the flying saucer crash, and the stone giants and their ogre servitors have given up on those losers and gone home, but that still leaves a lot of giants. There are also some githyanki pirates and possibly illithid lurking around to cause trouble.

The thralls are being held in a well-known part of the diggings, so the plan is to use control water to keep the hydrophobic Martians at bay while rescuing them.

It is unclear when gaming will happen again, since next weekend Deirdre is unavailable, the weekend after that Jeremy and Rachel are unavailable, and the third weekend from now is Memorial Day with various cons.

No Avalon.

Except for the expected outage on Thursday, I have still written every day this month. "Nefertari vs Pickles" (provisional title, pending a scheme that is not such a blatant ripoff of Seanan McGuire) is horrible, but finished.

a modest suggestion by The Fredrick (Tue May 10 21:35:53 2016)

Have you considered infecting Avalon with Titan wiring?

Re: a modest suggestion by Trip (Wed May 11 10:04:01 2016)

I have to admit, I had not considered that!

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7 May 2016 - Saturday

I don't think the cleaners did a very good job this time, but the apartment is still way better than it was before.

Home-made BLTs! Unfortunately, bacon is composed of 100% grease, so my stomach was not very happy afterwards, but it was so yummy.

  • Brother, Dear Brother 26: Yep, Saint-Just's and Fukiko's past history is just as horrible as one might imagine.
  • Neon Genesis Evangelion 13: Well, if the very large angels aren't getting through... (...then make Asuka take off all her clothes).
  • Bakemonogatari 4: Hitagi is so awesomely horrible, and so is Mayoi.
  • Natsume's Book of Friends 4.6: It's I Dream of Natsume!
  • Steven Universe 32: I can't tell how old Steven and Connie are supposed to be, but his solution to having a mother to meet is universally applicable.
  • Steven Universe 33: I wonder if we'll ever find out what Garnet really did on that mission. It's Garnet, so it could be even cooler than what Steven imagined.

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5 May 2016 - Thursday

Grant was late to 13th Age, but he brought home-made carnitas and the makings for tacos, so all was forgiven. In fact, several future sins may also be given a pass.

In the time we had for gaming, Labyrinth Horace successfully executed his plan to get invited into the Great Citadel of Ogri-la to present an Amazing Horse (played by Nissa) to the Ogre King and bury the emerald the size of a golem's head in the basement so that the Devourer would come and eat the city.

The PCs rode out the devouring in the brandy vault and ended up in an underground forest full of mutating monsters. Once those were dealt with, they tried to get directions to the Great Demon Clock from Grandmother Fig, who looks like a gnome, had trolls chopping wood for her, and served them only moderately toxic tea and cookies. Next session: down the stairway in the ruined monastary, which is surely not full of monsters!

Now that Horace has served his purpose, Labyrinth is being Percy. We'll see how long that lasts.

Shooting the Rift (Alex Stewart) is in many ways standard space adventure, but it has a couple of interesting features. The main character has lots of headware and does a lot of hacking, both of which are handled in a way that shows both the character's competence and the obstacles he is facing. Also, he is a man from a world that pretty much exactly inverts the gender roles compared to pseudo-Victorian, which is not plausible (it should be messed up in completely different ways) but is amusing. There is an Aunt.

No writing. Only gaming.

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4 May 2016 - Wednesday

I wrote slightly more today than yesterday, so that's good. (The writing is still not good.)

The Lost Stars: Shattered Spear (Jack Campbell) continues (or maybe concludes?) the spinoff series about former Syndicate leaders trying to establish a new polity that isn't based on slavery and secret police. In this episode, annoying aliens, and maybe smooching. Also, some character arcs come to an end.

War Factory (Neal Asher) is the sequel to Dark Intelligence, in which the disturbing and annoying AI Penny Royal continues to maneuver humans and prador, and bully lesser AIs, as pawns in its master plan. Technologically advanced mayhem and body horror for all!

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3 May 2016 - Tuesday

For a change, the company-provided lunch did not turn out to be what we just ate on our own dimes yesterday. Hurray!

The outdoor seating area provided by our newly remodeled San Mateo building will be quite nice when San Mateo is not cold and windy.

Still writing, although the amount I write each day is monotonically decreasing. The level of terribleness is staying about the same, at least.

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2 May 2016 - Monday

I have written every day this month! On the one tentacle, so far I have been successfully writing only about 20 days each month, but on the other tentacle, it's only the 2nd.

I think I have resigned myself to rewriting the problems Avalon found, but I haven't quite gotten up the energy to do it. Also, I have no idea how rewriting would interact with a quota.

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1 May 2016 - Sunday

No gaming today. No anything. Only lethargy and eating. And a bit of writing, but it's still terrible.

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30 April 2016 - Saturday

The course for the walkathon at Jus's school was allegedly a third of a mile, and she did six laps around numerous breaks for eating and playing, so that's two miles, much of it at a run. Hurray for Jus!

There was some tragedy with the Snow Cone of Victory, but it was soon corrected.

Ayse and Ken and Dave and Jus and Nonny's new house is very nice. I can see why they want to live there, I just wish it were not so inconveniently located.

Avalon thinks they will stay there for some time now that they own a house, but I am dubious. I bet Santa Cruz is next.

  • Brother, Dear Brother 24-25: Here, we learn that Fukiko's problem is a profound lack of perspective. More than other teenagers, even. But how did Saint-Just know she goes for the ear?
  • Neon Genesis Evangelion 12: The infamous plummeting episode!
  • Bakemonogatari 3: I think Crab-girl was sincere there, but I can't blame Araragi for thinking she's crazy, mocking him, or both.
  • Natsume's Book of Friends 4.5: Well, Natsume is pretty cute. If he wasn't always the new kid and obviously crazy, he'd probably have even more girls trying to make friends with him.

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29 April 2016 - Friday

Hurray, I made it to Friday.

Trial by Fire and Firewalker (Josephine Angelini) are about a hapless teenage girl who gets kidnapped into a dimension of magic, but it's uphill from there. Dimensional duplicates, potential horrible family secrets, tyranny, and powers that have the trappings of magic but operate more like psionics all add up to enormous doom for the main character. I think there is an error about the effects of [SPOILER], but it is totally an error the main character would make, so I have no objection.

A Burglar's Guide to the City (Geoff Manaugh) has a little too much "OMG aren't the philosophical implications mind-boggling?", but it actually is interesting how criminals interact with buildings in a completely different way than legitimate users. Plus, many true bizarre crime anecdotes! He doesn't seem aware of building hackers, though.

After reading MILA 2.0: Redemption (Debra Driza) I decided I hadn't liked the first two books in the trilogy enough to make it worthwhile. Ah well.

Date Night on Union Station (EM Foner) has not-very-strange aliens, a complete lack of organization, fraud, entrepreneurship, and AIs that understand humans either not well enough or entirely too well to be running a dating service.

Witches Be Crazy (Logan J Hunder) wants to be humorous fantasy but is just not that funny.

No Thank You, Evil! is an RPG for small children. It's clearly related to the system used in Numenera and The Strange, but uses only a d6 and similarly small numbers. Roll and see if you get at least the number you need, spend a point of smarts/speed/strength to reduce the number by one, or have someone else spend a point of Awesome to reduce it by one, and you either succeed or fail. (I'm pretty sure Jus could handle that, although Nonny might still have trouble.) The PCs can be anything you want, since they're mostly only defined by the four stats; for slightly older players, they can have companions that can also be anything you want, although only quite advanced children get companions with special powers. There is a setting, but it's pretty much just land of fairytale adventure, land of spooky adventure, land of surreal modern adventure, land of exotic adventure locations. I see no reason kids could not play this game, although Jus seems much more prone to LARPing — pretending's no fun if you can't actually hit your little brother!

I only have the digital version of Mae vol 1 (Gene Ha), but it seems pretty thin for a graphic novel. So far the title character is still just a minor player in her sister's extradimensional drama. Also the art style is not growing on me. I think I might be old.

Speculative Relationships vol 2 (ed Tyrell Cannon, Scott Kroll) is another collection of short comics about (not necessarily romantic) relationships between sophonts. Some of them are good, some of them are okay, most of them have very indie art.

Die Wergelder is by the same guy who did Blade of the Immortal (Hiroaki Samura), and the art is very recognizable. It is set in the modern day and has more sex (I think, I never finished BotI) but also has killers with exotic weapons, extremely mysterious conspiracies, and some kind of breeding program or something. Also, violence.

RP by marithlizard (Wed May 4 10:56:12 2016)

That sounds interesting, we should try it with Jus! She does prefer LARPing, but I think she can also do more abstract RP just fine - we used to play out scenarios like Visiting Mars and Baby Lizard's Birthday with our fingers on the tabletop while the rest of her was obediently sitting at the table eating dinner, after all. (Mostly obediently.)

...You know, I don't think I've ever seen Jus even roleplay hitting another human (as opposed to a monster). The last time we played pirates, we oppressed prisoners by eating pizza in front of them and Not Sharing. (Nonny, on the other hand...)

Re: RP by Trip (Wed May 4 14:00:29 2016)

Well, of course Nonny is always a monster when fighting is called for.

Sitting at the table might actually be helpful in that case.

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Previously in Trip's Life

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