1003 lines
60 KiB
Plaintext
1003 lines
60 KiB
Plaintext
Legion of Bitter Alumni #7
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-- The Online Edition --
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"The Top Ten Cheeziest Songs of the Eighties"
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-- by Tom Tomlinson
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Against the Void: "Nuts and Bolts"
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-- by Dan Sissman
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"Dialing for Dimwits"
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-- by Gary St. Lawrence
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"ST:TNG vs. B5: a Sociopolitical Ramble"
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-- by Jason Kapalka (jkapalka@gpu.srv.ualberta.ca)
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"Why I Don't Like 'Dungeons and Dragons": A Player's View"
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-- by Bill Ayres
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Rants and Raves #4: "Religion, Human Nature, and Roleplaying"
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-- by Tom Janulewicz
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On Being A Minor Star General: "Series Replay"
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-- by Jon Howard
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Review: "Magic: the Gathering"
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-- by Douglas R. Briggs
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"An Incredibly Brief Editorial Rant"
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by Chris Aylott
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Well, here it is, several months late (on the online version only --
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the paper version did go out) but unharmed by the experience.
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LEGION OF BITTER ALUMNI is the product of various twisted minds, all
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of whom are solely responsible for anything they say. Sent comments,
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raves, brickbats and articles to me at either 190 Holland St. #1,
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Somerville, MA 02144 or "aylott@world.std.com".
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Enjoy . . . and look for LEGION OF BITTER ALUMNI #8 to be posted
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shortly.
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"The Top Ten Cheeziest Songs of the Eighties" by Tom Tomlinson
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In an attempt to even further diversify the broad-reaching and
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ever-topical nature of this fine publication, I have managed to persuade
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the fine and lovely people down at LOBA headquarters that it would be
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appropriate to range into issues involving t he fast-paced and
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far-too-often kinetic world of the recording industry. As you may have
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noticed, I am also pushing hard for longer sentences.
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In any case, this article is the result of a lifetime (albeit a
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12-year lifetime) of in-depth investigative research, philosophical
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speculation and far too much time spent listening to my inner child.
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Spanning the globe to bring you the bet in qualit y entertainment, the
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Legion of Bitter Alumni presents: THE TOP TEN CHEEZIEST SONGS OF THE 80s.
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First, the ground rules. Although each and every song that ended up
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on my list should be easily recognizable by anyone who was a regular radio
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listener in the days that led to the creation and proliferation of "Top
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40" stations, no special allowance was given for popularity. All songs
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have been graded on cheeze value alone; while particularly esoteric songs
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have been avoided, Cyndi Lauper was not guaranteed consideration either.
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The debate over how to define cheeziness has been the subject of
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passionate argument for countless milennia, and it is not my goal to
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attempt to answer that question for the ages in this article. To me,
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cheeze is a certain feeling we all get at one time or another. Some
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embrace it; others are repulsed.
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10. "If You Leave" -- OMD
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The name of the group alone was enough to give Junior High school
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students pause. Orchestral Maneuvers in the Dark. As for the song itself,
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its popularity was at least somewhat assured by being associated with the
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inexplicably popular movie Pretty in Pink, which was yet another John
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Hughes effort at establishing Molly Ringwald as some sort of 80s sex
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goddess, contrary to all the observable evidence.
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The song qualifies for my list under its own merits, however. The
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light, ethereal tones completely devoid of any apparent rock influence are
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the natural extension of such cheeze masterminds as Frankie Avalon. The
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impassioned breathy vocals whisk the listener away, entirely masking the
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fact that the lyrics themselves make no sense whatsoever. The song is
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also graced with two elements essential to 80s cheeze: mindless repetition
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and an ability to take oneself far more seriously than one should.
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9. "99 Luftballons" -- Nena
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"Der Komissar" -- Falco
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Hey, on any list involving the 80s, a tie is inevitable. In this
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case, the special nature of these songs pays tribute to the quality of the
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American listening audience. Both of these songs were immensely popular
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despite the inability of the typical American to understand what either
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song was saying, since, as you well know, they were in German.
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Although English version were eventually broadcast as well, the
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German versions deserve special notice for pointing out the irrelevance of
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anything other than having a good beat to a song's popularity. In both
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cases, listeners were inevitably disappo inted when after an auspicious
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opening, the English versions were played. The pervasive German influence
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will always have a special place in this writer's heart. Nothing beats the
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thrill of suddenly hearing "Kool and the Gang" in the midst of a foreign
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la nguage.
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8. "Like a Virgin" -- Madonna
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I like to think that her first two albums reveal the true Madonna:
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someone who isn't afraid to simply have fun without bothering to think
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about the "quality" of her music. All too often in the last few years, this
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one-time paragon of cheeziness has shown signs that she is taking herself
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far too seriously and that she has begun to think of herself as an
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"artist".
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Whether or not the real Madonna is the cunning businesswoman we have
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seen in the last five years, Madonna's emergence in 1982 also ushered in
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the era of cheezy 80s music. Originally intended as a workout aerobics
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album, this debut showed signs of her coming dominance over the genre, but
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her particular talents were never exploited so efectively as in this
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anthem for high-schooler-infested malls across America.
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7. "Safety Dance" -- Men without Hats
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One has not truly experienced life until one has seen a group of
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people (almost certainly intoxicated) attempt to spell out S-A-F-E-T-Y
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with the music in the manner of "YMCA". While OMD, Madonna and to a
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certain extent even Falco had some staying pow er, Men without Hats was a
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prime example of the American one-hit-wonder. Although the group has
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reportedly recorded more than three albums, most American citizens are
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unable to even remember their name, although the song lingers yet in their
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memory.
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The theatrical nature of lead vocalist Ivan Doroschuk is particularly
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noteworthy, although the key to the song is indisputably the choral
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repetition and helpful spellling guide to those who may be
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higher-brain-function-impaired. Also notable for the memorable video
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featuring dwarfs.
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6. "Freeze Frame" -- The J. Geils Band
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The annals of history are filled with classic struggles for
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dominance: Capone vs. Ness, Frasier vs. Ali, Kirk vs. Khan, "Freeze Frame"
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vs. "Centerfold". While both songs are true bastions of cheeziness, it has
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long been my opinion that the fake camera sounds in this song (much worse
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than even those in "Girls on Film") put it over the top.
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With the lyrics seemingly shouted by the entire group, the J. Geils
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Band wasn't afraid to put the emphasis squarely where music-buyers in the
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mid-eighties wanted it -- on the mind-numbingly simplistic synthesizer
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chords that composed what passed for a chorus. I challenge the reader to
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try to forget that pounding electric sound . . .
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5. "Karma Chameleon" -- Culture Club
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Somehow, without anyone much noticing, Boy George has begun to sneak
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back into American culture. Starting with The Crying Game and moving to
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"Entertainment Tonight" and semi-regular appearances on E! ("the
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Entertainment network"), Boy appears set to re-emerge. With has more
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somber contemporary musical forays, perhaps the time has come to belatedly
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acknowledge the contributions of the rest of Culture Club to the cheeze
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culture.
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This song had it all.A controversial front-man, a fun fast-paced
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song, and an acutal hint at the idea that the song meant something even if
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the vast majority of listeners had never heard of "karma" in 1985
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(obviously it had something to do with color -- "red, gold, and green"?).
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While Culture Club became a temporary fad and they had some other hits,
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this song remains a tribute to the things that made the 80s great.
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Musically, anyway.
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4. "Can't Fight this Feeling" -- REO Speedwagon
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One of the two consumnate prom songs of the 80s (the other being Phil
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Collins' "One More Night"), this song inspired strong emotion in those
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that heard it (it was my first girlfriend's and my prom song . . . --ed.)
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-- often repulsion and nausea (she ended up feeling that way about me,
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too. -- ed.). A love ballad with every tried-and-true metaphor the band
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could dredge up and complete with rhyming couplets, only the most
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obsessively thick individuals of the era could take this song seriously
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(uhh . . . -- ed.) Still, I have always been entertained by it, primarily
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due to the realization that people were willing to record it and perform
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it in public.
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Although they tended to be less blatantly cheezy, love ballads
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proliferated on the 80s music scene much like any other period. While
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earlier balladeers tended to acknowledge the somewhat silly nature of
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their undertaking, however, 80s groups went for a straightforward
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earnestness which only served to underscore their ridiculous nature. Those
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who know me are aware that I am unable to speak of this song without
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pointing out lead singer Kevin Cronin's amazing ability to hold his "r"s
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far beyond the limits of normal human endurance.
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3. "Hungry Like the Wolf" -- Duran Duran
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No discussion of 80s music could possibly be complete without Duran
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Duran. Although their latest album suggests that actual music talent may
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have been lying dormant withing them, they were the banner-carriers of the
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cheeze generation throughout the 8 0s. The group's popularity led certain
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over-excitable record executives to compare them to the Beatles and had
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enough left over to support both Power Station and Arcadia (not to mention
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the solo career of Andy Taylor) after their breakup.
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Picking among Duran Duran's many songs ahs always been a source of
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strife among 80s aficiandos, with contenders the like of "Rio", "Please
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Please Tell Me Now", "The Reflex", "Girls on Film" and "Union of the
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Snake", just to name a few. This list is personal in nature, however, and
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this song has always been special to me. From the woman's laugh at the
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start to the solemn "Doo-doo-doo" chorus, Duran Duran proves that guitar
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too can be cheezy.
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2. "Wake Me Up (Before You Go-Go)" -- Wham!
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Wham! -- a group so important that its name needed punctuation.
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George Michael and Andrew Ridgely ("the luckiest best friend in the
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world") had people rhythmically rocking back and forth (what passed for
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dancing at the time) with enthusiasm. Wham! and later George Michael
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alone went on to immense popularity but it was this quirky little song
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from whence it all sprang. Based primarily on Michael's uncanny ability to
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stretch his voice considerably higher than the standard male range with
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the traditiona l synthesizer and drum machine thrown in for good measure,
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"Wake Me Up" helped the emerging 80s form a sound all their own.
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The song's immediate embrace by an eager populace was a sure signal
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to important record executives of the triumph of form over substance.
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Clearly, musical mastery and technical competence was no match for a
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simple repetitive beat and a good hook. Few songs could ever manipulate
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the formula as well as this one, though.
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1. "Don't You Want Me?" -- The Human League
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Like a force of nature, this song maintains its stranglehold on the
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top spot as the cheeziest song of the 80s. Long acknowledged as the
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paramount exemplar of the style, "Don't You Want Me?" has been the cheezy
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song of choice for reviewers from Tim Culler to Scott Martin. Coming from
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a band which admitted that they didn't really know how to play their
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instruments, this song was an anthem of would-be swingers and sexual
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optimists everywhere.
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The story of a cocktail waitress and her narcissistic ex-lover tapped
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into the American subconscious in a way previously exploited only by
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"Copacabana". Perhaps the simplicity of the song left listeners awed by
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the idea that they too had all the talent necessary to become pop
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superstars. Perhaps its unchallenging beat and easy-to-sing-along vocal
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simply remind us all of a simpler time. Whatever the reason, this song is
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destined to live on in the hearts and minds of cheezy music lovers
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everywhere.
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Against the Void: "Nuts and Bolts"
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How Things Work in the Void
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By Dan Sissman
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-- part of a continuing series on constructing a science-fiction
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television show called "Against the Void" -- ed.
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The future must hold toys. Lots of them, with plenty of power-user
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features. This article will be an exploration, but by no means an
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exhaustive one, of various bits of technology in the Against the Void
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universe. While it is pointless at this stage to attempt to describe
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every possible gadget in the Void universe, it *is* in order to establish
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some firm guidelines regarding the creation and dramatic use of
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technological items.
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THE AUDIENCE DOES NOT NEED TO KNOW EVERYTHING. In fact, in most
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situations, the less they know, the better. In the case of the decay of a
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spaceship's orbit around a planet, only three things carry any weight
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dramatically. One, that something unusu al has happened to place the
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ship's crew in this situation. (After all, people stupid enough to put
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themselves in such a situation as a matter of course would never last long
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enough to have stories told about them) Two, that the people involved can
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not i mmediately solve the problem at hand. (If a seemingly serious
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problem only takes a minute to solve on average, then protagonists will
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have to face about 60 different really dramatic problems per episode. The
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average audience member probably faces less t han one really dramatic
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problem per week. Credibility will begin to suffer.) Three, that unless
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the crew does something to solve the problem within n minutes, they will
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all die in unspeakable agony. It makes no difference whether they have to
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re-format the quantum matrix bypass or zero-boot the delta core memory of
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the propulsion subsystem. A general understanding of the situation is
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infinitely more important than an encyclopedic grasp of technobabblistic
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minutia.
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Consider the automobile. Millions of people drive them without
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referring to them as internal-combustion driven, feedback-piloted,
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quadra-rotary land vehicles. Very few understand the chemical
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interactions which convert petrolium products into heat, the mechanical
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processes which convert heat and gaseous expansion into rotational kinetic
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energy, the way in which friction converts rotational energy into linear
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motion, or the process whereby some of the energy is converted into
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electricity to re-charge the battery. Hell, it's difficult enough to get
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directions to the nearest Mobil station. Real people are not experts in
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every aspect of every type of technology which affects them in their
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day-to-day lives. There is no reason to expect the people of the future
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to be substantially different. (This idea is a fundamental postulate of
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"Against the Void".)
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TRENDS: Technology changes in two distinct ways--evolution and
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revolution. Evolution is easy enough to understand--a particular device
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is refined and improved incrementally over time. Consider the automobile
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again--it's safer, faster, and more eff icient than it used to be, but the
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fundamental process, internal combustion, is exactly the same in a 1994
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Lamborghini as a Model T Ford. Revolutionary advances are those
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consisting of a more or less unpredictable breakthrough. Nobody could
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realisticall y have predicted the microcomputer revolution before the
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invention of the photographic processes which led to themicroprocessor.
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As recently as the early 1970's, the most optimistic predictions of the
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computer revolution involved dumb terminals in the ho me connected to a
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Big Iron timesharing system at a local computer center. Although
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revolutionary technological change is by nature unpredictable, it is
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subject to the same pressures as evolutionary change. Regardless of the
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type of change, technology develops in certain *directions*. The tools
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required to perform a given task will become faster, less expensive,
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safer, smaller, and easier to use. So technology in the Void universe
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must mot be slower, more expensive (per unit of work), more dangerous,
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bulkier, and less user-friendly than what we've got today. Another
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characteristic of technology is that it spreads. Information wants to be
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free.
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ANGORA, MONOMOL, THE YARN'S THE THING: None of these observations
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amount to anything unless they lead to entertaining stories. A good piece
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of technology creates and preserves a wide range of dramatic
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possibilities.
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So with these ideas in mind, here a few examples of the gadgetry that
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makes Against The Void run:
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FTL Travel. Can't visit distant star systems in a human lifespan
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unless you've got *some* kind of gimmick. In ATV, said gimmick is the
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MacGuffin Drive. The Drive, brainchild of Dr. Angus MacGuffin, opens a
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window into "i-space". For anyone who cares, the "i" is the same one used
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to represent the imaginary square root of -1 in complex numbers. If
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anyone really gets curious about this, we can say it has something to do
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with fractional dimensions. The hypergeometry of i-space is unbelievably
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complex. A trip from A to B through i-space may take considerably longer
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than an immediate return trip from B to A. Furthermore, the length of
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time required for a given trip may vary c onsiderably from one week to the
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next. Adjust as situation requires.
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When a ship enters i-space, it becomes the only object in that
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universe for the duration of the trip. (This may change later on, but for
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now, take it as law that there will be no i- space chase scenes.) Anyone
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looking outside during an i-space jump sees a wash of brilliant color, the
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result of photons emitted by the ship zooming through the local i-space
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pocket, being shifted wildly by that wacky hypergeometry, and returning
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eventua lly to the ship. Because of the horrifically complex , dynamic
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shape of i-space, accurate jump calculations can only be made from a
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relatively low gravitational gradient. (i.e. away from any massive
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objects.) Any attempt to jump from within a gravitational field will
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produce unpredictable results . . .
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FTL Communications. What good is being able to travel from Earth to
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Rigel in two weeks if the Hilton there can't call you before you leave to
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tell you they've already rented your suite to a visiting diplomat from
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Targus 62? FTL comunications open a lot of dramatic possibilities, but
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close a lot of others if they're available at all times. This has
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traditionally been handled by having the equipment break down or by
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encountering the Radiation Interference Of The Week. Not so with Void.
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Because of the Wacky Hypergeometry of i-space(TM), traditional radio-type
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broadcasts require prohibitive amounts of energy. (they're working on it,
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but it's a while off yet.) Point-to-pointnarrowcasts, however, are much
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more energy-efficient, and are therefore in widespread use. There is a
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network of repeater transmitters scattered through settled space. What
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this means is that FTL communications are available and extremely reliable
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in well-settled regions, but are a lot less reliable in sparsely populated
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regions.
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Computers are fast and smart in ATV. They still only do what they're
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told, however. A computer can make judgment calls and initiate action,
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but it won't do so unless so instructed by a human being. The main factor
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limiting our heros from using comp uters to solve every problem is
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software availability. For any given task, software probably exists
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somehere to accomplish it. The problem is obtaining a copy.
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One side effect of the increased complexity of a Deus X machine as
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opposed to, say, an Amiga 4000 is that abberant behavior is much more
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complicated. Consider a virus. Most mid-1990's vintage PC's have less
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than 8 megabytes of memory, with the vast majority in the 2-megs-or-less
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range. This means that the maximum amount of memory a virus can grab for
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itself without being completely obvious is about 10K. A 10 kilobyte
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program can do quite a bit of damage--even a 1K program can ruin your
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life-- but there are sharp limits to its behavioral comlexity. While the
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exact specifications of ATV computers should never be revealed, they are
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clearly many orders of magnitude beyond anything a vailable today. It has
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been estimated that the human brain contains about 100 terabits of
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information. When memory capacity on the average home computer has
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increased a thousandfold over the last decade or so, it's not difficult to
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imagine machines a few centuries hence where 100 terabits could disappear
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without notice. This would make it possible for a virus to have the brain
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of a human psychotic. Not fun. Except for the audience, of course . . .
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"Dialing for Dimwits"
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By Gary St. Lawrence
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You'll have to pardon me if I sound out of sorts. I'm feeling a
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little ill. You see, I just happened across the Home Shopping Network and
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one of their episodes on comic books.
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Tonight's particularly infuriating "fantastic offer" from HSN was, of
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course, focused around Batman, presumably because there is currently no
|
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other single "hot item" for them to hype into oblivion. Believe it or not
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(I hope you're sitting down), HSN was hawking Batman #500 (you know, that
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pathetically over-printed die-cut piece of crap that your dealer still has
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plenty of copies of and is still selling for cover price? The one that
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brought us the new Batman nobody this side of Rob Liefield can stand?) for
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... urgh, there's that pain again ... for $79.95!
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But wait! Before you scoff. Keep in mind ... it was signed, which is
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always clear reason to super-inflate a price by 1,600 percent of market
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value (I suppose you can find someone who isn't selling it for $5?!?)
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Isn't there some law or regulation in the Consumer Protection Act that
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can put a stop to this blatant touch tone travesty?
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I figure this is how it started: Someone at the Home Shopping
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Network, some time ago, must have overheard some kids at a comic book
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convention talking about getting certain books signed by the artist or
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writer who did them. He probably also overheard the kids say how the book
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became more valuable after the autograph. Sadly, whoever that grossly
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naive person was missed the mark like Oliver Queen on his first day on the
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island.
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The way the Home Shopping Network skyjacks prices on comic books
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simply because the book's second assistant to the assistant coffee gopher
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signed it, is the sickening travesty. The fact that there are simpletons
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out there who are stupid and gullible enough to buy these ridiculously
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overpriced "bargains" is just a shame.
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If you're reading this column, you've seen what I'm talking about.
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They have some kid in his early 20s -- obviously HSN's resident comic book
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"expert" (most likely because he was the one who most looked like Rob
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Liefield) -- droning on and on about w hat a bargain and
|
|
once-in-a-lifetime opportunity it is to shell out the cost of a major
|
|
kitchen appliance for a comic book that isn't even old enough for the acid
|
|
in the paper to start yellowing it. Not only do these clowns schlep ONLY
|
|
the latest fanboy drool fests, but the idiot who hosts the segment
|
|
doesn't even know what he's selling, let alone why.
|
|
Something I find particularly insulting is that each episode features
|
|
someone from the industry professional pool (strangely though, always from
|
|
DC Comics) who sits there and hurls this carney barker barf right along
|
|
with him.
|
|
Don't Jerry Ordway and Curt Swan realize how insulting it is to see
|
|
them on television, taking advantage of the cranially rectumized, pumping
|
|
sales for material they know isn't worth a fraction of what is being
|
|
charged as the "exclusive HSN bargain price?" Do they have such whole
|
|
contempt for us, the people who made them famous, as to not care that
|
|
they're bilking stupid people out of hundreds of thousands of dollars?
|
|
Apparently not. They've both done return appearances.
|
|
During the week that the four die-cut "Reign of the Supermen" books
|
|
came out, introducing the cyborg, kid, steel and Son of Krypton Supermen,
|
|
HSN was there, shamelessly offering "incredible deals" on the set of four,
|
|
autographed by each book's artist and writer ... for only $159.95!
|
|
Amazing. I bought the same books that same day, and only paid $20.70 with
|
|
my discount. Of course, I got two copies of each of the four die-cuts and
|
|
two each of the newsstand versions, but I did have to wait three long, gr
|
|
ueling months before I got them all autographed. And I did have to pay $3
|
|
to get into the convention where I got them autographed. Funny thing
|
|
though ... I still can't seem to sell them for more than $4 a pop,
|
|
autographs and all. Sheesh. Those HSN guys mu st be incredible salesmen.
|
|
I'd like to hear HSN's justification for their prices. I mean ... I
|
|
have several "big ticket" books in my personal collection -- books that
|
|
are in the four-digit column of Overstreet's Price Guide. I paid cover
|
|
price for most of them. And now they're worth a lot of dough. But those
|
|
books are nearly all between 15 and 30 years old, and they're landmark
|
|
issues in which something significantly universe-shattering occurred.
|
|
HSN's "prize stock" consists of nothing that's more than three months old
|
|
and ... let's face it ... some thing considerably short of spectacular in
|
|
their contribution to comicdom.
|
|
In fact, as I'm writing this. HSN has, for only $69.95, you can buy:
|
|
Cable #1 (lists for $3.50)
|
|
X-Men #1 (new series - lists for $2)
|
|
X-Men 2099 #1 (lists for $1.75)
|
|
Uncanny X-Men #300 (lists for $3.95)
|
|
X-Factor #71 (lists for $7)
|
|
Now, basic math tells me that's $18.20 at the maximum guide list in
|
|
Wizard #27. This means the people who bought that crap spent $51.75 for
|
|
the four signatures (Brandon Peterson, Art Tibier, etc.).
|
|
Shouldn't this clue you people in that HSN believes the value is in
|
|
the signature (they emphasize that word every time they use it) instead of
|
|
the actual comic book. And given that the only items in their "prize
|
|
stock" is the latest fanboy drool mate rial, it should tell you that
|
|
they're concerned with flash, and I'm not talking about Barry Allen or
|
|
Wally West (and certainly not Jay Garrick).
|
|
People, you're getting screwed!
|
|
Not that I'd ever want to make waves. But I would certainly endorse a
|
|
nationwide letter-writing campaign to HSN to express our displeasure with
|
|
their operation. I would even dare say that there's got to be some legal
|
|
eagle out there who can nail these thieves on a misrepresentation rap.
|
|
After all, they're selling cheap crap at incredibly high prices,
|
|
promising that the books' values will mushroom as "rare collector's
|
|
items."
|
|
Now, given that every single book they've sold hasn't even doubled in
|
|
market value, I'd go further still and say that they're lying to viewers
|
|
who are apparently too ignorant to realize that what they're buying will
|
|
never be worth what they paid. Still, there is the "Caveat Emptor" angle.
|
|
If the buyer doesn't beware, he's got no reason to complain when the hook
|
|
is firmly embedded in his lip.
|
|
But, then again, there is what P.T. Barnum said ...
|
|
|
|
Gary St. Lawrence can be reached at saint@express.ctron.com
|
|
--------------------------------------------------------------------------------
|
|
"ST:TNG vs. B5: a Sociopolitical Ramble"
|
|
by Jason Kapalka (jkapalka@gpu.srv.ualberta.ca)
|
|
reprinted from an Internet posting . . .
|
|
|
|
First, let me say that the following comments are just random thought
|
|
noodles, based largely on B5's pilot. So don't bite my ass off if I'm
|
|
wrong or misguided, please.
|
|
Okay, the basic assumption: both STTNG/DS9 and B5 present their
|
|
future Earth societies as American. Primarily caucasian, English-speaking,
|
|
etc. No big surprise here... this is American television, after all. I
|
|
kinda doubt Pakistanis in Space would float in syndication.
|
|
BUT... the two shows seem to have widely varying visions of what this
|
|
America-in-Space *is*. And if you buy William Gibson's opinion that
|
|
science fiction is more about the present than the future, then what we
|
|
have are two different perceptions of mo dern America.
|
|
TNG seems to favor a Bush/Reagan-style America, or, as a recent Time
|
|
cover put it: Globo-Cop. The Federation is the most powerful space-faring
|
|
nation, and in their benevolence seek to keep the unruly Japs and
|
|
Arabs...er, Ferengi and Cardassians from mucking up the wonderful
|
|
intergalactic peace. It doesn't hurt that all these benevolent Federation
|
|
folks go about their happy peaceful mission on the mother of all
|
|
superbattlecruisers... but hey, that's whythey call it gunboat diplomacy.
|
|
Sure, the occasional
|
|
All-Powerful-Energy-Being-with-an-Infantile-Sense-of-Humour or Dalek-clone
|
|
("Exterminate! Exterminate!" "Assimilate! Assimilate!" Am I stretching
|
|
here?) will show up to muddy the waters, but they never seem to affect the
|
|
political situation. Surely Q could make himself President of the
|
|
Federation, couldn't he? Or does he just have too much of a homoerotic
|
|
thing going with Picard to bother?
|
|
Despite their "to-boldly-go" split infinitive, there doesn't really
|
|
seem to be anywhere new to go *to* in the STTNG universe. It all seems
|
|
paved over and sterilized. You can almost picture the Federation
|
|
developers moving along in the wake of the Enterprise,, working out plans
|
|
to convert the latest Slime-Beast World into another Luxury Planet of
|
|
Scantily Clad Aryan Chicks.
|
|
B5, by contrast, seems to have it's future America in a much more
|
|
precarious position. Where the Feds usual dilemma goes along the lines of:
|
|
"We sure don't want to have to blow up these crazy aliens. Got to get them
|
|
to see reason!" the B5 crew seems to be more concerned with: "Gee, we sure
|
|
don't want these crazy aliens to blow us all to hell." B5's setup is
|
|
certainly more tension-inducing; the Federation is safe as houses, while
|
|
the Babylon station is surrounded by touchy and weird aliens who have
|
|
(probably) scragged the last four such ventures.
|
|
But (wait for it) the political implications are at least as
|
|
interesting as the dramatic ones, or they could be. Where ST envisions
|
|
America as ye old somewhat-condescending Global (or Universal)
|
|
Peacekeeper, B5 has its society in a position where condescension is
|
|
neither practical nor wise. Obviously, the space station's future, and
|
|
Earth's, depends not on outgunning a bunch of goofy tribalistic clans, but
|
|
on working out some sort of feasible compromise, which requires a deeper
|
|
understanding of what the other space-faring nations are all about. Not a
|
|
simple chore, considering the B5 Earthlings don't know what some of the
|
|
aliens even look like, never mind what the hell they're thinking about.
|
|
The B5 setup reminds me somewhat of David Brin's Uplift series, with the
|
|
rogue "Wolfling" humans being a considerable irritant to the much older
|
|
and more civilized races, most of whom would just love an excuse to scrub
|
|
the stupid Earthlings off the galactic disc.
|
|
To be sure, B5 still has its space-opera elements-- spaceship
|
|
battles, raygun fights, square-jawed cosmic hero types-- but, insofar as I
|
|
can tell from the limited material at present, it does have the potential
|
|
for much more interesting cultural and political commentary than the ST
|
|
warhorse. Please! Not another thinly disguised Vietnam or Gulf War
|
|
parallel! And while we're at it, no more abortion/ single parent/ Nazi war
|
|
criminal clubtexts.
|
|
Blah. I think I've spewed at greater length than I originally
|
|
intended. Momma told me never to look for socio-political intertexts in
|
|
sci-fi TV shows...
|
|
|
|
Joe Straczynski (straczynski@genie.geis.com) comments:
|
|
|
|
Your assumptions regarding the differences between the two universes,
|
|
and our political/social setup, are quite correct. We've taken the idea
|
|
of a planetary government (not necessarily American in nature; we've gone
|
|
back to some older ideas on the operation of a republic) with a senate and
|
|
a President that is not looking to take care of everybody else's problems,
|
|
and has enough problems on its own. (In fact, at one point in the pilot,
|
|
a Senator tells Sinclair "The Earth Alliance can't go around being the
|
|
galaxy's policeman.")
|
|
I read, a long time ago, that what you have to do in a story is to
|
|
get your character up a tree and then start throwing rocks at him. So
|
|
instead of making everything easy for our characters, I've constructed
|
|
universe that is difficult, where you have to work for everything you get,
|
|
and nobody wants to cooperate unless they have to. Never arbitrarily,
|
|
though; characters have to have good reasons (or at least what they
|
|
consider good reasons) for what they do.
|
|
For me, the process of overcoming a problem is more dramatically
|
|
interesting -- and in a way more positive -- than a universe in which all
|
|
over the problems have already been solved. I want to show characters who
|
|
have to deal with the same BS as the rest of us, but who manage to
|
|
persevere regardless.
|
|
|
|
--------------------------------------------------------------------------------
|
|
"Why I Don't Like Dungeons & Dragons: A Player's View"
|
|
by Bill Ayres
|
|
|
|
In a recent article on the connections between politics, economics
|
|
and fantasy role-playing, I fingered TSR as being in egregious error on
|
|
some of its attempts to manage technological development in its
|
|
pre-generated fantasy worlds. This jab was but the tip of the iceberg;
|
|
the purpose of this article is to take you (the unsuspecting reader) on an
|
|
underwater journey to examine some of the remaining 99% of my pet peeves
|
|
with TSR's D&D system. If you are an ardent fan of D&D and have a weak
|
|
heart, I suggest you stop reading here.
|
|
Let me preface the rest of this article by saying that I was raised
|
|
(as an RPGer) on D&D. I started playing around 5th grade, seriously
|
|
around 6th grade, and didn't stop until halfway through college (when I
|
|
discovered that there ARE other systems in the world, but that's another
|
|
story). And I also firmly believe that, given good players and a good GM,
|
|
ANY system can be made to support good and fun role-playing (anyone who
|
|
participated in Scott O'Callaghan's Magic Factory one-shot some years ago
|
|
ca n testify to this; even veterans of the Holdercruz saga were known to
|
|
have a good time now and again). D&D, in the hands of a good GM and with
|
|
good players, can be a grand time and good roleplaying. Which is why I
|
|
still play it occasionally.
|
|
That having been said, I also firmly believe that as fantasy
|
|
role-playing systems go, D&D is not a very good system, and seems to be
|
|
getting worse (or at best, balancing its gains with losses) as it ages.
|
|
My opening paragraph (and the previous article to which it alludes) should
|
|
not be taken as indicating the extent of my distress (as GM) at their
|
|
feeble and misbegotten attempts to introduce politics and economics into
|
|
their realms; far from it. Recently I ran across an article in Dragon
|
|
magazine ( Official Motto: "The Mouthpiece of TSR"; #190, if anyone's
|
|
interested) entitled "Economics III: Population and Deforestation". This
|
|
article, third in a series (someday I will track down the first two to see
|
|
if they're as silly), was an attempt to provide DMs with a framework for
|
|
understanding how populations would grow over time, given certain
|
|
conditions - a useful tool for a DM who is running a campaign over a long
|
|
span of time and wants that to reflect some dynamism. The article did
|
|
this by producing Tables (of course - everything MUST be in a Table to be
|
|
Official D&D) of growth rates, given initial population size and
|
|
geographic location (urban, borderlands, etc.) Rates in this table varied
|
|
between -6% and +15%, most of them positive and above 4%.
|
|
|
|
This is outrageous. Clearly, the author has confused birth rates
|
|
(how many people are likely to be born in a year) and growth rates (birth
|
|
rate minus death rate). A population of 350 people growing at a rate of
|
|
8% per year (which is the example they use) would double EVERY 9 YEARS.
|
|
This is not only massively inaccurate in a historical sense (growth rates
|
|
until the 19th century throughout the world were very, very low, below 1%
|
|
in most places), it's insane. Even the present-day Third World, which is
|
|
widely recognized as having very large population problems, only grows at
|
|
a maximum rate of 8% per year, and this only in the worst of places
|
|
(sub-Saharan Africa comes to mind). Clearly, TSR's authors haven't done
|
|
their homework on this one. Granted, the piece in question appeared in a
|
|
magazine, not a supplement, and is therefore
|
|
less-than-completely-official; but it is, for me, an illustration of a
|
|
more general failure.
|
|
But I digress. My original intent was to provide a PLAYER'S critique
|
|
of the system, and so I shall. I just had to get that off my chest.
|
|
Really, I'm done now. On to bigger and better things. I want to address
|
|
two issues related to character creation in D&D: the determination of
|
|
character skills, and the arbitrary nature of the saving throw system.
|
|
In criticizing the TSR approach to the first of these I must admit up
|
|
front that the D&D game system has made some progress over the years. Way
|
|
back in the dark ages of First Ed. AD&D, skills outside those normally
|
|
given to classes (which consisted, and still consist, solely of fighting
|
|
abilities, spells, and thieving abilities) were almost nonexistent.
|
|
Players who wanted their fighter to know how do something else besides
|
|
bash things over the head could roll on a random table (again, those
|
|
random tables...) to determine a "secondary skill" - basically, one
|
|
single, solitary thing your fighter could do outside the general realm of
|
|
hack-and-slay. This led, naturally enough, both to a tendency towards
|
|
cookie-cutterism in character creation (since all characters are
|
|
essentially equivalent within classes, especially fighters); and a
|
|
distinct push towards the dreaded disease of Munchkinism, as naive and
|
|
malleable minds, clearly given the message that non-combat skills didn't
|
|
matter, pushed to optimize their characters for combat. We were all
|
|
guilty of this at one time or another, and I'm the first to admit it. My
|
|
claim is that the system pushed us to it, at least in part.
|
|
Clearly, Second Edition, with its long list of Non-Weapon
|
|
Proficiencies, is superior to this early failure. It is not, however,
|
|
sufficiently better to make it a good system. PCs are still limited to an
|
|
extremely small number of skills (usually around 3 or 4 for first level
|
|
PCs), which is not an impressive number. Additionally, getting better in
|
|
any one skill (particularly one that doesn't happen to be based on one of
|
|
your best attributes, which are randomly determined) is prohibitively
|
|
expensive; it makes much more sense to spend earned slots on new skills
|
|
than to spend them on feeble 5%-per-slot skill increases, especially when
|
|
those extra slots come along so rarely. Incidentally, this makes
|
|
non-hack-and-slash adventures more difficult to design, since the bulk of
|
|
the PCs abilities are still combat-oriented, and PCs tend to like to use
|
|
all the nifty stuff they've got written on their character sheets.
|
|
My second objection is to the completely arbitrary nature of the
|
|
saving throw system. Clearly, saving throws are a necessary and good
|
|
thing - who among us hasn't had a character saved from certain death by a
|
|
timely roll of the die? In addition, saving throws represent something
|
|
that makes sense in the "real world" of fantasy: sometimes, characters can
|
|
resist spells, dodge lightning bolts, have sufficiently stiff
|
|
constitutions to fight off poisons, etc.
|
|
However, the relationship between these concepts and the numbers
|
|
appearing on the saving throw table is practically nil. With two small
|
|
exceptions (high Wisdom adds to saving throws against certain spells
|
|
attacking the mind; a high Dex will add to saves involving a dodge -
|
|
whichever those are, which isn't clear), these saves are predicated
|
|
entirely on character class and character level. This means that a Cleric
|
|
with a sickly 8 Constitution (but at fourth level) has a better chance of
|
|
surviving a poison attack than a fighter with an 18 Con. (even if the
|
|
fighter is four levels higher). Dodging-type saving throws (primarily
|
|
against Breath Weapons, wands and certain spells) are similarly arbitrary
|
|
in nature, reflecting neither the character's actual quickness (except as
|
|
minorly modified by Dex - see above) nor any other significant measure of
|
|
dodging ability (fighters ought, according to the general D&D picture, be
|
|
better at dodging than wizards, but such is not the case, at least at low
|
|
levels). It also means that, especially for fighters, going out and
|
|
slaying lots and lots of whatever creatures your DM dishes up (orcs,
|
|
dragons, giant spiders, what have you), as well as picking up lots of
|
|
gold, increases your ability to resist ALL categories of attack -
|
|
including those you may never have encountered.
|
|
Finally, the categories on which saving throws are based --
|
|
paralyzation/poison/death ; rod/staff/wand ; petrification/polymorph ;
|
|
breath weapon ; spell - bear little if any connection either to a
|
|
realistic conception of a fantasy realm or to any theoretical
|
|
explanations I can come up with. Why "death magic", "polymorph" and
|
|
"spell" are three separate categories - and why different character
|
|
classes respond to these magical attacks differently - is beyond me.
|
|
Somebody had clearly been up too late a lmost two decades ago when these
|
|
rules were being written, and TSR hasn't had the guts (or the
|
|
creativity)to change them since.
|
|
I could continue my rantings, but a) I promised I would limit myself
|
|
to two pet peeves, and b) I suspect the editor is going to hack this
|
|
article apart as it is (who, lil' old me? -- ed.). Allow me to end by
|
|
restating what I feel to be the obvious: D&D, played well with good
|
|
players and a good DM, can be lots of fun. But for those who want more
|
|
control over character creation and a system that more realistically
|
|
reflects the world of "fantasy physics", I would recommend another game.
|
|
|
|
--------------------------------------------------------------------------------
|
|
RANTS AND RAVES #4: "Religion, Human Nature and Role-Playing"
|
|
By Tom Janulewicz
|
|
|
|
Working the 'Little People' into the Design and Operations Matrices of A
|
|
Fantasy RPG World . . .
|
|
|
|
I wish to address some matters arising from Mr. Ayres' article in the
|
|
last issue of this publication. His offering provided an excellent
|
|
jumping-off point for the consideration of macro-issues of which the
|
|
Fantasy RPG world-builder must be cognizant. In contrast I hope to offer
|
|
a cursory analysis of some essential micro-issues, the things characters
|
|
shaped by these overarching factors might encounter during the course of
|
|
their day to day lives. While it is true that in a heroic fantasy
|
|
campaign the Players often act on the larger political and economic stages
|
|
the bulk of their interaction occurs with the people who are merely the
|
|
product of these greater forces.
|
|
The overall environment in the run-of the-mill fantasy world is
|
|
essentially parochial. That is to say the social development parallels
|
|
its political and economic analogues. Even the most urbane and
|
|
cosmopolitan areas are still relatively backward. Such worlds are
|
|
inhabited primarily the low-status masses with little or no access to or
|
|
awareness of the political foundations of their worlds. Outside of the
|
|
occasional centers of population and political authority (which are for
|
|
some reason most often realized as a cross between a set from CAMELOT and
|
|
Los Angeles a la BLADERUNNER) these worlds are primarily agrarian,
|
|
containing peasant populations struggling for basic survival. Whether the
|
|
Game Master selects the popular feudal model or any of the other systems
|
|
Ayres suggests, the plain fact is greater distinctions matter little to
|
|
the great mass of people. Will they on some level be shaped by these
|
|
forces? Of course. Will they be terribly conscious of this fact?
|
|
Probably not. Indeed it is likely that their political sophistication
|
|
will not extend much past an awareness of the fact that there is a lord to
|
|
whom they owe allegiance and through whom they enjoy a certain nebulous
|
|
protection. Beyond that, the greater concerns are not strictly relevant.
|
|
In a world organized according to such a plan, the lives of the
|
|
masses will most likely find a center through the agency of the
|
|
macro-issue of Religion. Most RPG systems ignore this matter almost
|
|
entirely, a fact which flies in the face of historical evidence. In a
|
|
low-complexity society religion pervades almost every aspect of daily
|
|
life. The results of this force varies with the form of the belief system
|
|
but nevertheless it should manifest as one of the central organizing
|
|
tenets of daily life. As realized in a traditional role-playing
|
|
environment, it seems that Paladins alone have this sort of ideological
|
|
thread running through their lives, and their devotion is usually couched
|
|
in terms of a fanatically self-righteous devotion to The Good, not a god.
|
|
Worlds based on the African, Roman or feudal European models cited by
|
|
Ayres would likely organize along polytheistic, elemental lines. Most
|
|
natural forces would be ascribed to supernatural agents. Again, this is
|
|
rarely the case in traditional role-playing worlds. In these environments
|
|
it is most often the case that gods and demons exist in some sort of
|
|
spiritual supermarket. The Tome O' Narsty Critters and other such manuals
|
|
throw "Religious Monsters" into the mix with standard agglomeration of
|
|
orcs, kobolds, ochre jellies and the like (and Game Masters pick and
|
|
choose among these things with the same careless abandon the mundanes
|
|
reserve for choosing cat food).
|
|
Certainly the theological bogeymen are on a level of power and
|
|
invulnerability that is off any worthwhile scales but in play they are
|
|
still treated as basic monsters, albeit incredibly nasty and powerful
|
|
ones. Even in those cases when the appearance of such creatures
|
|
conditions serious negative reaction modifiers based upon sheer terror,
|
|
the terror was rooted in the creature's power.Basically, just an almighty
|
|
Presence Attack. There is little sense of, "Oh, look. It is one of the
|
|
racial enemies of my people, a creature I have feared since hearing the
|
|
campfire stories passed on since the dawn of time. Faced with this
|
|
nightmare incarnate I am totally incapable of any sort of response short
|
|
of dropping dead of fright." Indeed in the face of such terror made
|
|
rotting, suppurating flesh, the players somehow seem to find its Achilles
|
|
hoof. I contend that such power abetted by an adherence on the part of
|
|
the players to some sort of system of belief would lend a more believable
|
|
air to play.
|
|
As would a somewhat more reasonable treatment of magic. The manner
|
|
in which this force is treated in the fantasy world is patently ludicrous.
|
|
As I understand things, in traditional fantasy worlds mages are groups of
|
|
individuals who align themselves into similarly-minded, effectively
|
|
unregulated cliques, enact all sorts of strange behaviors, have quite
|
|
specific and ritualized codes of behavior and serve as conduits for
|
|
unfathomable power. It strikes me that this treatment flies in the face
|
|
of basic human nature. The beginner's D&D campaign tradition of having
|
|
mages tossing lightning bolts in taverns is clearly problematic. Given
|
|
the above postulated parochial and superstitious societies such behavior
|
|
should lead to the burning of quite a few magic users. The powers they
|
|
wield, if understood on any level, will most likely appear to the masses
|
|
as the product of demonic possession. If tolerated at all, it seems that
|
|
magic and its practitioners should be met with a certain amount of
|
|
suspicion.
|
|
Ayres alludes to a possible alternative to this condition in his
|
|
piece when he suggests that magic makes long-range, high, speed
|
|
communication viable. Given the already cliquish behavior of magic users
|
|
(and the fact that mages of different schools probably have more in common
|
|
with each other than they do with the common masses) it seems that mages
|
|
might attempt to exercise power in the political realm as well. Imagine
|
|
the authority of the Church in medieval Europe coupled with the ability to
|
|
tap into the very stuff of nature. This then is the ultimate realization
|
|
of Ayres' political vision.
|
|
|
|
--------------------------------------------------------------------------------
|
|
On Being a Minor Five-Star General #5: "Series Replay"
|
|
by Jon Howard
|
|
|
|
Gee, not only do I swipe the title of this column from someone else,
|
|
I've swiped this issue's subtitle from a magazine (The General, the
|
|
in-house wargames magazine of Avalon Hill). But it's appropriate here -- I
|
|
want to describe a recent game of Strategic Conquest that I recently
|
|
played. StratCon is a computer game from Delta Tao Software. It's a very
|
|
good game, with a wicked computer player -- even the programmer can't beat
|
|
it at its most difficult level (Level 15).
|
|
StratCon has a 60 by 80 square board (80 running East-West, 60
|
|
North-South). Units are very abstract -- there are Armies, Fighters,
|
|
Destroyers, Transports, Submarines, Carriers, Battleships and Bombers.
|
|
Pretty self-explanatory, but I should note that Bombers are one-shot
|
|
weapons that kill everything in their blast radius. Bombers made in the
|
|
first fifty days have a blast radius of 0, and every fifty days thereafter
|
|
the radius goes up one. A bomber with blast radius three can devastate
|
|
quite a bit of territory.
|
|
While you know the board's size and your starting location, you don't
|
|
know anything else about the world until you have a unit of yours next to
|
|
it to see it. At the start, almost all of the World View map is black. The
|
|
world itself consists of 15-18 islands, and you better know where the
|
|
islands are before you send unescorted (and very fragile) transports off
|
|
into the unknown.
|
|
I played today's game on Level 8. The computer started around the
|
|
middle of column 20, and I started around the middle of column 60. With my
|
|
starting position, I figured my opponent was almost certainly west of me
|
|
and started sending Fighter flights that way while taking the rest of my
|
|
home island with Armies. As soon as I took a port, I also started to build
|
|
a Transport.
|
|
No problems for the first 40-50 days. I finished taking over my
|
|
island and used my Transport to grab the islands west of me that I had
|
|
found. I also made a second Transport to colonize east of me and built
|
|
Destroyers for sea control duty (i.e. finding his islands and making sure
|
|
the computer couldn't get to mine.)
|
|
The peace and quiet couldn't last forever, though. The computer and I
|
|
made serious contact around day 50. We had skirmished and traded a few
|
|
Destroyers already, but now we wanted the same island. This island (I'll
|
|
call it Central Island) was around column 40, a little below the center of
|
|
the board, and was long enough north-south that whoever controlled it
|
|
would be well on his way to blocking off half the board and keeping it
|
|
safe.
|
|
Northeast of Central Island was a smaller island -- call it Island
|
|
Two -- that I had already taken from him. We both had a lot of our naval
|
|
and airpower strength up there. I decided to hit Central Island from the
|
|
south instead. One Transport with six Armies and another with two Armies
|
|
landed almost simultaneously, supported by three Destroyers intended for
|
|
shore bombardment and general nastiness and a Carrier with two Fighters
|
|
for air support. I grabbed the southernmost city immediately but bogged
|
|
down trying to take two cities north of it. It took another Transport
|
|
landing, Fighter reinforcements and a week to secure them, but my Armies
|
|
finally marched north to take the last city on Central Island.
|
|
Meanwhile, back at the ranch . . .
|
|
While the sea to the south of Central Island was quiet, up north was
|
|
very loud. I had been able to build several Carriers and Battleships --
|
|
but so had my opponent. We battled back and forth for control of the
|
|
straits between Island Two and Central Island, as well as for the straits
|
|
between Island Two and the north edge of the mapboard. If I could hold
|
|
these bottlenecks, he wouldn't be able to put naval units in my waters. If
|
|
he could hold them, I would lose control of my seas and would be unable to
|
|
sail Transports without heavy escort. The battle seesawed for weeks. I'd
|
|
send a Battleship in and he'd sink it with a Submarine. He'd send in a
|
|
Carrier and a Submarine and I'd sink both of them. Destroyers were going
|
|
down at an amazing rate. It was so desperate that at some points I had to
|
|
deliberately sacrifice Destroyers to keep Battleships busy while I brought
|
|
extra Submarines up.
|
|
At this point, though, I had the advantage in production -- more
|
|
cities, and therefore more naval units. After almost 50 days, I could
|
|
finally say I had control of the straits.
|
|
Just before that point, I managed to take the final city on Central
|
|
Island. My Armies had been slowed down by three separate Transport
|
|
landings from my opponent. I was able to sneak Destroyers up the southern
|
|
sea, however, setting up a patrol around the western edge of the Island.
|
|
After cutting of the supply of new forces and with the help of large
|
|
Fighter reinforcements, I was able to eliminate the final computer Army
|
|
from the island.
|
|
I was in a pretty nice position. I had at least half the board
|
|
solidly mine, including complete control over the seas. I had at least
|
|
half the cities, so the computer couldn't out produce me. I could send
|
|
enough naval units into the western sea to harass his naval operations.
|
|
What convinced me I had the game won, though was sailing Destroyers
|
|
through the southern sea to the southwest part of the board and finding
|
|
neutral cities there. I had turned his flank by taking the Central Island!
|
|
I now knew he was concentrated in the northwest, and I knew that he was
|
|
much shorter on cities than I was. After I invaded and took another island
|
|
of his with seven cities, then called in a Bomber striked on a port with a
|
|
Battleship in it (eliminating the Battleship andd making the port a
|
|
neutral city), the computer surrendered.
|
|
|
|
I guess the reason I like playing wargames is that they really force
|
|
you to think. You have to decide what your main strategy will be. Which
|
|
direction will you push in? Will you go for a big Navy, a big Army, a big
|
|
Air Force or some combination of the three? You have to decide economic
|
|
matters: which cities will produce what? Is it safe for me to produce a
|
|
Battleship that will take 18 days to make in a city near the front that
|
|
could be taken? At the same time, tehre are the smaller decisions. How
|
|
many Armies should I invade with? Which cities should I base my Fighters
|
|
in? How should I set my Destroyers to patrol? When I'm playing, I have to
|
|
think both in immediate terms and in long-range terms, and I have to
|
|
bealbe to see how the two interact.
|
|
Most importantly, I have to do all this knowing little to nothing
|
|
about how strong my enemy is or where it is or where it will attack. For
|
|
all the factors I know about, there are even more I don't know about.
|
|
When I decided to hit the southern end of Central Island, I had no
|
|
idea if that was a good thing. I was wagering that most of his strength
|
|
was up north, but I couldn't tell. if I had guessed wrong, my attack, and
|
|
the units in it, could have been chopped into tiny little pieces. That
|
|
day, I guessed right.
|
|
It's knowing that you have to make the correct guesses with not
|
|
enough information that makes the games so much fun for me.
|
|
|
|
Anybody up for a game of Third Reich?
|
|
--------------------------------------------------------------------------------
|
|
Review: "Magic: The Gathering"
|
|
by Douglas R. Briggs
|
|
|
|
"Okay, I'll tap one to put out the black vise, and I'm done."
|
|
"Aagh. I've got three extra cards, so I'm down to two life point
|
|
now. But I'll play a mountain, tap it and everything else I have except
|
|
for this forest, and play this eight point earthquake, and then tap the
|
|
forest to prevent the damage with my Circle of Protection: Red."
|
|
"I don't think I can do anything. I'm hosed."
|
|
Though it may seem like a poorly choreographed fight from some
|
|
obscure gaming system, this is actually the bitter end of a game of Magic:
|
|
The Gathering, a new card game from the Wizards of the Coast and Garfield
|
|
Games. The players (which can number as many as you like) are opposing
|
|
wizards, each of whom has a deck of cards representing the wizard's
|
|
repetoire of spells. The object is to use your own spells to destroy your
|
|
opponent while protecting yourself from damage. While this in itself is
|
|
nothing new, the game combines the popular draw of fantasy with the
|
|
attraction of collectible items and the highly desirable quality that the
|
|
game is never the same.
|
|
As a wizard, you cast spells, which have a cost in units of power, or
|
|
mana. You have land at your disposal, which can be tapped to yield its
|
|
mana for that turn. You can then use the mana from some or all of your
|
|
lands to power spells. Some spells require specific types of mana, while
|
|
others do not. For example, playing the black vise mentioned
|
|
aboverequires no particular kind of mana, but the fireball requires at
|
|
least one mountain be tapped, which will yield one unit of red mana. You
|
|
can cast spells to summon creatures, to destroy or change cards in play,
|
|
to prevent damage (like the Circle of Protection), or even to counter
|
|
other spells as they are being cast.
|
|
To play the game, you buy packs of cards, which come randomly
|
|
assigned in each package. There are 302 different cards in all, some of
|
|
which are "uncommon" or "rare," and it is indeed difficult to collect all
|
|
the cards by buying packs. It's usually much easier to trade your own
|
|
duplicates (of which you will amass a number) for cards you don't
|
|
have.Also, if you somehow decide that you can live without your "Lich" or
|
|
"Lord of the Pit" or "Sea Serpent," you can trade away something you can't
|
|
use for something you really need.
|
|
There are three unfortunate drawbacks to the game, two of which might
|
|
eventually be eliminated. The first is that the rulebook included in a
|
|
starter pack of 60 cards is useful for summarizing the game, but when the
|
|
game becomes complicated (as it invariably does), the rules are sometimes
|
|
too ambiguous to be really decisive. One can get around this by keeping
|
|
up with the ongoing rules discussion on the Usenet newsgroup
|
|
rec.games.board or subscribing to a listserver run by Garfield Games which
|
|
publishes a "digest" of the Usenet articles. The other drawbacks are that
|
|
the packs of cards are a little expensive ($2.45 or so for a booster pack
|
|
of 15 cards, $8-9 for a starter pack of 60 cards), and that the cards
|
|
themselves are of mediocre-quality cardstock. Hopefully, since the
|
|
Wizards of the Coast seem to be making money hand-over-fist with this
|
|
game, they will upgrade to a higher quality of card and be able to provide
|
|
the cards more cheaply as the game itself gains popularity. To be safe
|
|
though, you will need to be careful while handling and especially
|
|
shuffling your cards, since they can be damaged more easily than normal
|
|
playing cards can.
|
|
|
|
SUMMARY
|
|
Game: Magic: the Gathering
|
|
Manufacturer: Wizards of the Coast (Garfield Games)
|
|
Price: $2.45 (booster deck -- 15 cards), $8.50 -- 9.00 (starter deck --
|
|
60 cards)
|
|
Game Length: typically 15 -- 30 minutes, about an hour is the longest
|
|
I've seen.
|
|
Pros: Some very impressive fantasy artwork on the cards,
|
|
collectibility, unique games every time.
|
|
Cons: Cards are somewhat expensive and fragile. You need about 120
|
|
cards to put together a sufficiently competitive deck.
|
|
Overall Comments: "Highly addictive" game, definately worth the price
|
|
of starting up if you know friends who will be playing, as well.
|
|
Rating: **** (of five)
|
|
--------------------------------------------------------------------------------
|
|
Top Ten Reasons why the Federation doesn't use cloaking devices:
|
|
|
|
10) Test vessels keep disappearing and are never seen again.
|
|
|
|
9) Head of Starfleet has Bugblatter Beast Syndrome and thinks
|
|
that if the enemy can't see us, we can't see them.
|
|
|
|
8) Insurance company won't cover accidents involving two cloaked
|
|
ships colliding into each other.
|
|
|
|
7)
|
|
|
|
6) Afraid it would make it too easy for Kirk to steal another
|
|
ship out of the docking bay.
|
|
|
|
5) It wouldn't help anyway, Q would still find them.
|
|
|
|
4) Don't want anyone to find out what _really_ happened to
|
|
Pulaski.
|
|
|
|
3) External shots of the ship would be extremely dull.
|
|
|
|
2) Don't want to admit that for once, Klingons had a really good
|
|
idea.
|
|
|
|
AND THE NUMBER ONE REASON IS...
|
|
|
|
1) Mike Okuda and Rick Sternbach can't find the model they made
|
|
of the cloaked Enterprise.
|
|
--------------------------------------------------------------------------------
|
|
|
|
LEGION OF BITTER ALUMNI #8 is out on paper, and will appear on the net as
|
|
soon as I format and upload it.
|
|
|
|
LEGION OF BITTER ALUMNI #9 needs submissions! My deadline is August 26,
|
|
1994 and I'll go to press (on paper at least... :-) August 29. Send me
|
|
stuff! Have a great summer!
|
|
|
|
-- Chris Aylott
|
|
--------------------------------------------------------------------------------
|
|
|
|
|
|
|