Soonish: Fun Science and Funny Pictures

“Soonish: Ten Emerging Technologies That’ll Improve and/or Ruin Everything” by Kelly and Zach Weinersmith (a scientist and a writer/cartoonist, respectively) is probably one of the best books on the market for the casual sci-fi/tech nerd who wants a break from fiction. The basic premise is exactly what the title states, focusing on ten different technologies we can see on the horizon. It breaks them down into where we currently are, where we’re going, what the technology could mean, and then how it could ruin everything. A liberal dose of background information, interviews, jokes, and short comics is sprinkled throughout, keeping the science-sections from getting too dense.

Probably the coolest part of the book, for me at least, was how they were able to take turn some incredibly difficult science into an informative book that people would be able to understand and enjoy. The metaphors for the more complex bits of physics when they wrote about space elevators are clear and fun. The examples used to illustrate (literally and metaphorically) their points about space travel are easily grasped and, from what I understand, surprisingly accurate. Even the comics sprinkled throughout add to the reader’s understanding in addition to delivering quick jokes.

The biggest downside was how hard it is to read in large chunks. There’s so much interesting information packed into each Chapter that I haven’t actually read more than one a chapter in a single sitting. I usually wind up taking a break so I can digest what I’m learning and let it get comfortable in my brain before I start reading the next chapter. Which isn’t to say it’s poorly written. The Weinersmiths did a great job of making the entire book a delight to read and I’m excited to read each and every chapter. I just wound up reading only one chapter a day and starting another, much simpler, book to read after my daily chapter.

The other side of the problem is that I have a lot more interesting conversation topics now that I’ve learned so much about space elevators, interstellar mining, and programmable matter. While these things don’t come up very much in my typical day-to-day conversation, I’ve now got a lot of excellent ammunition for the next time my friends and I decide to drink and talk about how cool the future could be. I’ve already used some of what I’ve learned to start a discussion at work, during a meeting, since one of my coworkers used to work for an elevator company and a few others just love talking about future technology over lunch. This book is easily worth getting just for the conversations it starts.

My favorite part of the book, and what I consider to be the reason the book is so delightful to read, is the sheer enthusiasm the Weinersmiths pumped into Soonish. Even after a few years of research, writing, revising, and editing, you can still feel just how excited they must have been to learn about everything they covered in the book and there are even a few panels of comics in the book that show it plainly. If you follow Zach Weinersmith’s comic, SMBC, you can see a bunch of comics he wrote about it, scattered throughout the past year, showing just how enthusiastic he and his wife were. Reading a work of passion is always a much better experience than reading something someone felt forced to write.

I suggest picking up a copy of the book for your coffee table or library. It is on sale pretty much everywhere, right now, so I suggest getting it now while its cheap. Or later, when it’s less cheap. This book is easily worth thirty bucks.

I’ll Never Forget

Writing serial fiction is much harder than I anticipated and this particular story is giving me trouble. Since I don’t have that to post yet, have a bright poem about smiles to counteract the miserable winter weather I’m experiencing.


A brief little flash, a proudly-worn curve,
A tentative quirk, a break of reserve:
A twist of the skin caused by a nerve
Is all that I need to blithely observe
The mark of spirit that’s always in style,
That which we so simply call a smile.

I remember much, at least as of yet.
Though places and names, reasons I’m upset,
My first loves, injuries, and childhood regret,
Are all things that I will likely forget;
I will never lose, no matter the while,
The sight of a face creased in a smile.

Tabletop Highlight: Critical Fails

Critical failures are some of my favorite parts of Dungeons & Dragons as a Dungeon Master. I don’t particularly enjoy my players failing at something because I generally want them to succeed, but it certainly opens the moment for some interesting improvisation on my part. A healthy dose of random interjection keeps even the mundane parts of a campaign from growing stale.

I’ve introduced new enemies, added a whole layer of complexity to my world, and even killed someone else instead of the person who just rolled three 1’s in a row. People really ought to be more careful when they’re shooting into melee combat, really. They also need to stop accidentally summoning Outsiders to the material plane, thereby ushering in the eventual collapse of the universe because Outsiders are pure entropy and cannot be killed because entropy can’t be killed without breaking every law of the universe. And then you have bigger issues than entropy.

Aside from attack rolls, there are a few other critical fails that can be a lot of fun. Catching something or throwing something is a stat check using dexterity. If a player rolls a critical fail on a toss or a catch, it can be a lot of fun to describe what got broken by the fumbled throw. My personal favorite strength check failure was the giant, manly barbarian getting a splinter from the door he was trying to break down and being unable to do anything until he got it removed. A close second was the drinking contest. The Dwarf was trying to bond with the half-goliath barkeeper and decided drinking copious amounts of alcohol was the best bet. The dwarf lost, of course, but the fun was in describing how he got blindingly drunk and accidentally drank the barwoman’s dishwater. He burped bubbles for forty-eight hours because he didn’t even fish the bar of soap out of it first.

For saving throw’s, the fails are often a little more catastrophic. Just last night, one of my players turned into a water-breathing creature so he could avoid drowning in the swamp (a crocodile had tried to drown him and failed). Since it was a bunch of still, disgusting water that he spent a while swimming around in without doing anything about his open wounds, I had rolled a secret save versus disease, just to see what would happen. He rolled a 1 and thus caught an ingested disease because he kept accidentally swallowing swamp water while trying to breathe it. Good times. Waking up blind is always a great way to start the day.

In less extreme circumstances, critical failures just make for great flavor. Have someone critically fail their save versus a magical attack like a fireball? Throw in a comedic moment where they miscalculate and take cover behind something that’s just going to make the explosion worse, like a source of tinder or something easily flammable. Crit failing their Reflex save to avoid a trap? Have them dive the wrong way or have them just leap straight up in the air. Crit failing their Will save to see through illusion? Have them enthusiastically participate in the illusion. The possibilities are endless if you’re quick on your feet.

Past experience has taught me that there’s an important line to walk as a DM between throwing in extra penalties for critical failures and just adding flavor. If the moment is super tense and everything rides on this moment, be wary of adding flavor. If everyone is caught up, they likely have their own mental images of what is going on, so you want generic details that will meld with whatever they’re seeing. Penalties make this easier as you’re adding a new aspect to the image rather than changing something existing, and you can always add flavor on top of a penalty. If someone just failed something very routine, penalties can cause the session to drag, so extra flavor is usually the way to go unless you have something important hinging on this routine task.

The great thing about being a DM is realizing that all rules are situational and that you are the ultimate arbiter of what is right when you’re running a session. Figure out how you like to use critical fails and hope you get enough opportunities to put them to use. All that really matters at the end of the day is that everyone is having fun, whatever form that takes.

Horror Movie

He knew his apartment did not have a good setup for horror movies, but he couldn’t resist them. His couch only fit in the living room with its back to the rest of the apartment and the room was too narrow for other chairs. Even the constant creaking of floors and the furtive sounds of movement whispering through his walls couldn’t convince him of his folly. Attendance at his viewing parties had dwindled after he moved here and now he watched horror movies alone.

He was used to surround sound from his old apartment, so he didn’t notice that not all of the sounds were coming from his home theater until the first thing fell off his counter. After fixing the mug’s handle the following morning, he kept a closer eye on his kitchen and a closer ear on the sounds of his apartment. He took careful note of every sound made by the neighbors and wrote down every creak of walls as the building shifted in the wind.

The following movie night, he was ready. It was a zombie flick he’d seen before, but he picked it because it had always sounded fake to him. As the movie went on, he noted every noise that came from behind him, glancing over his shoulder for the source. He saw a pan hanging beneath his cabinets shift in the still apartment air and noted that as well.

For three weeks, he took notes. At the start of the fourth movie, he shifted so he was sitting on the floor in front of the couch. He had his notebook ready, but he heard nothing from behind him. Once the movie was over, as he headed off toward his bathroom and bed, he heard something new.

Thanks for moving.

Saturday Morning (Evening) Musing

Today was a nice day. Tomorrow marks three months with my girlfriend. That’s not a whole lot, objectively speaking, but it’s longer than most of my relationships have lasted so it feels nice to reach and mark it. Since we’re both busy tomorrow, we met up for a bit today to just spend some time together and we wound up spending most of it grocery shopping. We both love to cook, so it was preparation for both of us to spend the afternoon cooking. She was cooking meals for a friend who just had a baby. I was cooking because I wanted stew, my bean dip, and cider.

I, of course, had to clean the entire kitchen before I could start. It was too dirty and covered in dishes to cook, so I had to make some space and clean my surfaces. At the same time, it feels very good to get something visibly clean and I find it mentally refreshing. Part of cooking is, for me, imposing order on disorder. Taking several disparate things, my own knowledge and culinary senses, and bringing it all together to make something better than all the parts on their own.

Right now, my dip is made, my stew is simmering (to thicken), and my cider is delicious. It feels good to sit back and lent the scent of all of my creations wash over me as I watch the Overwatch League matches I missed during the day. I’ve got friends coming over to help eat the food I’ve made, and a nice warm house to enjoy during this cold weather. I’ve got no chores that need doing, no errands that need running, and no pressing business to attend to other than my writing and stirring the stew.

I catch myself thinking of the future a lot, of when I’ve finished paying off my student loans and finally settled down to live comfortably as I try to make ends meet as a novelist. I think about how quiet and peaceful my life could be, how idyllic my life would become. On days like today, I feel like I catch a glimpse of this future. Like I’ve gotten to look through a window into the eventual life I’d like to live. The problem with that idea, though, is that it does a disservice to my life right now. Sure, I have student loans and a good job that I don’t hate, but are those really reasons that I can’t build the life I want today?

There’s a reason we use words or phrases like that when we talk about the future. There isn’t one part that just magically makes it all come together, just like there isn’t a “right time” to start. We have to work on the life we want one step at a time, one thing at a time. I think I’m going to try to focus on that idea a little more often and let myself enjoy days like today as a solid step toward the life I want to lead.

My Words

My words are precious to me:
Little puffs of warm air
That I constantly heat
By clutching them tight
To my chest and heart
Even when they grow too hot
And burn my hands
As they attempt to flee.

My words are few and quiet
When they are voiced at all:
Hoarded and groomed until
I am certain they are ready
For whatever task is at hand,
Yet they remain fragile things
That cannot be used again
Once I have let them go.

Many words are worth little
While few words are worth much:
Communication is expensive
But can be bought with either,
While understanding is expensive
And drives a hard bargain–
Often requiring many words
That had once been counted few.

My words are worth more to me
Than any amount of money:
People say that words are cheap
And some, in fact, may be,
But I think words are the currency
People use to buy and sell
Ideas, emotions, and knowledge
In the market of civilization.

Most of the time, when I talk,
I use words that are not mine:
I wrangle words from the air
And let them pass through me
So that they sound like mine
But only on the surface
As my own words are too few
For mass communication.

My words are precious to me:
Little slivers of my soul
All bound up in breath
Like wisps of vapor in winter,
Puffing from my open mouth
As I move through the world
And do the very best I can
To share some of my warmth.

Horizon Zero Chill

I’m going to preface this by saying I really enjoy playing this game. No matter what else I say, and I’ve got a lot to say, I really enjoy playing this game and can’t wait to keep playing it once I’ve finished creating my blog buffer.  The combat is rewarding, all of the action moves feel incredible, and the lore is just waiting for you to stumble over it. The skills you can unlock by leveling up feel diverse and any one of them can have an incredible (positive) impact on my play style.

I’ll admit my first impressions weren’t super positive. Having never owned a PlayStation anything, I consistently bear a minor grudge against all exclusive games on a platform I never intend to buy. A grudge that grows in size depending on how cool the game looks. Sure, I have access to one now since one of my roommates owns a PS4, but the game looked so cool when it came out that I made myself wait about four months before I bought it. Somehow, I managed to avoid all spoilers for the game, so I was essentially going in blind other than what turned out to be a few unfortunate comparisons to Breath of the Wild.

I say unfortunate because the comparison does Horizon Zero Dawn no favors. HZD is much more focused on lore and story-telling. Characters will constantly tell you all sorts of really interesting information about the world and what has happened in its recent history. Also, and this was the biggest problem for me, you can’t climb everything. There were so many times I had to settle for hopping up a pile of boulders or finding a way around the cliff rather than just being able to scale it. It isn’t really a problem given HZD’s preference to make you feel like there’s danger around every corner, so being forced to walk around more requires you to get really good at sneaking or decent enough at combat that you can eliminate several robo-beasts as you’re trying to find a path that leads up to the top of the cliff. Or ruined skyscrapers (which are so freaking cool).

Probably the best comparison between HZD and BotW is in their atmospheres. I absolutely love the atmosphere of HZD. Both maintain an air of neglect, decay, and loss but BotW veers toward melancholy and then focuses on what is now gone forever while HZD turns toward attempts to understand the mysterious and forgotten past. Around every corner is some relic of a past that is slowly revealed through text or audio dumps that hint at what was going on in the world before civilization collapsed. Everything from the various machines you encounter to the remnants of cities or bases you can explore works to paint a picture of a world that was headed toward the collapse you know happened.

One thing that I’m still on the fence about, which is the reason for the title, is how every robo-creature you kill lets out a keening scream as it dies. It is a really nice effect, making each of the kills feel rewarding and real, but stealth kills also result in loud noises and nothing seems to notice the death cries of anything. If you stand around and gawk once you’ve killed something, THEN something might notice you. There seems to be almost no concept of noise and some of the line-of-sight stuff can be confusing, too. You can walk within a dozen feet of something and it won’t notice you, but it’ll watch you from a mile away if it noticed you and ran away, no matter how much you attempt to sneak or hide.

I have a few other gripes, but it’s mostly stuff about what I prefer in video games. Stuff like particular movements the character models make, word choices and personality stuff, the way they wrote some of the lore. Nothing of importance. Any negativity is far-outweighed by how much fun it is to sneak around and look for new lore. I can’t marathon it the way I could marathon BotW, but HZD is definitely something I try to play for at least a little bit every day. If you haven’t played it yet and have the means to do so, I suggest picking up the complete edition and playing your heart out.

Review: Stop Dragon My Chair Around

I honestly can’t believe I didn’t hear of The Dragonbone Chair by Tad Williams until just last year. Well, I should say that I wasn’t really aware of it until last year. I’m pretty sure I’d heard mention of it before, I just didn’t really register it as something I should read, which is surprising. This book (and the subsequent two books in the trilogy) is actually quite famous in a lot of fantasy circles as it was one of the main inspirations for famous authors such as Patrick Rothfuss and George R.R. Martin, urging them to go ahead and write their own fantasy stories. A product of the late 70s and 80s, it followed on the tail of the Tolkien craze but took a firm step in a different direction.

While Tolkien’s works were an attempt to create a mythology for England, inspired by the Nordic cultures around England, The Dragonbone Chair is an adaption of the Arthurian tale mixed with a few popular and more-modern elements, such as politics, character development, and more swords. Everything is better with more swords, generally speaking. Armories, wars, training regimens, the list goes on and this book has them all!

The protagonist of the Dragonbone Chair is a simple kitchen scullion, Simon (or Seoman if you’re using his formal name) as he explores his castle home, rises to become the assistant to a doctor, and then is launched into the wider world by events beyond his control. Throughout it all, he acts exactly like the teenaged city boy he is. He loses track of time and has difficulties with his studies because he is too busy day-dreaming and trying to learn about great battles or magic. He struggles to survive in the wilderness as you’d expect, even though he has some basic survival skills. He is clumsy, but genuinely kind and manages to hold onto that quality as the story progresses and he encounters trouble after trouble.

Simon, and the other characters, are easily my favorite parts of this book. Simon is human, but so is everyone else in the story–even the non-humans. There is a wonderfully diverse cast–mostly in attitude as there are few female characters in this series (I’m pretty sure this book wouldn’t pass the Bechdel test). The main female character, Princess Mirimelle, is introduced later in the book, though she features rather heavily from there on. Mirimelle may make rash decisions just as Simon does, but she is much more deliberate in her choices. Her composure under pressure and in unfamiliar situations provides a calmer contrast to Simon’s more emotionally-driven actions.

All of the characters are wonderful, from the scholars to the soldiers, to the royalty. Every single one of them has their own motivations and goals, but the story does a wonderful job of weaving them all together despite that. Because most of the story is told from the perspective of a younger person, the first half has a pervasive sense that everyone but the protagonist knows exactly what they are doing. Thankfully, this illusion is swiftly dispelled as soon as you start to read chapters or sections from the perspective of other characters, not too far past the halfway point. All of them have their struggles, their failings, and their moments of doubt or weakness.

The biggest problem I had with the story was the pacing. There were a lot of wonderful characters to read about and a lot of very interesting information to take in, but it was actually difficult to sit down and read sometimes. Not because it wasn’t a fun or interesting story, but because there was just so much information imparted in the first third of the book. As short as the book is compared to the final volume in the trilogy, it felt like a much longer read because the pacing and information overload made me want to put it down after an hour so I could rest a bit.

There’s so much to discuss about the book that I’ve had to re-write this review four times to make sure I actually focused on reviewing it rather than geeking out over the mythology and how this story has influenced other stories that I love. I’d rather do that in person, over a beer or a cup of coffee, anyway. I suggest reading the book and then convincing other people you know to read it so you’ve got someone to discuss it with.

Two Lines on a Plane

Today I met my soul mate.

There was no blinding light,
No deafening sound,
Just the washed out pale shine
Of sun through moody clouds
With the soft shuffle of shoes
And the susurrus of amiable voices
As we made our way to and from lunch

A quiet talk of no import
Stole my focus for long enough
To nearly miss what I found:
A pair of eyes aimed at me
In which I saw myself reflected.

Never before have I seen eyes
That look out at the world
The same way that I so often feel:
A passenger along for the ride
Whose interest lies in seeing all
And feels no shame in just looking;
Confined to an inadequate room
With only two windows to serve
As portals to the rest of existence;
Curiosity unhindered by practicality
And hungry to learn everything
That the world has to offer.

Eyes that looked out at the world
And all of the people who passed by
The same way I often stare
As I walk through my days,
Eyes that saw me the same way
That I have seen so many others,
Eyes that looked at me and wondered
What story there was to tell beyond
The space I occupied along their path.

Seconds passed as I took them in,
Step followed step as I saw
Eyes I never dreamt I’d see
In a face so different from my own
And I wasted my voice on idle chatter
While hoping my eyes would meet these.

Eyes that moved passed me.

Eyes that I’ll never see again.

 

Tabletop Highlight: Tak

I love strategy games. I was in the Chess Club during high school and enjoyed learning to play Go in college. I ran out of people willing to play with me before I ran out of willingness to play either of these timeless classics. I’ve always been on the lookout for new games like those, but most of them wind up being fun but lacking in complexity. I’d wind up with one or two winning strategies I could pretty much rely on and I would soon start to miss the variety of play that Go and Chess afforded.

One the other loves of my life is books by Patrick Rothfuss (Primarily the Kingkiller Chronicles, since I feel his “children’s” books lack the narrative complexity I prefer). In one of his books, Wise Man’s Fear, the protagonist (Kvothe) is introduced to a popular strategy game and taught at least a little bit of the larger strategy of it by repeatedly getting his ass handed to him. His tutor, a noble who has been kind enough to also teach him some of the rules of the particular high society Kvothe has found himself in, wants to play a “beautiful game” rather than simply win and highlights the differences for Kvothe. Unfortunately, the book doesn’t actually go into enough detail to learn to play the game. Fortunately, Patrick Rothfuss teamed up with an excellent game creator so that we could all learn to play it and buy really cool board/piece sets.

Tak, as the game is called, is conceptually simple. Build a road of your tiles from one edge of your game board to the opposite. The board can be any size beyond 4×4, and the number of pieces available to each player changes accordingly. The larger the board you’re using, the more complex the game you can play. In addition to the horizon “road” tiles, you can place them vertically for “standing stone” pillars that prevent the other player from moving or building their road through that square. On your turn, you can choose to move any tile or pillar you’ve placed to an adjacent square, placing it on top of anything but standing stone pillars. Once you’ve made a stack, whoever controls the piece on the top of the stack controls the stack. Once you get beyond 4×4 boards, you get a piece called a “capstone” that is like a super pillar capable of flattening standing stones into road tiles.

The strategy required to build your road grows in complexity and potential cleverness as the size of the board increase. While I can see how some brutal math and efficient use of tiles and pillars could easily net anyone a win, I can also see what Patrick Rothfuss’ characters spoke about in his book. I want to play a beautiful game, with clever tricks and a victory that snatches a win from the jaws of defeat. I have already played a few games that saw me win by unforeseen means, completely shocking my opponent as I unfold my route to victory. I’ve also played the brutal, fast matches. If either player starts playing like that and is halfway decent, there’s no way you can win other than to play just as brutally. A beautiful game requires two participants and I’ll admit I’m lacking in a good foe.

Not because I’m better than everyone else–I’ve got about a 60% win rate, so I’m hardly undefeated–but because I’ve yet to find someone who is willing to put in the time and effort to learn the game to the degree one would need to in order to start using some of the more clever strategies. I’ve yet again run into the issue of not having enough willing opponents to enjoy an excellent strategy game.

Which Tak certainly is. I don’t know if it will remain as timeless as Chess and Go are, but I can definitely see myself enjoying this game for years to come. You can play it with pretty much whatever pieces you want and an imaginary board once you know the rules. Or you can buy yourself one of a variety of very nice Tak sets here.