@bobotron said in Tablet Suggestions:
Hey guys. I'm in the market for a new tablet. I'm looking for something with a minimum of 4GB RAM and Win10, would prefer a 2-in-1 style with detachable keyboard. I've been digging around online and the options are huge and various. Anyone got any that they use/like that they'd suggest? Budget is up to about $300 or so. Need it for light gaming via steam, word processing, web browsing. PDF usage and markup.
The best I can think of is finding a used Surface Pro 3, which will be about $390. (They're $700-ish new.)
I went with the Under Armor Contender for price and recommendations here.
Got it today. I took a Lyft to work because I'm having a really bad fibro day, but I'll be bussing it home, so we'll see how it does then for back support/pain. :)
Dear Dev Diary,
Today I convinced the editors that a non-transitive asymmetrical ratings structure of custom tier counts per Kith, Keeper, Court and Page number would best represent the Lost.
A huge thank you to those that reviewed the piece and gave feedback.
I take it as a sign that it was an enjoyable read in that the only notes that I got more than one of could be summarized as: 'I want more.' (Longer story overall, more backstory, etc...)
I polished the story up a bit and got it sent off today. So maybe, just maybe, I'll have a second publication to share with you all soon. :)
@auspice said in NaNoWriMo:
@sparks said in NaNoWriMo:
I remember the Seattle group being pretty good about three or four years ago, but I haven't really involved myself in the bigger NaNo community the past couple of years. I just haven't had the time or the energy for the bigger meetups. I'm sad that you had bad experiences with them. :(
It seemed to be run by a few bffs around college age. All write-ins / meetups were downtown and their opinion on non-downtown gatherings were 'you can plan it but we won't put it on our calendar or help you get the word out in any way because it's not OFFICIAL'.
Oh, yeah, no. A few years ago whoever was running it was making a point to have usually 3-4 write-ins going at a time, at different coffeeshops and such, all on the calendar. On the grounds that smaller neighborhood-focused write-ins were probably more manageable than single big ones. (The exception being the November 1 midnight write-in which was usually huge and done somewhere like Southcenter.)
That's super unfortunate. :(
My biggest piece of writing advice: stop in the middle of a sentence or paragraph. I've found it does wonders for me. I don't write until the 'thought' (as it were) is done but I stop while I still have ideas. It gives me a place to dive in the next day without hemming and hawing over 'what' to write. Once you're in the groove, it's easier to keep going.
I learned this from one of the classic authors. I forget which, tho. :\ But it totally works.
I do often try that. I've also been using some of what I picked up from Mary Robinette Kowal at SIWC this year, about how to deal with writer's block. So far it seems to have helped.
(Also, if you want my SIWC notes, btw, as a fellow writer, feel free to peruse them. Some of the workshops, the notes haven't been great, but for some of them they've been pretty useful. SIWC'17: Diagnosing Story Problems are my notes from Kowal's workshop on writer's block and editing.)
I've had my starter in the 'fridge for the past couple weeks, since I didn't need to make bread. But I'm on my last loaf, so it's time!
I also bought a new jar to keep the starter in, so I can have my mixing bowl back (and make moar starter).
Hopefully I manage to revive it without fucking up.
DR is national larp, where individual chapters buy the licensing rights and run their local games. This leads to a mix of quality- some games are plot heavy and some games are super plot light and its a lot of larp combat all weekend with not much else.
The premise is interesting but having personally tried DR, I don't think it executes very well. This isn't really premise related. It's more that the franchise has been around a few years now and inertia has kind of mired it in its problems.
The three main difficult bars for entry for DR are (imo):
U R Trash Mob: The way XP and sheets work in DR is that older PCs who got into the ground floor start of local chapters have way, way, wayyyyy more skills than people who are starting out. As a result, it in reality takes 1-2 years before your PC can be effective at many things because there are already PCs who are established and way more effective (sheets and points wise) at the thing you want to do. Some people are understandably not interested in sinking 2 years+ of weekends, game fees, and sleepless nights getting rained on for the pleasure of all that. Others? They're not playing for those reasons so they don't care. YMMV.
Starting Solo Sucks: It's possible. People do it. But its harder and its not fun. Survival in the game is a single burden, which can really break your experience in terms of combat and resources. But the way DR functions is that it lends itself and is much more supportive of group concepts. Single/solo players often have a hard time getting integrated into a larger group, which isn't unlike some of the problems people sometimes have on MU*s where group concepts get better returns on their fun and efforts. You can reach out out to DR players and try to get meshed into a group before you start playing which tends to be a little better.
No Sleep Till Monday: DR (and a lot of larps) thrive on boffer combat. DR tends to like to send constant waves of zombie NPC mobs at players all night and through most of the day. The result is - you get very little sleep for 36+ hours. For some people, that heightens the experience but for others, its pretty miserable and especially so if you don't know how to fight, so you're being constantly terrified and relying on other people to save you and not sleeping. It's not a game that's set-up for people with steady 9-5 gigs who have to show up productive and awake on a Monday, unless you're able to take the Monday after off to recover. There are certainly people who manage around this issue but a lot of larping is physical discomfort: wet, cold, no sleep, etc. People who aren't as familiar with weekend larping are less aware of the physical demands and its not really a game that has a lot for people to do who have serious physical or health limitations.
3a. Bonus Mention - Unsafe Combat: I've boffer larped for a long time and I also belong to Amtgard. We hit each other with padded sticks super hard and then take each other out for beers. But we're safe about how we hit each other with padded sticks and DR combat the last time I played was not safe. Even though boffer weapons are foam padded and less likely to do any real damage, you can still fuck up someone's world if you hit them in too hard in the face. There was a lot of charging, shield bashing, machine gunning, full contact swings (you can hear the sword smacking against a shield or a person and in larp combat you are swinging toooo hard if that's happening), and people getting hit in the face, eyes, mouth, and junk which are all places you shouldn't be hitting people. Also, there was cabin fighting and people were falling out of bunks and hitting their heads on surfaces in the adrenaline panic that results. I'm told efforts have been made to stop setting up combats that have people doing this but that was enough to not make me come back.
This is all not to say that you shouldn't try this but I think its better to know what you're getting into at the drop. I think all larping is about managing personal expectations (like MU*ing) where the premise of the game needs some help. I didn't like DR but you may really like it. I love larping, and there are lot of other games in the area if this one doesn't work out.
@faraday said in For Want of a Stat System:
@Lithium I think that depends on which version of the game you're using. But either way, cyber and magic both obviously give you an edge over someone with neither, but that's true of all forms of combat. I haven't seen melee be any worse off than anything else in that regard. But then, our group came up with these elaborate Shadowrun martial arts house rules that made the rounds way back when, so I might be biased there.
I've never played an SR edition where a physad started out with the ability to be /built/ better than an optimized street samurai.
Is it possible for a physad to beat a starting samurai? Sure, but it really depends a lot on how each player knew the game, how optimized they wanted their characters to be, and where they put stuff.
Yes, availability limits do put a cap on street samurai, but not as much as the 6 magic points to spend on physad powers does imho.